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233 lines
5.5 KiB
233 lines
5.5 KiB
#include "extdll.h" |
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#include "util.h" |
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#include "cbase.h" |
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#include "monsters.h" |
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#include "weapons.h" |
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#include "nodes.h" |
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#include "player.h" |
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#include "gamerules.h" |
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enum pepsigun_e |
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{ |
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PEPSIGUN_IDLE = 0, |
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PEPSIGUN_FIRE, |
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PEPSIGUN_OPEN, |
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PEPSIGUN_INSERT, |
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PEPSIGUN_CLOSE, |
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PEPSIGUN_DRAW |
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}; |
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LINK_ENTITY_TO_CLASS( weapon_pepsigun, CPepsigun ) |
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void CPepsigun::Spawn() |
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{ |
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Precache(); |
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m_iId = WEAPON_PEPSIGUN; |
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SET_MODEL( ENT( pev ), "models/w_pepsigun.mdl" ); |
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m_iDefaultAmmo = PEPSIGUN_DEFAULT_GIVE; |
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FallInit();// get ready to fall |
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} |
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void CPepsigun::Precache( void ) |
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{ |
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PRECACHE_MODEL( "models/v_pepsigun.mdl" ); |
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PRECACHE_MODEL( "models/w_grenade.mdl" ); |
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PRECACHE_MODEL( "models/w_pepsigun.mdl" ); |
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PRECACHE_MODEL( "models/p_pepsigun.mdl" ); |
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PRECACHE_SOUND( "items/9mmclip1.wav" ); |
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PRECACHE_SOUND( "weapons/pepsigun_shoot.wav" );//shotgun |
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PRECACHE_SOUND( "weapons/reload1.wav" ); // shotgun reload |
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PRECACHE_SOUND( "weapons/reload3.wav" ); // shotgun reload |
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PRECACHE_SOUND( "weapons/357_cock1.wav" ); // gun empty sound |
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PRECACHE_SOUND( "weapons/scock1.wav" ); // cock gun |
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m_usPepsigun = PRECACHE_EVENT( 1, "events/pepsigun.sc" ); |
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} |
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int CPepsigun::AddToPlayer( CBasePlayer *pPlayer ) |
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{ |
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if( CBasePlayerWeapon::AddToPlayer( pPlayer )) |
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{ |
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MESSAGE_BEGIN( MSG_ONE, gmsgWeapPickup, NULL, pPlayer->pev ); |
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WRITE_BYTE( m_iId ); |
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MESSAGE_END(); |
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return TRUE; |
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} |
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return FALSE; |
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} |
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int CPepsigun::GetItemInfo( ItemInfo *p ) |
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{ |
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p->pszName = STRING( pev->classname ); |
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p->pszAmmo1 = "Hand Grenade"; |
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p->iMaxAmmo1 = PEPSIGUN_MAX_CARRY; |
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p->pszAmmo2 = NULL; |
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p->iMaxAmmo2 = -1; |
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p->iMaxClip = PEPSIGUN_MAX_CLIP; |
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p->iSlot = 4; |
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p->iPosition = 4; |
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p->iFlags = 0; |
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p->iId = m_iId = WEAPON_PEPSIGUN; |
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p->iWeight = PEPSIGUN_WEIGHT; |
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return 1; |
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} |
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BOOL CPepsigun::Deploy() |
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{ |
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return DefaultDeploy( "models/v_pepsigun.mdl", "models/p_pepsigun.mdl", PEPSIGUN_DRAW, "pepsigun" ); |
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} |
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void CPepsigun::PrimaryAttack() |
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{ |
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// don't fire underwater |
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if( m_pPlayer->pev->waterlevel == 3 ) |
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{ |
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PlayEmptySound(); |
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m_flNextPrimaryAttack = GetNextAttackDelay( 0.15f ); |
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return; |
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} |
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if( m_iClip <= 0 ) |
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{ |
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Reload(); |
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if( m_iClip == 0 ) |
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PlayEmptySound(); |
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return; |
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} |
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m_pPlayer->m_iWeaponVolume = LOUD_GUN_VOLUME; |
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m_pPlayer->m_iWeaponFlash = NORMAL_GUN_FLASH; |
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m_iClip--; |
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int flags; |
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#if CLIENT_WEAPONS |
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flags = FEV_NOTHOST; |
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#else |
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flags = 0; |
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#endif |
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m_pPlayer->pev->effects = (int)( m_pPlayer->pev->effects ) | EF_MUZZLEFLASH; |
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// player "shoot" animation |
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m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); |
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SendWeaponAnim( PEPSIGUN_FIRE ); |
