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230 lines
5.1 KiB
230 lines
5.1 KiB
#include "extdll.h" |
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#include "util.h" |
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#include "cbase.h" |
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#include "player.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 "effects.h" |
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#include "customentity.h" |
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#include "animation.h" |
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#include "gamerules.h" |
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#include "shock.h" |
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#include "shake.h" |
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enum shockrifle_e |
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{ |
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SHOCK_IDLE1 = 0, |
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SHOCK_FIRE, |
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SHOCK_DRAW, |
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SHOCK_HOLSTER, |
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SHOCK_IDLE3 |
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}; |
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LINK_ENTITY_TO_CLASS( weapon_shockrifle, CShockRifle ); |
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BOOL CShockRifle::IsUseable( void ) |
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{ |
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return TRUE; |
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} |
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void CShockRifle::Spawn( ) |
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{ |
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Precache( ); |
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m_iId = WEAPON_SHOCKRIFLE; |
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SET_MODEL(ENT(pev), "models/w_shock_rifle.mdl"); |
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pev->sequence = 0; |
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pev->animtime = gpGlobals->time + 0.1f; |
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pev->framerate = 1.0; |
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m_iDefaultAmmo = SHOCK_DEFAULT_GIVE; |
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m_iFirePhase = 0; |
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FallInit();// get ready to fall down. |
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} |
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void CShockRifle::Precache( void ) |
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{ |
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PRECACHE_MODEL("models/v_shock.mdl"); |
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PRECACHE_MODEL("models/w_shock_rifle.mdl"); |
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PRECACHE_MODEL("models/p_shock.mdl"); |
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PRECACHE_SOUND("weapons/shock_draw.wav"); |
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PRECACHE_SOUND("weapons/shock_fire.wav"); |
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PRECACHE_SOUND("weapons/shock_impact.wav"); |
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PRECACHE_SOUND("weapons/shock_recharge.wav"); |
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PRECACHE_SOUND("weapons/shock_discharge.wav"); |
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m_iBeam = PRECACHE_MODEL( "sprites/plasma.spr" ); |
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m_usShockFire = PRECACHE_EVENT ( 1, "events/shock.sc" ); |
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UTIL_PrecacheOther("shock"); |
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} |
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int CShockRifle::GetItemInfo(ItemInfo *p) |
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{ |
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p->pszName = STRING(pev->classname); |
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p->pszAmmo1 = "shock"; |
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p->iMaxAmmo1 = SHOCK_MAX_CARRY; |
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p->pszAmmo2 = NULL; |
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p->iMaxAmmo2 = -1; |
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p->iMaxClip = WEAPON_NOCLIP; |
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p->iSlot = 4; |
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p->iPosition = 3; |
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p->iId = m_iId = WEAPON_SHOCKRIFLE; |
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p->iFlags = ITEM_FLAG_NOAUTOSWITCHEMPTY | ITEM_FLAG_NOAUTORELOAD; |
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p->iWeight = SHOCKRIFLE_WEIGHT; |
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p->weaponName = "Unknown Alien Weapon"; |
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return 1; |
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} |
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int CShockRifle::AddToPlayer( CBasePlayer *pPlayer ) |
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{ |
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if ( CBasePlayerWeapon::AddToPlayer( pPlayer ) ) |
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{ |
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#ifndef CLIENT_DLL |
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if ( g_pGameRules->IsMultiplayer() ) |
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{ |
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// in multiplayer, all shockroaches come full. |
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pPlayer->m_rgAmmo[ PrimaryAmmoIndex() ] = SHOCK_MAX_CARRY; |
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} |
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#endif |
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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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BOOL CShockRifle::Deploy( ) |
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{ |
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return DefaultDeploy( "models/v_shock.mdl", "models/p_shock.mdl", SHOCK_DRAW, "hive" ); |
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} |
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void CShockRifle::Holster( int skiplocal /* = 0 */ ) |
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{ |
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5f; |
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SendWeaponAnim( SHOCK_HOLSTER ); |
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//!!!HACKHACK - can't select hornetgun if it's empty! no way to get ammo for it, either. |
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if ( !m_pPlayer->m_rgAmmo[ PrimaryAmmoIndex() ] ) |
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{ |
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m_pPlayer->m_rgAmmo[ PrimaryAmmoIndex() ] = 1; |
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} |
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} |
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void CShockRifle::PrimaryAttack() |
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{ |
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Reload( ); |
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// Kill if fire underwater |
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if (m_pPlayer->pev->waterlevel == 3) |
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{ |
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TraceResult tr; |
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#ifndef CLIENT_DLL |
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m_pPlayer->TakeDamage( VARS(eoNullEntity), VARS(eoNullEntity), 255, DMG_SHOCK ); |
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UTIL_ScreenFade( m_pPlayer, Vector(201,236,255), 2, 0.5, 128, FFADE_IN ); |
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#endif |
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return; |
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} |
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if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0) |
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{ |
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return; |
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} |
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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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// SendWeaponAnim( SHOCK_FIRE ); |
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//shock event |
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flags = 0; |
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PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usShockFire, 0.0, g_vecZero, g_vecZero, 0.0, 0.0, 0, m_iBeam, 0, 0); |
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EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/shock_fire.wav", RANDOM_FLOAT(0.95, 1.0), ATTN_NORM, 0, 93 + RANDOM_LONG(0,0xF)); |
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Vector anglesAim = m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle; |
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UTIL_MakeVectors( anglesAim ); |
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anglesAim.x = -anglesAim.x; |
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Vector vecSrc = m_pPlayer->GetGunPosition( )+ gpGlobals->v_forward * 16 + gpGlobals->v_right * 16 + gpGlobals->v_up * -12; |
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#ifndef CLIENT_DLL |
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CBaseEntity *pShock = CBaseEntity::Create( "shock", vecSrc, anglesAim, m_pPlayer->edict() ); |
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pShock->pev->velocity = gpGlobals->v_forward * 1500; |
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m_flRechargeTime = gpGlobals->time + 0.5f; |
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#endif |
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m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]--; |
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m_pPlayer->m_iWeaponVolume = QUIET_GUN_VOLUME; |
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m_pPlayer->m_iWeaponFlash = DIM_GUN_FLASH; |
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m_flNextPrimaryAttack = m_flNextPrimaryAttack + 0.25f; |
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if (m_flNextPrimaryAttack < UTIL_WeaponTimeBase() ) |
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{ |
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.25f; |
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} |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.5f; |
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} |
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void CShockRifle::Reload( void ) |
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{ |
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if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] >= SHOCK_MAX_CARRY) |
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return; |
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while (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] < SHOCK_MAX_CARRY && m_flRechargeTime < gpGlobals->time) |
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{ |
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EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/shock_recharge.wav", 1.0, ATTN_NORM, 0, 100); |
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m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]++; |
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m_flRechargeTime += 0.7f; |
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} |
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} |
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void CShockRifle::WeaponIdle( void ) |
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{ |
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Reload( ); |
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if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase()) |
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return; |
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int iAnim; |
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float flRand = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0, 1 ); |
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if (flRand <= 0.75f) |
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{ |
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iAnim = SHOCK_IDLE1; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 5; |
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} |
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else |
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{ |
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iAnim = SHOCK_IDLE3; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 4; |
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} |
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SendWeaponAnim( iAnim, 1 ); |
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}
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