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304 lines
7.0 KiB
304 lines
7.0 KiB
/* |
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Copyright (c) 1999, Cold Ice Modification. |
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This code has been written by SlimShady ( darcuri@optonline.net ) |
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Use, distribution, and modification of this source code and/or resulting |
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object code is restricted to non-commercial enhancements to products from |
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Valve LLC. All other use, distribution, or modification is prohibited |
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without written permission from Valve LLC and from the Cold Ice team. |
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Please if you use this code in any public form, please give us credit. |
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*/ |
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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 "monsters.h" |
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#include "weapons.h" |
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#include "nodes.h" |
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#include "player.h" |
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#include "soundent.h" |
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#include "gamerules.h" |
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enum chaingun_e |
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{ |
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CHAINGUN_IDLE = 0, |
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CHAINGUN_IDLE1, |
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CHAINGUN_SPINUP, |
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CHAINGUN_SPINDOWN, |
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CHAINGUN_FIRE, |
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CHAINGUN_DRAW, |
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CHAINGUN_HOLSTER, |
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}; |
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class CChaingun : public CBasePlayerWeapon |
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{ |
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public: |
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void Spawn( void ); |
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void Precache( void ); |
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int iItemSlot( void ) { return 3; } |
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int GetItemInfo(ItemInfo *p); |
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int AddToPlayer( CBasePlayer *pPlayer ); |
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void PrimaryAttack( void ); |
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void ChaingunFire( float flSpread, float flCycleTime, BOOL fUseAutoAim ,int b_no); |
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BOOL Deploy( void ); |
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void Reload( void ); |
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void BringUp( void ); |
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void WeaponIdle( void ); |
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void slowdown(); |
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void EXPORT firemore(void); |
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int phase; |
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float cycletime; |
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int fps; |
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int m_iShell; |
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}; |
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LINK_ENTITY_TO_CLASS( weapon_chaingun, CChaingun ); |
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LINK_ENTITY_TO_CLASS( weapon_9mmAR, CChaingun ); |
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//========================================================= |
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//========================================================= |
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void CChaingun::Spawn( ) |
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{ |
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pev->classname = MAKE_STRING("weapon_chaingun"); |
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Precache( ); |
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SET_MODEL(ENT(pev), "models/wmodels/w_mini.mdl"); |
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m_iId = WEAPON_CHAINGUN; |
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m_iDefaultAmmo = CHAINGUN_DEFAULT_GIVE; |
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FallInit(); |
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} |
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void CChaingun::Precache( void ) |
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{ |
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PRECACHE_MODEL("models/vmodels/v_mini.mdl"); |
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PRECACHE_MODEL("models/wmodels/w_mini.mdl"); |
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PRECACHE_MODEL("models/pmodels/p_mini.mdl"); |
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m_iShell = PRECACHE_MODEL ("models/shell.mdl"); |
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PRECACHE_SOUND("weapons/chaingun1.wav"); |
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PRECACHE_SOUND("weapons/chaingun_spinup.wav"); |
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PRECACHE_SOUND("weapons/chaingun_spindown.wav"); |
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PRECACHE_SOUND("weapons/357_cock1.wav"); |
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} |
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int CChaingun::GetItemInfo(ItemInfo *p) |
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{ |
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p->pszName = STRING(pev->classname); |
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p->pszAmmo1 = "chain"; |
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p->iMaxAmmo1 = CHAINGUN_MAX_CARRY; |
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p->pszAmmo2 = NULL; |
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p->iMaxAmmo2 = -1; |
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p->iMaxClip = CHAINGUN_MAX_CLIP; |
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p->iSlot = 2; |
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p->iPosition = 5; |
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p->iFlags = 0; |
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p->iId = m_iId = WEAPON_CHAINGUN; |
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p->iWeight = CHAINGUN_WEIGHT; |
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return 1; |
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} |
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int CChaingun::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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BOOL CChaingun::Deploy( ) |
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{ |
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return DefaultDeploy( "models/vmodels/v_mini.mdl", "models/pmodels/p_mini.mdl", CHAINGUN_DRAW, "mp5" ); |
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} |
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void CChaingun::PrimaryAttack() |
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{ |
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m_flNextPrimaryAttack = gpGlobals->time + 0.1; |
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if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] == 0 && m_iClip == 0) |
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{ |
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PlayEmptySound(); |
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RetireWeapon(); |
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return; |
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} |
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m_flTimeWeaponIdle = gpGlobals->time + 0.1; |
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if((phase==0)&&(m_iClip > 0)) |
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{ |
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SendWeaponAnim( CHAINGUN_SPINUP ); |
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EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/chaingun_spinup.wav", RANDOM_FLOAT(0.92, 1.0), ATTN_NORM, 0, 98 + RANDOM_LONG(0,3)); |
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m_flNextPrimaryAttack = gpGlobals->time + 0.4; |
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phase=1; |
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return; |
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} |
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slowdown(); |
