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402 lines
9.4 KiB
402 lines
9.4 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 "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 "gamerules.h" |
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enum grenadelauncher_e { |
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GL_IDLE1 = 0, |
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GL_IDLE2, |
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GL_RELOAD1, |
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GL_RELOAD2, |
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GL_RELOAD3, |
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GL_FIRE1, |
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GL_FIRE2, |
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GL_HOLSTER, |
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GL_DRAW, |
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}; |
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class CGrenadelauncher : public CBasePlayerWeapon |
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{ |
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public: |
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int Save( CSave &save ); |
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int Restore( CRestore &restore ); |
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static TYPEDESCRIPTION m_SaveData[]; |
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void Spawn( void ); |
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void Precache( void ); |
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int iItemSlot( void ) { return 4; } |
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int GetItemInfo(ItemInfo *p); |
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int AddToPlayer( CBasePlayer *pPlayer ); |
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BOOL Deploy( void ); |
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void PrimaryAttack( void ); |
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void WeaponIdle( void ); |
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void SecondaryAttack( void ); |
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float m_flNextAnimTime; |
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void Reload( void ); |
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int m_fInReload; |
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float m_flNextReload; |
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int m_iShell; |
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float m_flPumpTime; |
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}; |
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LINK_ENTITY_TO_CLASS( weapon_grenadel, CGrenadelauncher ); |
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LINK_ENTITY_TO_CLASS( weapon_egon, CGrenadelauncher ); |
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TYPEDESCRIPTION CGrenadelauncher::m_SaveData[] = |
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{ |
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DEFINE_FIELD( CGrenadelauncher, m_flNextReload, FIELD_TIME ), |
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DEFINE_FIELD( CGrenadelauncher, m_fInReload, FIELD_INTEGER ), |
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DEFINE_FIELD( CGrenadelauncher, m_flNextReload, FIELD_TIME ), |
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DEFINE_FIELD( CGrenadelauncher, m_flPumpTime, FIELD_TIME ), |
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}; |
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IMPLEMENT_SAVERESTORE( CGrenadelauncher, CBasePlayerWeapon ); |
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void CGrenadelauncher::Spawn( ) |
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{ |
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pev->classname = MAKE_STRING("weapon_grenadel"); |
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Precache( ); |
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m_iId = WEAPON_GRENADEL; |
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SET_MODEL(ENT(pev), "models/wmodels/w_grenadel.mdl"); |
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m_iDefaultAmmo = GRENADEL_DEFAULT_GIVE; |
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FallInit(); |
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} |
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void CGrenadelauncher::Precache( void ) |
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{ |
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PRECACHE_MODEL("models/wmodels/w_grenadel.mdl"); |
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PRECACHE_MODEL("models/vmodels/v_grenadel.mdl"); |
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PRECACHE_MODEL("models/pmodels/p_grenadel.mdl"); |
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PRECACHE_SOUND("weapons/glauncher.wav"); |
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PRECACHE_SOUND("weapons/glauncher2.wav"); |
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PRECACHE_SOUND("weapons/cannoncock.wav"); |
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PRECACHE_SOUND("weapons/reloadcannon1.wav"); |
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} |
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BOOL CGrenadelauncher::Deploy( void ) |
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{ |
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return DefaultDeploy( "models/vmodels/v_grenadel.mdl", "models/pmodels/p_grenadel.mdl", GL_DRAW, "rpg" ); |
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} |
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int CGrenadelauncher::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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int CGrenadelauncher::GetItemInfo(ItemInfo *p) |
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{ |
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p->pszName = STRING(pev->classname); |
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p->pszAmmo1 = "contact"; |
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p->iMaxAmmo1 = GRENADEL_MAX_CARRY; |
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p->pszAmmo2 = "timed"; |
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p->iMaxAmmo2 = TIMED_MAX_CARRY; |
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p->iMaxClip = GRENADEL_MAX_CLIP; |
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p->iSlot = 3; |
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p->iPosition = 0; |
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p->iId = m_iId = WEAPON_GRENADEL; |
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p->iFlags = 0; |
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p->iWeight = GRENADEL_WEIGHT; |
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return 1; |
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} |
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void CGrenadelauncher::PrimaryAttack( void ) |
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{ |
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if (m_pPlayer->pev->waterlevel == 3) |
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{ |
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EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/357_cock1.wav", 0.8, ATTN_NORM); |
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m_flNextPrimaryAttack = gpGlobals->time + 0.15; |
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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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Reload( ); |
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SendWeaponAnim( GL_IDLE1 ); |
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EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/357_cock1.wav", 0.8, ATTN_NORM); |
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m_flNextPrimaryAttack = gpGlobals->time + 0.15; |
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return; |
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} |
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m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME; |
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m_pPlayer->m_iWeaponFlash = BRIGHT_GUN_FLASH; |
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m_iClip--; |
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SendWeaponAnim( GL_FIRE1 ); |
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m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); |
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switch ( RANDOM_LONG(0,1) ) |
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{ |
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case 0: |
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EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/glauncher.wav", 0.8, ATTN_NORM); |
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break; |
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case 1: |
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EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/glauncher2.wav", 0.8, ATTN_NORM); |
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break; |
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} |
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UTIL_MakeVectors( m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle ); |
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CGrenade::ShootContact ( m_pPlayer->pev, |
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m_pPlayer->pev->origin + m_pPlayer->pev->view_ofs + gpGlobals->v_forward * 10, |
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gpGlobals->v_forward * 1000 ); |
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m_flNextPrimaryAttack = gpGlobals->time + 1.0; |
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m_flNextSecondaryAttack = gpGlobals->time + 1.0; |
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m_flTimeWeaponIdle = gpGlobals->time + .6; |
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m_pPlayer->pev->punchangle.x -= 5; |
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} |
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void CGrenadelauncher::SecondaryAttack( void ) |
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{ |
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if (m_pPlayer->pev->waterlevel == 3) |
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{ |
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EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/357_cock1.wav", 0.8, ATTN_NORM); |
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m_flNextSecondaryAttack = gpGlobals->time + 0.15; |
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return; |
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} |
