Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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/***
*
* Copyright (c) 1996-2001, 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 "nail.h"
enum bradnailer_e {
BRADNAILER_IDLE1 = 0,
BRADNAILER_IDLE2,
BRADNAILER_IDLE3,
BRADNAILER_SHOOT,
BRADNAILER_SHOOT_EMPTY,
BRADNAILER_RELOAD,
BRADNAILER_RELOAD_NOT_EMPTY,
BRADNAILER_DRAW,
BRADNAILER_HOLSTER,
BRADNAILER_ADD_SILENCER,
BRADNAILER_UPRIGHT_TO_TILT,
BRADNAILER_TILT_TO_UPRIGHT,
BRADNAILER_FASTSHOOT,
};
LINK_ENTITY_TO_CLASS(weapon_bradnailer, CBradnailer);
void CBradnailer::Spawn()
{
Precache();
m_iId = WEAPON_BRADNAILER;
SET_MODEL(ENT(pev), "models/w_bradnailer.mdl");
m_iDefaultAmmo = BRADNAILER_DEFAULT_GIVE;
FallInit();// get ready to fall down.
}
void CBradnailer::Precache(void)
{
PRECACHE_MODEL("models/v_bradnailer.mdl");
PRECACHE_MODEL("models/w_bradnailer.mdl");
PRECACHE_MODEL("models/p_bradnailer.mdl");
m_iShell = PRECACHE_MODEL("models/shell.mdl");// brass shell
PRECACHE_SOUND("items/9mmclip1.wav");
PRECACHE_SOUND("items/9mmclip2.wav");
PRECACHE_SOUND("weapons/bradnailer.wav");
m_usFireBradnailer = PRECACHE_EVENT(1, "events/bradnailer.sc");
m_usReload = PRECACHE_EVENT(1, "events/reload.sc");
UTIL_PrecacheOther( "nail" );
}
int CBradnailer::GetItemInfo(ItemInfo *p)
{
p->pszName = STRING(pev->classname);
p->pszAmmo1 = "nails";
p->iMaxAmmo1 = NAILS_MAX_CARRY;
p->pszAmmo2 = NULL;
p->iMaxAmmo2 = -1;
p->iMaxClip = BRADNAILER_MAX_CLIP;
p->iSlot = 1;
p->iPosition = 0;
p->iFlags = 0;
p->iId = m_iId = WEAPON_BRADNAILER;
p->iWeight = BRADNAILER_WEIGHT;
return 1;
}
BOOL CBradnailer::Deploy()
{
return DefaultDeploy("models/v_bradnailer.mdl", "models/p_bradnailer.mdl", BRADNAILER_DRAW, "bradnailer", 0);
}
BOOL CBradnailer::CanHolster(void)
{
return (m_fInAttack == 0);
}
void CBradnailer::Holster(int skiplocal /*= 0*/)
{
m_fInReload = FALSE;// cancel any reload in progress.
m_pPlayer->m_flNextAttack = gpGlobals->time + 0.5;
SendWeaponAnim(BRADNAILER_HOLSTER);
m_fInAttack = 0;
}
void CBradnailer::SecondaryAttack(void)
{
if (m_iClip <= 0)
{
Reload();
m_flNextSecondaryAttack = 0.15f;
return;
}
if (m_flNextSecondaryAttack > gpGlobals->time)
return;
if (m_fInAttack == 0)
{
#ifndef CLIENT_DLL
//ALERT(at_console, "BRADNAILER_UPRIGHT_TO_TILT\n" );
#endif
SendWeaponAnim(BRADNAILER_UPRIGHT_TO_TILT, UseDecrement());
m_fInAttack = 1;
m_flTimeWeaponIdle = gpGlobals->time + 0.7;
m_flNextSecondaryAttack = gpGlobals->time + 0.7;
m_flNextPrimaryAttack = gpGlobals->time + 2.0;
return;
}
else if (m_fInAttack == 1)
{
if (m_flTimeWeaponIdle < gpGlobals->time)
{
#ifndef CLIENT_DLL
//ALERT(at_console, "Fire\n");
#endif
Fire(0.05, 0.2, FALSE, TRUE);
m_fInAttack = 1;
m_flTimeWeaponIdle = gpGlobals->time + 0.2f;
m_flNextPrimaryAttack = gpGlobals->time + 0.5;
}
}
}
void CBradnailer::PrimaryAttack(void)
{
if (m_fInAttack != 0)
{
m_flNextPrimaryAttack = gpGlobals->time + 0.5;
return;
}
if (m_iClip <= 0)
{
Reload();
m_flNextPrimaryAttack = 0.15f;
return;
}
Fire(0.01f, 0.3f, TRUE, FALSE);
m_flNextPrimaryAttack = m_flNextSecondaryAttack = gpGlobals->time + 0.3f;
m_flTimeWeaponIdle = gpGlobals->time + UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15);
}
void CBradnailer::Fire(float flSpread, float flCycleTime, BOOL fUseAutoAim, BOOL fFastShoot)