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if (fps == 0) |
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fps = 5; |
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if (fps < 22) |
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fps++; |
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if((phase = 1)&&(m_iClip > 0)) |
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ChaingunFire( 0.04, 1/(float) fps, TRUE ,1); |
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} |
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void CChaingun::ChaingunFire( float flSpread , float flCycleTime, BOOL fUseAutoAim,int bulletsno ) |
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{ |
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if (m_iClip <= 0) |
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{ |
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SendWeaponAnim( CHAINGUN_IDLE ); |
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PlayEmptySound(); |
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m_flNextPrimaryAttack = gpGlobals->time + 0.3; |
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return; |
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} |
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m_pPlayer->pev->effects = (int)(m_pPlayer->pev->effects) | EF_MUZZLEFLASH; |
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SendWeaponAnim( CHAINGUN_FIRE ); |
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m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); |
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m_iClip--; |
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UTIL_MakeVectors( m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle ); |
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Vector vecShellVelocity = m_pPlayer->pev->velocity |
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+ gpGlobals->v_right * RANDOM_FLOAT(50,70) |
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+ gpGlobals->v_up * RANDOM_FLOAT(100,150) |
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+ gpGlobals->v_forward * 25; |
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EjectBrass ( pev->origin + m_pPlayer->pev->view_ofs + gpGlobals->v_up * -12 + gpGlobals->v_forward * 32 + gpGlobals->v_right * 6 , vecShellVelocity, pev->angles.y, m_iShell, TE_BOUNCE_SHELL ); |
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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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EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/chaingun1.wav", RANDOM_FLOAT(0.92, 1.0), ATTN_NORM, 0, 98 + RANDOM_LONG(0,3)); |
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Vector vecSrc = m_pPlayer->GetGunPosition( ); |
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Vector vecAiming; |
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if ( fUseAutoAim ) |
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{ |
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vecAiming = m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES ); |
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} |
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else |
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{ |
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vecAiming = gpGlobals->v_forward; |
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} |
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m_pPlayer->FireBullets(bulletsno, vecSrc, vecAiming, VECTOR_CONE_5DEGREES, 8192, BULLET_PLAYER_9MM, 0 ); |
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m_flNextPrimaryAttack = gpGlobals->time + flCycleTime; |
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m_flTimeWeaponIdle = gpGlobals->time + RANDOM_FLOAT ( 10, 15 ); |
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} |
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void CChaingun::slowdown() |
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{ |
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if ( m_iClip != 0 ) |
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{ |
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Vector xy=Vector(m_pPlayer->pev->velocity.x,m_pPlayer->pev->velocity.y,0).Normalize(); |
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if(m_pPlayer->pev->velocity.Length2D()>50) |
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m_pPlayer->pev->velocity=Vector(xy.x*50,xy.y*50,m_pPlayer->pev->velocity.z); |
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} |
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} |
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void CChaingun::Reload( void ) |
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{ |
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if ( m_iClip <= 99 ) |
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{ |
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if ( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] < 0 ) |
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return; |
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DefaultReload( CHAINGUN_MAX_CLIP, CHAINGUN_HOLSTER, 1.5 ); |
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SetThink( BringUp ); |
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pev->nextthink = gpGlobals->time + 1.5; |
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} |
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} |
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void CChaingun::BringUp( void ) |
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{ |
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SendWeaponAnim( CHAINGUN_DRAW ); |
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m_flNextPrimaryAttack = gpGlobals->time + 1.0; |
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} |
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void CChaingun::WeaponIdle( void ) |
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{ |
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cycletime=0; |
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fps=0; |
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if(phase==1) |
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{ |
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m_flTimeWeaponIdle = m_flNextPrimaryAttack = gpGlobals->time + 1; |
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SendWeaponAnim( CHAINGUN_SPINDOWN ); |
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EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/chaingun_spindown.wav", RANDOM_FLOAT(0.92, 1.0), ATTN_NORM, 0, 98 + RANDOM_LONG(0,3)); |
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phase=0; |
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return; |
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} |
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if (m_flTimeWeaponIdle > gpGlobals->time) |
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return; |
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ResetEmptySound( ); |
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m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES ); |
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int iAnim; |
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switch ( RANDOM_LONG( 0, 1 ) ) |
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{ |
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case 0: |
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iAnim = CHAINGUN_IDLE; |
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break; |
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default: |
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case 1: |
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iAnim = CHAINGUN_IDLE1; |
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break; |
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} |
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SendWeaponAnim( iAnim ); |
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m_flTimeWeaponIdle = gpGlobals->time + RANDOM_FLOAT ( 10, 15 ); |
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} |
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class CChaingunBox : 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/ammo/w_chain.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/ammo/w_chain.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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int bResult = (pOther->GiveAmmo( AMMO_CHAINGUNBOX_GIVE, "chain", CHAINGUN_MAX_CARRY) != -1); |
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if (bResult) |
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{ |
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EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM); |
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} |
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return bResult; |
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} |
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}; |
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LINK_ENTITY_TO_CLASS( ammo_chaingunbox, CChaingunBox ); |