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EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/pepsigun_shoot.wav", 1, ATTN_NORM, 0, 95 + RANDOM_LONG( 0, 0x1f ) ); |
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#if !CLIENT_DLL |
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CGrenade::ShootTimed( m_pPlayer->pev, m_pPlayer->pev->origin + gpGlobals->v_forward * 34 + Vector( 0, 0, 32 ), gpGlobals->v_forward * 800, 2.5 ); |
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#endif |
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if( !m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 ) |
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// HEV suit - indicate out of ammo condition |
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m_pPlayer->SetSuitUpdate( "!HEV_AMO0", FALSE, 0 ); |
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m_flNextPrimaryAttack = GetNextAttackDelay( 0.75f ); |
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if( m_iClip != 0 ) |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 5.0f; |
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else |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.75f; |
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m_fInSpecialReload = 0; |
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} |
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void CPepsigun::Reload( void ) |
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{ |
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if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 || m_iClip == PEPSIGUN_MAX_CLIP ) |
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return; |
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// don't reload until recoil is done |
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if( m_flNextPrimaryAttack > UTIL_WeaponTimeBase() ) |
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return; |
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// check to see if we're ready to reload |
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if( m_fInSpecialReload == 0 ) |
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{ |
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SendWeaponAnim( PEPSIGUN_OPEN ); |
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m_fInSpecialReload = 1; |
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.6f; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.6f; |
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 1.0f; |
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return; |
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} |
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else if( m_fInSpecialReload == 1 ) |
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{ |
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if( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() ) |
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return; |
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// was waiting for gun to move to side |
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m_fInSpecialReload = 2; |
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if( RANDOM_LONG( 0, 1 ) ) |
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EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/reload1.wav", 1, ATTN_NORM, 0, 85 + RANDOM_LONG( 0, 0x1f ) ); |
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else |
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EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/reload3.wav", 1, ATTN_NORM, 0, 85 + RANDOM_LONG( 0, 0x1f ) ); |
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SendWeaponAnim( PEPSIGUN_INSERT ); |
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m_flNextReload = UTIL_WeaponTimeBase() + 0.5f; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.5f; |
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} |
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else |
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{ |
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// Add them to the clip |
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m_iClip += 1; |
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m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] -= 1; |
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m_fInSpecialReload = 1; |
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} |
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} |
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void CPepsigun::WeaponIdle( void ) |
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{ |
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ResetEmptySound(); |
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m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES ); |
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if( m_flTimeWeaponIdle < UTIL_WeaponTimeBase() ) |
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{ |
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if( m_iClip == 0 && m_fInSpecialReload == 0 && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] ) |
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{ |
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Reload(); |
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} |
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else if( m_fInSpecialReload != 0 ) |
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{ |
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if( m_iClip != 8 && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] ) |
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{ |
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Reload(); |
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} |
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else |
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{ |
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// reload debounce has timed out |
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SendWeaponAnim( PEPSIGUN_CLOSE ); |
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m_fInSpecialReload = 0; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.5f; |
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} |
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} |
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else |
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{ |
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int iAnim; |
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float flRand = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0, 1 ); |
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if( flRand <= 0.8f ) |
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{ |
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iAnim = PEPSIGUN_IDLE; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + ( 60.0f / 12.0f );// * RANDOM_LONG( 2, 5 ); |
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} |
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else if( flRand <= 0.95f ) |
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{ |
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iAnim = PEPSIGUN_IDLE; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + ( 20.0f / 9.0f ); |
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} |
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else |
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{ |
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iAnim = PEPSIGUN_IDLE; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + ( 20.0f / 9.0f ); |
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} |
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SendWeaponAnim( iAnim ); |
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} |
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} |
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}
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