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297 lines
6.8 KiB
297 lines
6.8 KiB
/****************************************** |
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* * |
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* Fichier fsniper, par Julien * |
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* * |
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* code du fusil de snipe * |
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* * |
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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 fsniper_e |
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{ |
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FSNIPER_LONGIDLE = 0, |
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FSNIPER_IDLE1, |
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FSNIPER_RELOAD, |
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FSNIPER_DEPLOY, |
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FSNIPER_FIRE1, |
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FSNIPER_FIDGET, |
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FSNIPER_ZOOM, |
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}; |
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class CFSniper : 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 AddToPlayer( CBasePlayer *pPlayer ); |
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void PrimaryAttack( void ); |
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void SecondaryAttack( void ); |
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void Holster( int skiplocal = 0 ); |
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void Reload( void ); |
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void WeaponIdle( void ); |
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BOOL Deploy( void ); |
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int GetItemInfo(ItemInfo *p); |
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int iItemSlot( void ) { return 4; } //position de l'arme dans le hud |
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float m_flNextAnimTime; |
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int m_iShell; |
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private: |
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unsigned short m_usFSniper; //pour pr |
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}; |
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LINK_ENTITY_TO_CLASS( weapon_fsniper, CFSniper ); |
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//============================================ |
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// |
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//============================================ |
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void CFSniper::Spawn( ) |
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{ |
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pev->classname = MAKE_STRING("weapon_fsniper"); |
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Precache(); |
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SET_MODEL(ENT(pev), "models/w_fsniper.mdl"); |
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m_iId = WEAPON_FSNIPER; |
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m_iDefaultAmmo = FSNIPER_DEFAULT_GIVE; |
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FallInit();// get ready to fall down. |
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} |
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void CFSniper::Precache( void ) |
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{ |
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PRECACHE_MODEL("models/v_fsniper.mdl"); |
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PRECACHE_MODEL("models/w_fsniper.mdl"); |
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PRECACHE_MODEL("models/p_9mmAR.mdl"); |
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m_iShell = PRECACHE_MODEL ("models/sniper_shell.mdl"); //model de la cartouche, |
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PRECACHE_MODEL("models/w_fsniperclip.mdl"); |
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PRECACHE_SOUND("items/9mmclip1.wav"); |
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PRECACHE_SOUND("items/clipinsert1.wav"); |
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PRECACHE_SOUND("items/cliprelease1.wav"); |
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PRECACHE_SOUND ("weapons/fsniper_shoot1.wav"); |
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PRECACHE_SOUND ("weapons/fsniper_eject1.wav"); |
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PRECACHE_SOUND ("weapons/fsniper_eject2.wav"); |
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PRECACHE_SOUND ("weapons/fsniper_lens_open.wav"); |
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PRECACHE_SOUND ("weapons/357_cock1.wav"); |
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m_usFSniper = PRECACHE_EVENT( 1, "events/fsniper.sc" ); //pr |
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} |
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int CFSniper::GetItemInfo(ItemInfo *p) |
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{ |
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p->pszName = STRING(pev->classname); |
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p->pszAmmo1 = "fsniper"; |
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p->iMaxAmmo1 = FSNIPER_MAX_CARRY; |
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p->iMaxClip = FSNIPER_MAX_CLIP; |
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p->iSlot = 3; |
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p->iPosition = 1; |
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p->iId = m_iId = WEAPON_FSNIPER; |
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p->iWeight = FSNIPER_WEIGHT; |
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p->iFlags = 0; |
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return 1; |
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} |
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int CFSniper::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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m_pPlayer->TextAmmo( TA_SNIPER ); |
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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 CFSniper::Deploy( ) |
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{ |
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BOOL bResult = DefaultDeploy( "models/v_fsniper.mdl", "models/p_9mmAR.mdl", FSNIPER_DEPLOY, "fsniper" ); |
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 36 / 16.0; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 36 / 16.0; |
