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186 lines
4.7 KiB
186 lines
4.7 KiB
/*** |
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* |
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* Copyright (c) 1996-2002, Valve LLC. All rights reserved. |
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* |
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* This product contains software technology licensed from Id |
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. |
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* All Rights Reserved. |
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* |
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* Use, distribution, and modification of this source code and/or resulting |
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* object code is restricted to non-commercial enhancements to products from |
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* Valve LLC. All other use, distribution, or modification is prohibited |
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* without written permission from Valve LLC. |
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* |
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****/ |
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#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 sawnoff_e |
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{ |
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SAWNOFF_IDLE = 0, |
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SAWNOFF_FIRE, |
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SAWNOFF_FIRE2, |
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SAWNOFF_RELOAD, |
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SAWNOFF_PUMP, |
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SAWNOFF_START_RELOAD, |
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SAWNOFF_DRAW, |
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SAWNOFF_HOLSTER, |
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SAWNOFF_IDLE4, |
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SAWNOFF_IDLE_DEEP |
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}; |
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LINK_ENTITY_TO_CLASS( weapon_sawnoff, CSawnoff ) |
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void CSawnoff::Spawn() |
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{ |
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Precache(); |
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m_iId = WEAPON_SAWNOFF; |
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SET_MODEL( ENT( pev ), "models/w_sawnoff.mdl" ); |
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m_iDefaultAmmo = SAWNOFF_DEFAULT_GIVE; |
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FallInit();// get ready to fall |
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} |
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void CSawnoff::Precache( void ) |
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{ |
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PRECACHE_MODEL( "models/v_sawnoff.mdl" ); |
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PRECACHE_MODEL( "models/w_sawnoff.mdl" ); |
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PRECACHE_MODEL( "models/p_sawnoff.mdl" ); |
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PRECACHE_MODEL( "models/w_shotbox.mdl" ); |
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PRECACHE_SOUND( "items/9mmclip1.wav" ); |
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PRECACHE_SOUND( "weapons/sshotgun_shoot.wav" );//shotgun |
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PRECACHE_SOUND( "weapons/sshotgun_reload.wav" );//shotgun reload |
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PRECACHE_SOUND( "weapons/sshotgun_cock1.wav" ); |
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PRECACHE_SOUND( "weapons/sshotgun_cock2.wav" ); |
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PRECACHE_SOUND( "weapons/sshotgun_cock3.wav" ); |
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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_usSawnoff = PRECACHE_EVENT( 1, "events/sawnoff.sc" ); |
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} |
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int CSawnoff::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 CSawnoff::GetItemInfo( ItemInfo *p ) |
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{ |
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p->pszName = STRING( pev->classname ); |
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p->pszAmmo1 = "buckshot"; |
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p->iMaxAmmo1 = BUCKSHOT_MAX_CARRY; |
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p->pszAmmo2 = NULL; |
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p->iMaxAmmo2 = -1; |
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p->iMaxClip = SAWNOFF_MAX_CLIP; |
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p->iSlot = 2; |
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p->iPosition = 3; |
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p->iFlags = 0; |
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p->iId = m_iId = WEAPON_SAWNOFF; |
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p->iWeight = SAWNOFF_WEIGHT; |
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return 1; |
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} |
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BOOL CSawnoff::Deploy() |
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{ |
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return DefaultDeploy( "models/v_sawnoff.mdl", "models/p_sawnoff.mdl", SAWNOFF_DRAW, "Sawnoff" ); |
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} |
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void CSawnoff::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 = UTIL_WeaponTimeBase() + 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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EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_WEAPON, "weapons/sshotgun_cock3.wav", 0.8, ATTN_NORM ); |
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.15f; |
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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 -= 2; |
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int flags; |
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#if defined( 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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// player "shoot" animation |
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m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); |
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m_pPlayer->pev->effects = (int)( m_pPlayer->pev->effects ) | EF_MUZZLEFLASH; |
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Vector vecSrc = m_pPlayer->GetGunPosition(); |
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Vector vecAiming = m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES ); |
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SendWeaponAnim( SAWNOFF_FIRE ); |
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Vector vecDir = m_pPlayer->FireBulletsPlayer( 18, vecSrc, vecAiming, VECTOR_CONE_20DEGREES, 2048, BULLET_PLAYER_BUCKSHOT, 0, 0, m_pPlayer->pev, m_pPlayer->random_seed ); |
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PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usSawnoff, 0.0, g_vecZero, g_vecZero, vecDir.x, vecDir.y, 0, 0, 0, 0 ); |
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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 = UTIL_WeaponTimeBase() + 0.5f; |
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if( m_iClip != 0 ) |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 5.0; |
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else |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.75; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); |
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} |
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void CSawnoff::Reload( void ) |
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{ |
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if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 || m_iClip == SAWNOFF_MAX_CLIP ) |
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return; |
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DefaultReload( SAWNOFF_MAX_CLIP, SAWNOFF_RELOAD, 1.3 ); |
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EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_ITEM, "sshotgun_reload.wav", 1, ATTN_NORM ); |
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} |
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void CSawnoff::WeaponIdle( void ) |
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{ |
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ResetEmptySound(); |
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m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES ); |
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if( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() ) |
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return; |
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m_flTimeWeaponIdle = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10.0f, 15.0f ); |
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SendWeaponAnim( SAWNOFF_IDLE ); |
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} |
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