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if (m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType] == 0) |
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{ |
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SendWeaponAnim( GL_IDLE1 ); |
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EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/357_cock1.wav", 0.8, ATTN_NORM); |
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m_flNextSecondaryAttack = gpGlobals->time + 0.15; |
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return; |
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} |
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m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME; |
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m_pPlayer->m_iWeaponFlash = BRIGHT_GUN_FLASH; |
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m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType]--; |
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SendWeaponAnim( GL_FIRE2 ); |
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m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); |
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switch ( RANDOM_LONG(0,1) ) |
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{ |
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case 0: |
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EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/glauncher.wav", 0.8, ATTN_NORM); |
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break; |
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case 1: |
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EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/glauncher2.wav", 0.8, ATTN_NORM); |
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break; |
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} |
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UTIL_MakeVectors( m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle ); |
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CGrenade::ShootTimed ( m_pPlayer->pev, |
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m_pPlayer->pev->origin + m_pPlayer->pev->view_ofs + gpGlobals->v_forward * 10, |
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gpGlobals->v_forward * 1000, 3.0 ); |
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m_flNextPrimaryAttack = gpGlobals->time + 1.2; |
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m_flNextSecondaryAttack = gpGlobals->time + 1.2; |
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if (m_iClip != 0) |
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m_flTimeWeaponIdle = gpGlobals->time + .6; |
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else |
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m_flTimeWeaponIdle = 1.5; |
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m_fInReload = 0; |
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m_pPlayer->pev->punchangle.x -= 10; |
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} |
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void CGrenadelauncher::Reload( void ) |
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{ |
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if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 || m_iClip == GRENADEL_MAX_CLIP) |
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return; |
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if (m_flNextReload > gpGlobals->time) |
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return; |
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if (m_flNextPrimaryAttack > gpGlobals->time) |
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return; |
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if (m_fInReload == 0) |
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{ |
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SendWeaponAnim( GL_RELOAD1 ); |
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m_fInReload = 1; |
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m_pPlayer->m_flNextAttack = gpGlobals->time + 0.1; |
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m_flTimeWeaponIdle = gpGlobals->time + 0.1; |
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m_flNextPrimaryAttack = gpGlobals->time + .3; |
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m_flNextSecondaryAttack = gpGlobals->time + .3; |
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return; |
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} |
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else if (m_fInReload == 1) |
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{ |
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if (m_flTimeWeaponIdle > gpGlobals->time) |
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return; |
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m_fInReload = 2; |
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if (RANDOM_LONG(0,1)) |
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EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/reloadcannon1.wav", 1, ATTN_NORM, 0, 85 + RANDOM_LONG(0,0x1f)); |
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else |
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EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/reloadcannon1.wav", 1, ATTN_NORM, 0, 85 + RANDOM_LONG(0,0x1f)); |
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SendWeaponAnim( GL_RELOAD2 ); |
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m_flNextReload = gpGlobals->time + .8; |
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m_flTimeWeaponIdle = gpGlobals->time + 0.2; |
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} |
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else |
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{ |
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m_iClip += 1; |
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m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] -= 1; |
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m_fInReload = 1; |
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} |
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} |
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void CGrenadelauncher::WeaponIdle( void ) |
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{ |
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ResetEmptySound( ); |
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m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES ); |
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if (m_flPumpTime && m_flPumpTime < gpGlobals->time) |
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{ |
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EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/scock1.wav", 1, ATTN_NORM, 0, 95 + RANDOM_LONG(0,0x1f)); |
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m_flPumpTime = 0; |
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} |
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if (m_flTimeWeaponIdle < gpGlobals->time) |
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{ |
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if (m_iClip == 0 && m_fInReload == 0 && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]) |
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{ |
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Reload( ); |
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} |
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else if (m_fInReload != 0) |
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{ |
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if (m_iClip != 6 && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]) |
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{ |
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Reload( ); |
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} |
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else |
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{ |
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SendWeaponAnim( GL_IDLE1 ); |
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EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/cannoncock.wav", 1, ATTN_NORM, 0, 95 + RANDOM_LONG(0,0x1f)); |
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m_fInReload = 0; |
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m_flTimeWeaponIdle = gpGlobals->time + 1.5; |
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} |
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} |
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else |
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{ |
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int iAnim; |
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float flRand = RANDOM_FLOAT(0, 1); |
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if (flRand <= 0.8) |
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{ |
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iAnim = GL_IDLE2; |
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m_flTimeWeaponIdle = gpGlobals->time + (60.0/12.0); |
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} |
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else if (flRand <= 0.95) |
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{ |
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iAnim = GL_IDLE1; |
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m_flTimeWeaponIdle = gpGlobals->time + (20.0/9.0); |
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} |
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else |
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{ |
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iAnim = GL_IDLE2; |
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m_flTimeWeaponIdle = gpGlobals->time + (20.0/9.0); |
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} |
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SendWeaponAnim( iAnim ); |
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} |
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} |
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} |
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class CContactAmmo : 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_9mmclip.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_9mmclip.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_CONTACT_GIVE, "contact", GRENADEL_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_contact, CContactAmmo ); |
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class CTimedAmmo : 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_9mmclip.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_9mmclip.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_TIMED_GIVE, "timed", TIMED_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_timed, CTimedAmmo ); |
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