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"
enum rock_e
{
ROCK_IDLE = 0,
ROCK_THROW,
ROCK_DRAW,
ROCK_FIDGET
};
LINK_ENTITY_TO_CLASS( weapon_rock, CRock )
void CRock::Spawn()
{
Precache();
m_iId = WEAPON_ROCK;
SET_MODEL( ENT( pev ), "models/w_rock.mdl" );
//m_iDefaultAmmo = PEPSIGUN_DEFAULT_GIVE;
FallInit();// get ready to fall
}
void CRock::Precache( void )
{
PRECACHE_MODEL( "models/v_rock.mdl" );
PRECACHE_MODEL( "models/w_rock.mdl" );
PRECACHE_MODEL( "models/p_rock.mdl" );
PRECACHE_SOUND( "items/9mmclip1.wav" );
m_usRock = PRECACHE_EVENT( 1, "events/rock.sc" );
}
int CRock::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 = 3;
p->iPosition = 4;
p->iFlags = 0;
p->iId = m_iId = WEAPON_ROCK;
p->iWeight = ROCK_WEIGHT;
return 1;
}
BOOL CRock::Deploy()
{
return DefaultDeploy( "models/v_rock.mdl", "models/p_rock.mdl", ROCK_DRAW, "rock" );
}
void CRock::PrimaryAttack()
{
SendWeaponAnim( ROCK_THROW );
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
#if !CLIENT_DLL
CGrenade::ShootRock( m_pPlayer->pev, m_pPlayer->pev->origin + gpGlobals->v_forward * 34 + Vector( 0, 0, 32 ), gpGlobals->v_forward * 800 );
#endif
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.75f;
}
void CRock::WeaponIdle( void )
{
ResetEmptySound();
m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES );
SendWeaponAnim( ROCK_IDLE );
}