You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
290 lines
6.4 KiB
290 lines
6.4 KiB
/*** |
|
* |
|
* 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 "soundent.h" |
|
#include "gamerules.h" |
|
#include "nail.h" |
|
|
|
enum nailgun_e |
|
{ |
|
NAILGUN_LONGIDLE = 0, |
|
NAILGUN_IDLE1, |
|
NAILGUN_LAUNCH, |
|
NAILGUN_RELOAD, |
|
NAILGUN_DEPLOY, |
|
NAILGUN_FIRE1, |
|
NAILGUN_FIRE2, |
|
NAILGUN_FIRE3, |
|
NAILGUN_DEPLOY_EMPTY, |
|
NAILGUN_LONGIDLE_EMPTY, |
|
NAILGUN_IDLE1_EMPTY, |
|
}; |
|
|
|
|
|
LINK_ENTITY_TO_CLASS(weapon_nailgun, CNailgun); |
|
|
|
void CNailgun::Spawn() |
|
{ |
|
Precache(); |
|
SET_MODEL(ENT(pev), "models/w_nailgun.mdl"); |
|
m_iId = WEAPON_NAILGUN; |
|
|
|
m_iDefaultAmmo = NAILGUN_DEFAULT_GIVE; |
|
|
|
FallInit();// get ready to fall down. |
|
} |
|
|
|
|
|
void CNailgun::Precache(void) |
|
{ |
|
PRECACHE_MODEL("models/v_nailgun.mdl"); |
|
PRECACHE_MODEL("models/w_nailgun.mdl"); |
|
PRECACHE_MODEL("models/p_nailgun.mdl"); |
|
|
|
m_iShell = PRECACHE_MODEL("models/shell.mdl");// brass shellTE_MODEL |
|
|
|
PRECACHE_MODEL("models/w_nailclip.mdl"); |
|
PRECACHE_MODEL("models/w_nailround.mdl"); |
|
PRECACHE_SOUND("items/9mmclip1.wav"); |
|
|
|
PRECACHE_SOUND("items/clipinsert1.wav"); |
|
PRECACHE_SOUND("items/cliprelease1.wav"); |
|
|
|
PRECACHE_SOUND("weapons/nailgun.wav"); |
|
|
|
PRECACHE_SOUND("weapons/357_cock1.wav"); |
|
|
|
m_usNailgun = PRECACHE_EVENT(1, "events/nailgun.sc"); |
|
m_usReload = PRECACHE_EVENT(1, "events/reload.sc"); |
|
|
|
UTIL_PrecacheOther( "nail" ); |
|
} |
|
|
|
int CNailgun::GetItemInfo(ItemInfo *p) |
|
{ |
|
p->pszName = STRING(pev->classname); |
|
p->pszAmmo1 = "nails"; |
|
p->iMaxAmmo1 = NAILS_MAX_CARRY; |
|
p->pszAmmo2 = NULL; |
|
p->iMaxAmmo2 = -1; |
|
p->iMaxClip = NAILGUN_MAX_CLIP; |
|
p->iSlot = 1; |
|
p->iPosition = 1; |
|
p->iFlags = 1; |
|
p->iId = m_iId = WEAPON_NAILGUN; |
|
p->iWeight = NAILGUN_WEIGHT; |
|
|
|
return 1; |
|
} |
|
|
|
int CNailgun::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; |
|
} |
|
|
|
BOOL CNailgun::Deploy() |
|
{ |
|
int iAnim; |
|
if (m_iClip == 0) |
|
iAnim = NAILGUN_DEPLOY_EMPTY; |
|
else |
|
iAnim = NAILGUN_DEPLOY; |
|
|
|
return DefaultDeploy("models/v_nailgun.mdl", "models/p_nailgun.mdl", iAnim, "nailgun"); |
|
} |
|
|
|
|
|
void CNailgun::PrimaryAttack() |
|
{ |
|
// don't fire underwater |
|
if (m_pPlayer->pev->waterlevel == 3) |
|
{ |
|
PlayEmptySound(); |
|
m_flNextPrimaryAttack = 0.15; |
|
return; |
|
} |
|
|
|
if (m_iClip <= 0) |
|
{ |
|
PlayEmptySound(); |
|
m_flNextPrimaryAttack = 0.15; |
|
return; |
|
} |
|
|
|
m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME; |
|
m_pPlayer->m_iWeaponFlash = NORMAL_GUN_FLASH; |
|
|
|
m_iClip--; |
|
|
|
|
|
m_pPlayer->pev->effects = (int)(m_pPlayer->pev->effects) | EF_MUZZLEFLASH; |
|
|
|
// player "shoot" animation |
|
m_pPlayer->SetAnimation(PLAYER_ATTACK1); |
|
|
|
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_forward * 8 + gpGlobals->v_right * 4 + gpGlobals->v_up * -4; |
