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 sawnoff_e
{
SAWNOFF_IDLE = 0,
SAWNOFF_FIRE,
SAWNOFF_FIRE2,
SAWNOFF_RELOAD,
SAWNOFF_PUMP,
SAWNOFF_START_RELOAD,
SAWNOFF_DRAW,
SAWNOFF_HOLSTER,
SAWNOFF_IDLE4,
SAWNOFF_IDLE_DEEP
};
LINK_ENTITY_TO_CLASS( weapon_sawnoff, CSawnoff )
void CSawnoff::Spawn()
{
Precache();
m_iId = WEAPON_SAWNOFF;
SET_MODEL( ENT( pev ), "models/w_sawnoff.mdl" );
m_iDefaultAmmo = SAWNOFF_DEFAULT_GIVE;
FallInit();// get ready to fall
}
void CSawnoff::Precache( void )
{
PRECACHE_MODEL( "models/v_sawnoff.mdl" );
PRECACHE_MODEL( "models/w_sawnoff.mdl" );
PRECACHE_MODEL( "models/p_sawnoff.mdl" );
PRECACHE_MODEL( "models/w_shotbox.mdl" );
PRECACHE_SOUND( "items/9mmclip1.wav" );
PRECACHE_SOUND( "weapons/sshotgun_shoot.wav" );//shotgun
PRECACHE_SOUND( "weapons/sshotgun_reload.wav" );//shotgun reload
PRECACHE_SOUND( "weapons/sshotgun_cock1.wav" );
PRECACHE_SOUND( "weapons/sshotgun_cock2.wav" );
PRECACHE_SOUND( "weapons/sshotgun_cock3.wav" );
//PRECACHE_SOUND( "weapons/357_cock1.wav" ); // gun empty sound
//PRECACHE_SOUND( "weapons/scock1.wav" ); // cock gun
m_usSawnoff = PRECACHE_EVENT( 1, "events/sawnoff.sc" );
}
int CSawnoff::AddToPlayer( CBasePlayer *pPlayer )
{
if( CBasePlayerWeapon::AddToPlayer( pPlayer ) )
{
MESSAGE_BEGIN( MSG_ONE, gmsgWeapPickup, NULL, pPlayer->pev );
WRITE_BYTE( m_iId );
MESSAGE_END();
return TRUE;
}
return FALSE;
}
int CSawnoff::GetItemInfo( ItemInfo *p )
{
p->pszName = STRING( pev->classname );
p->pszAmmo1 = "buckshot";
p->iMaxAmmo1 = BUCKSHOT_MAX_CARRY;
p->pszAmmo2 = NULL;
p->iMaxAmmo2 = -1;
p->iMaxClip = SAWNOFF_MAX_CLIP;
p->iSlot = 2;
p->iPosition = 3;
p->iFlags = 0;
p->iId = m_iId = WEAPON_SAWNOFF;
p->iWeight = SAWNOFF_WEIGHT;
return 1;
}
BOOL CSawnoff::Deploy()
{
return DefaultDeploy( "models/v_sawnoff.mdl", "models/p_sawnoff.mdl", SAWNOFF_DRAW, "Sawnoff" );
}
void CSawnoff::PrimaryAttack()
{
// don't fire underwater
if( m_pPlayer->pev->waterlevel == 3 )
{
PlayEmptySound();
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.15f;
return;
}
if( m_iClip <= 0 )
{
Reload();
EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_WEAPON, "weapons/sshotgun_cock3.wav", 0.8, ATTN_NORM );
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.15f;
return;
}
m_pPlayer->m_iWeaponVolume = LOUD_GUN_VOLUME;
m_pPlayer->m_iWeaponFlash = NORMAL_GUN_FLASH;
m_iClip -= 2;
int flags;
#if defined( CLIENT_WEAPONS )
flags = FEV_NOTHOST;
#else
flags = 0;
#endif
// player "shoot" animation
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
m_pPlayer->pev->effects = (int)( m_pPlayer->pev->effects ) | EF_MUZZLEFLASH;
Vector vecSrc = m_pPlayer->GetGunPosition();
Vector vecAiming = m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES );
SendWeaponAnim( SAWNOFF_FIRE );
Vector vecDir = m_pPlayer->FireBulletsPlayer( 18, vecSrc, vecAiming, VECTOR_CONE_20DEGREES, 2048, BULLET_PLAYER_BUCKSHOT, 0, 0, m_pPlayer->pev, m_pPlayer->random_seed );
PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usSawnoff, 0.0, g_vecZero, g_vecZero, vecDir.x, vecDir.y, 0, 0, 0, 0 );
if( !m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 )
// HEV suit - indicate out of ammo condition
m_pPlayer->SetSuitUpdate( "!HEV_AMO0", FALSE, 0 );
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.5f;
if( m_iClip != 0 )
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 5.0;
else
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.75;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
}
void CSawnoff::Reload( void )
{
if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 || m_iClip == SAWNOFF_MAX_CLIP )
return;
DefaultReload( SAWNOFF_MAX_CLIP, SAWNOFF_RELOAD, 1.3 );
EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_ITEM, "sshotgun_reload.wav", 1, ATTN_NORM );
}
void CSawnoff::WeaponIdle( void )
{
ResetEmptySound();
m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES );
if( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() )
return;
m_flTimeWeaponIdle = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10.0f, 15.0f );
SendWeaponAnim( SAWNOFF_IDLE );
}