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231 lines
5.5 KiB
231 lines
5.5 KiB
#if !defined( OEM_BUILD ) && !defined( HLDEMO_BUILD ) |
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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 "weapons.h" |
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#include "monsters.h" |
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#include "player.h" |
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#include "gamerules.h" |
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enum snipars_e |
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{ |
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SNIPARS_IDLE = 0, |
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SNIPARS_DRAW, |
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SNIPARS_FIRE, |
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SNIPARS_RELOAD |
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}; |
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LINK_ENTITY_TO_CLASS( weapon_snipars, CSnipars ); |
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int CSnipars::GetItemInfo( ItemInfo *p ) |
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{ |
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p->pszName = STRING( pev->classname ); |
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p->pszAmmo1 = "snipars"; |
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p->iMaxAmmo1 = SNIPARS_MAX_CARRY; |
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p->pszAmmo2 = NULL; |
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p->iMaxAmmo2 = -1; |
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p->iMaxClip = SNIPARS_MAX_CLIP; |
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p->iFlags = 0; |
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p->iSlot = 2; |
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p->iPosition = 4; |
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p->iId = m_iId = WEAPON_SNIPARS; |
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p->iWeight = SNIPARS_WEIGHT; |
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return 1; |
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} |
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int CSnipars::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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void CSnipars::Spawn( void ) |
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{ |
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pev->classname = MAKE_STRING( "weapon_snipars" ); |
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Precache(); |
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m_iId = WEAPON_SNIPARS; |
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SET_MODEL( ENT( pev ), "models/w_sniper.mdl" ); |
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m_iDefaultAmmo = SNIPARS_DEFAULT_GIVE; |
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FallInit(); |
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} |
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void CSnipars::Precache( void ) |
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{ |
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PRECACHE_MODEL( "models/v_sniper.mdl" ); |
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PRECACHE_MODEL( "models/w_sniper.mdl" ); |
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PRECACHE_MODEL( "models/p_sniper.mdl" ); |
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PRECACHE_MODEL( "models/w_357ammobox.mdl" ); |
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PRECACHE_MODEL( "models/w_357ammo.mdl" ); |
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PRECACHE_SOUND( "items/9mmclip1.wav" ); |
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PRECACHE_SOUND( "weapons/357_reload1.wav" ); |
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PRECACHE_SOUND( "weapons/357_cock1.wav" ); |
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PRECACHE_SOUND( "weapons/sniper_shoot1.wav" ); |
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PRECACHE_SOUND( "weapons/sniper_shoot1.wav" ); |
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PRECACHE_SOUND( "weapons/sniper_shoot2.wav" ); |
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PRECACHE_SOUND( "weapons/sniper_shoot3.wav" ); |
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PRECACHE_SOUND( "weapons/sniper_shoot4.wav" ); |
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PRECACHE_SOUND( "weapons/sniper_shoot5.wav" ); |
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m_usFireSniper = PRECACHE_EVENT( 1, "events/snipars.sc" ); |
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} |
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BOOL CSnipars::Deploy( void ) |
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{ |
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return DefaultDeploy( "models/v_sniper.mdl", "models/p_sniper.mdl", SNIPARS_DRAW, "snipars" ); |
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} |
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void CSnipars::Holster( int skiplocal /* = 0 */ ) |
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{ |
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m_fInReload = FALSE; |
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if( m_fInZoom ) |
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{ |
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SecondaryAttack(); |
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} |
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.0f; |
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m_flTimeWeaponIdle = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); |
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} |
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void CSnipars::SecondaryAttack( void ) |
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{ |
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if( m_pPlayer->pev->fov != 0 ) |
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{ |
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m_pPlayer->pev->fov = m_pPlayer->m_iFOV = 0; |
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m_fInZoom = 0; |
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} |
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else if( m_pPlayer->pev->fov != 40 ) |
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{ |
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m_pPlayer->pev->fov = m_pPlayer->m_iFOV = 40; |
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m_fInZoom = 1; |
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} |
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m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.5f; |
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} |
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void CSnipars::PrimaryAttack( void ) |
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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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if( !m_fFireOnEmpty ) |
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Reload(); |
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else |
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{ |
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PlayEmptySound(); |
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.15f; |
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} |
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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 = BRIGHT_GUN_FLASH; |
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m_iClip--; |
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m_pPlayer->pev->effects = (int)( m_pPlayer->pev->effects ) | EF_MUZZLEFLASH; |
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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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// player "shoot" animation |
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m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); |
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Vector vecSrc = m_pPlayer->GetGunPosition(); |
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Vector vecAiming = m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES ); |
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Vector vecDir = m_pPlayer->FireBulletsPlayer( 1, vecSrc, vecAiming, VECTOR_CONE_1DEGREES, 8192, BULLET_PLAYER_357, 0, 0, m_pPlayer->pev, m_pPlayer->random_seed ); |
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PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usFireSniper, 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() + 1.5f; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10.0f, 15.0f ); |
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} |
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void CSnipars::Reload( void ) |
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{ |
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if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 || m_iClip == SNIPARS_MAX_CLIP ) |
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return; |
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if( m_pPlayer->pev->fov != 0 ) |
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{ |
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m_fInZoom = FALSE; |
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m_pPlayer->pev->fov = m_pPlayer->m_iFOV = 0; // 0 means reset to default fov |
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} |
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if( DefaultReload( SNIPARS_MAX_CLIP, SNIPARS_RELOAD, 2.0f )) |
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{ |
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m_flSoundDelay = UTIL_WeaponTimeBase() + 1.5f; |
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} |
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} |
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void CSnipars::WeaponIdle( void ) |
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{ |
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ResetEmptySound(); |
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m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES ); |
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// ALERT( at_console, "%.2f\n", gpGlobals->time - m_flSoundDelay ); |
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if( m_flSoundDelay != 0 && m_flSoundDelay <= UTIL_WeaponTimeBase() ) |
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{ |
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EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_WEAPON, "weapons/357_reload1.wav", RANDOM_FLOAT( 0.8f, 0.9f ), ATTN_NORM ); |
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m_flSoundDelay = 0.0f; |
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} |
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if( m_flTimeWeaponIdle < UTIL_WeaponTimeBase() ) |
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{ |
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SendWeaponAnim( SNIPARS_IDLE ); |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + ( 170.0f / 30.0f ); |
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} |
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} |
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class CSniparsAmmo : public CBasePlayerAmmo |
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{ |
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void Spawn( void ) |
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{ |
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Precache(); |
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SET_MODEL( ENT( pev ), "models/w_357ammo.mdl" ); |
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CBasePlayerAmmo::Spawn(); |
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} |
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void Precache( void ) |
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{ |
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PRECACHE_MODEL( "models/w_357ammo.mdl" ); |
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PRECACHE_SOUND( "items/9mmclip1.wav" ); |
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} |
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BOOL AddAmmo( CBaseEntity *pOther ) |
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{ |
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if( pOther->GiveAmmo( AMMO_SNIPARSBOX_GIVE, "snipars", SNIPARS_MAX_CARRY ) != -1 ) |
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{ |
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EMIT_SOUND( ENT( pev ), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM ); |
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return TRUE; |
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} |
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return FALSE; |
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} |
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}; |
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LINK_ENTITY_TO_CLASS( ammo_snipars, CSniparsAmmo ); |
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#endif
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