|
Vector vecAiming = gpGlobals->v_forward; |
|
|
|
Vector vecDir; |
|
vecDir = m_pPlayer->FireBulletsPlayer(1, vecSrc, vecAiming, VECTOR_CONE_3DEGREES, 8192, BULLET_PLAYER_NAIL2, 0, 0, m_pPlayer->pev, m_pPlayer->random_seed); |
|
|
|
int flags; |
|
#if defined( CLIENT_WEAPONS ) |
|
flags = FEV_NOTHOST; |
|
#else |
|
flags = 0; |
|
#endif |
|
|
|
PLAYBACK_EVENT_FULL(flags, m_pPlayer->edict(), m_usNailgun, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, 0, 0, 0, 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 |
|
|
|
m_flNextPrimaryAttack = GetNextAttackDelay(0.1); |
|
|
|
if (m_flNextPrimaryAttack < UTIL_WeaponTimeBase()) |
|
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.1; |
|
|
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15); |
|
} |
|
|
|
void CNailgun::Reload(void) |
|
{ |
|
if (m_pPlayer->ammo_nails <= 0) |
|
return; |
|
|
|
int iAnim = NAILGUN_RELOAD; |
|
int iResult = DefaultReload(NAILGUN_MAX_CLIP, iAnim, 1.6); |
|
|
|
if (iResult) |
|
{ |
|
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); |
|
} |
|
} |
|
|
|
|
|
void CNailgun::WeaponIdle(void) |
|
{ |
|
ResetEmptySound(); |
|
|
|
m_pPlayer->GetAutoaimVector(AUTOAIM_5DEGREES); |
|
|
|
if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase()) |
|
return; |
|
|
|
int iAnim; |
|
switch (RANDOM_LONG(0, 1)) |
|
{ |
|
case 0: |
|
iAnim = (m_iClip == 0) ? NAILGUN_LONGIDLE_EMPTY : NAILGUN_LONGIDLE; |
|
break; |
|
|
|
default: |
|
case 1: |
|
iAnim = (m_iClip == 0) ? NAILGUN_IDLE1_EMPTY : NAILGUN_IDLE1; |
|
break; |
|
} |
|
|
|
SendWeaponAnim(iAnim); |
|
|
|
m_flTimeWeaponIdle = UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15); // how long till we do this again. |
|
} |
|
|
|
|
|
|
|
class CNailAmmoClip : public CBasePlayerAmmo |
|
{ |
|
void Spawn(void) |
|
{ |
|
Precache(); |
|
SET_MODEL(ENT(pev), "models/w_nailclip.mdl"); |
|
CBasePlayerAmmo::Spawn(); |
|
} |
|
void Precache(void) |
|
{ |
|
PRECACHE_MODEL("models/w_nailclip.mdl"); |
|
PRECACHE_SOUND("items/9mmclip1.wav"); |
|
} |
|
BOOL AddAmmo(CBaseEntity *pOther) |
|
{ |
|
int bResult = (pOther->GiveAmmo(AMMO_NAILCLIP_GIVE, "nails", NAILS_MAX_CARRY) != -1); |
|
if (bResult) |
|
{ |
|
EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM); |
|
} |
|
return bResult; |
|
} |
|
}; |
|
LINK_ENTITY_TO_CLASS(ammo_nailclip, CNailAmmoClip); |
|
|
|
|
|
class CNailAmmoRound : public CBasePlayerAmmo |
|
{ |
|
void Spawn(void) |
|
{ |
|
Precache(); |
|
SET_MODEL(ENT(pev), "models/w_nailround.mdl"); |
|
CBasePlayerAmmo::Spawn(); |
|
} |
|
void Precache(void) |
|
{ |
|
PRECACHE_MODEL("models/w_nailround.mdl"); |
|
PRECACHE_SOUND("items/9mmclip1.wav"); |
|
} |
|
BOOL AddAmmo(CBaseEntity *pOther) |
|
{ |
|
int bResult = (pOther->GiveAmmo(AMMO_NAILROUND_GIVE, "nails", NAILS_MAX_CARRY) != -1); |
|
if (bResult) |
|
{ |
|
EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM); |
|
} |
|
return bResult; |
|
} |
|
}; |
|
LINK_ENTITY_TO_CLASS(ammo_nailround, CNailAmmoRound);
|
|
|