Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "weapons.h"
#include "nodes.h"
#include "player.h"
#include "gamerules.h"
LINK_ENTITY_TO_CLASS( weapon_needle, CNeedle )
enum needle_e
{
NEEDLE_IDLE1,
NEEDLE_GIVESHOT,
NEEDLE_DRAW
};
void CNeedle::Spawn( )
{
Precache();
m_iId = WEAPON_NEEDLE;
SET_MODEL( ENT( pev ), "models/w_needle.mdl" );
m_iClip = -1;
FallInit();// get ready to fall down.
}
void CNeedle::Precache( void )
{
PRECACHE_MODEL( "models/v_needle.mdl" );
PRECACHE_MODEL( "models/w_needle.mdl" );
PRECACHE_MODEL( "models/p_needle.mdl" );
PRECACHE_SOUND( "weapons/needleshot.wav" );
m_usNeedle = PRECACHE_EVENT( 1, "events/needle.sc" );
}
int CNeedle::GetItemInfo( ItemInfo *p )
{
p->pszName = STRING( pev->classname );
p->pszAmmo1 = NULL;
p->iMaxAmmo1 = -1;
p->pszAmmo2 = NULL;
p->iMaxAmmo2 = -1;
p->iMaxClip = WEAPON_NOCLIP;
p->iSlot = 0;
p->iPosition = 3;
p->iId = WEAPON_NEEDLE;
p->iWeight = NEEDLE_WEIGHT;
return 1;
}
BOOL CNeedle::Deploy()
{
return DefaultDeploy( "models/v_needle.mdl", "models/p_needle.mdl", NEEDLE_DRAW, "needle" );
}
void CNeedle::Holster( int skiplocal /* = 0 */ )
{
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5f;
SendWeaponAnim( NEEDLE_IDLE1 );
}
void CNeedle::PrimaryAttack()
{
SendWeaponAnim( NEEDLE_GIVESHOT );
EMIT_SOUND( ENT( pev ), CHAN_ITEM, "weapons/needleshot.wav", 1, ATTN_NORM );
m_pPlayer->TakeHealth( 25, DMG_GENERIC );
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 60.0f;
}