{
m_iClip--;
m_pPlayer->pev->effects = (int)(m_pPlayer->pev->effects) | EF_MUZZLEFLASH;
int flags;
//#if defined( CLIENT_WEAPONS )
// flags = FEV_NOTHOST;
//#else
flags = 0;
//#endif
// player "shoot" animation
m_pPlayer->SetAnimation(PLAYER_ATTACK1);
m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME;
m_pPlayer->m_iWeaponFlash = NORMAL_GUN_FLASH;
Vector anglesAim = m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle;
UTIL_MakeVectors(anglesAim);
anglesAim.x = -anglesAim.x;
// Vector vecSrc = m_pPlayer->GetGunPosition() - gpGlobals->v_up * 2;
Vector vecSrc;
Vector vecAiming;
if (fFastShoot)
{
vecSrc = m_pPlayer->GetGunPosition() + gpGlobals->v_forward * 2 + gpGlobals->v_up * -2;
}
else
{
vecSrc = m_pPlayer->GetGunPosition() + gpGlobals->v_forward * 8 + gpGlobals->v_right * 3 + gpGlobals->v_up * -2;
}
if (fUseAutoAim)
{
vecAiming = m_pPlayer->GetAutoaimVector(AUTOAIM_10DEGREES);
}
else
{
vecAiming = gpGlobals->v_forward;
}
Vector vecDir;
vecDir = m_pPlayer->FireBulletsPlayer(1, vecSrc, vecAiming, Vector(flSpread, flSpread, flSpread), 8192, BULLET_PLAYER_NAIL1, 2, 0, m_pPlayer->pev, m_pPlayer->random_seed);
PLAYBACK_EVENT_FULL(0, m_pPlayer->edict(), m_usFireBradnailer, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, 0, 0, fFastShoot, 0);
#ifndef CLIENT_DLL
CNail *pNail = CNail::NailCreate();
pNail->pev->origin = vecSrc;
pNail->pev->angles = anglesAim;
pNail->pev->owner = m_pPlayer->edict();
if (m_pPlayer->pev->waterlevel == 3)
{
pNail->pev->velocity = vecAiming * NAIL_WATER_VELOCITY;
pNail->pev->speed = NAIL_WATER_VELOCITY;
}
else
{
pNail->pev->velocity = vecAiming * NAIL_AIR_VELOCITY;
pNail->pev->speed = NAIL_AIR_VELOCITY;
}
pNail->pev->avelocity.z = 10;
#endif
}
void CBradnailer::Reload(void)
{
if (m_fInAttack != 0)
return;
if (m_flNextPrimaryAttack > gpGlobals->time)
return;
if (m_pPlayer->ammo_nails <= 0)
return;
int iAnim = (m_iClip == 0) ? BRADNAILER_RELOAD : BRADNAILER_RELOAD_NOT_EMPTY;
int iResult = DefaultReload(BRADNAILER_MAX_CLIP, iAnim, 2.3);
if (iResult)
{
m_fInAttack = 0;
PLAYBACK_EVENT_FULL(0, m_pPlayer->edict(), m_usReload, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, iAnim, 0, 0, 0);
}
}
BOOL CBradnailer::ShouldWeaponIdle(void)
{
return (m_iClip == 0) || ((m_fInAttack != 0) && (m_pPlayer->pev->button & IN_ATTACK));
}
void CBradnailer::WeaponIdle(void)
{
ResetEmptySound();
m_pPlayer->GetAutoaimVector(AUTOAIM_10DEGREES);
if (m_flTimeWeaponIdle > gpGlobals->time)
return;
if (m_fInAttack != 0)
{
#ifndef CLIENT_DLL
//ALERT(at_console, "BRADNAILER_TILT_TO_UPRIGHT\n");
#endif
SendWeaponAnim(BRADNAILER_TILT_TO_UPRIGHT, UseDecrement());
m_fInAttack = 0;
m_flTimeWeaponIdle = gpGlobals->time + 0.5f;
m_flNextPrimaryAttack = m_flNextSecondaryAttack = gpGlobals->time + 0.5f;
}
else
{
// only idle if the slid isn't back
if (m_iClip != 0)
{
int iAnim;
float flRand = UTIL_SharedRandomFloat(m_pPlayer->random_seed, 0.0, 1.0);
if (flRand <= 0.3 + 0 * 0.75)
{
iAnim = BRADNAILER_IDLE3;
m_flTimeWeaponIdle = gpGlobals->time + 49.0 / 16;
}
else if (flRand <= 0.6 + 0 * 0.875)
{
iAnim = BRADNAILER_IDLE1;
m_flTimeWeaponIdle = gpGlobals->time + 60.0 / 16.0;
}
else
{
iAnim = BRADNAILER_IDLE2;
m_flTimeWeaponIdle = gpGlobals->time + 40.0 / 16.0;
}
SendWeaponAnim(iAnim, 1);
}
}
}