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return bResult; |
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} |
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void CFSniper::PrimaryAttack() |
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{ |
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// don't fire underwater |
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if (m_pPlayer->pev->waterlevel == 3) |
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{ |
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PlayEmptySound( ); |
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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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PlayEmptySound(); |
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m_flNextPrimaryAttack = gpGlobals->time + 0.15; |
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return; |
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} |
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PLAYBACK_EVENT( 0, m_pPlayer->edict(), m_usFSniper ); |
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//avec un d |
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PLAYBACK_EVENT_FULL ( 0, m_pPlayer->edict(), m_usFSniper, 27 / 25.0, (float *)&g_vecZero, (float *)&g_vecZero, 0, 0, 0, 0, 1, 0 ); |
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m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME; |
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m_pPlayer->Gunflash (); |
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m_iClip--; |
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// player "shoot" animation |
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m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); |
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Vector vecSrc = m_pPlayer->GetGunPosition( ); |
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Vector vecAiming = m_pPlayer->GetAutoaimVector( AUTOAIM_8DEGREES ); |
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m_pPlayer->FireBullets( 1, vecSrc, vecAiming, Vector ( 0, 0, 0 )/*VECTOR_CONE_1DEGREES*/, 8192, BULLET_PLAYER_SNIPER, 1 ); |
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if (!m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0) |
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// HEV suit - indicate out of ammo condition |
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m_pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0); |
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m_flNextPrimaryAttack = gpGlobals->time + 52 / 25.0; |
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m_flTimeWeaponIdle = gpGlobals->time + RANDOM_FLOAT ( 10, 15 ); |
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} |
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void CFSniper::SecondaryAttack(void) |
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{ |
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if ( m_pPlayer->pev->fov == 0 ) //This needed m_pPlayer->pev->fov instead of m_pPlayer->m_iFOV. modif de Roy |
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{ |
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m_pPlayer->pev->fov = m_pPlayer->m_iFOV = 45 ; //This needed m_pPlayer->pev->fov to be added. |
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} |
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if ( m_flNextSecondaryAttack + 0.2 < gpGlobals->time ) |
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{ |
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m_pPlayer->pev->fov = m_pPlayer->m_iFOV = 0; //And this. |
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pev->nextthink = UTIL_WeaponTimeBase() + 0.3f; |
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m_flNextSecondaryAttack = gpGlobals->time + 0.3f; |
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return; |
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} |
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else if ( m_pPlayer->pev->fov > 10) |
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m_pPlayer->pev->fov = m_pPlayer->m_iFOV -= 1.5; //And this. |
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pev->nextthink = UTIL_WeaponTimeBase() + 0.03f; |
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m_flNextSecondaryAttack = gpGlobals->time + 0.03f; |
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} |
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void CFSniper :: Holster( int skiplocal /* = 0 */ ) |
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{ |
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m_fInReload = FALSE;// cancel any reload in progress. |
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if ( m_pPlayer->pev->fov !=0 ) |
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m_pPlayer->pev->fov = m_pPlayer->m_iFOV = 0; |
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} |
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void CFSniper::Reload( void ) |
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{ |
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m_pPlayer->pev->fov = m_pPlayer->m_iFOV = 0; //champ de vision normal pendant le rechargement |
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DefaultReload( FSNIPER_MAX_CLIP, FSNIPER_RELOAD, 69 / 19.0 ); |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 69 / 19.0; |
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} |
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void CFSniper::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_flTimeWeaponIdle > gpGlobals->time) |
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return; |
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int iAnim; |
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switch ( RANDOM_LONG( 0, 5 ) ) |
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{ |
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case 0: |
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case 1: |
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case 2: |
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iAnim = FSNIPER_LONGIDLE; |
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m_flTimeWeaponIdle = gpGlobals->time + 25 / 4.0; |
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break; |
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default: |
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case 3: |
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case 4: |
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iAnim = FSNIPER_IDLE1; |
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m_flTimeWeaponIdle = gpGlobals->time + 24 / 9.0; |
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break; |
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case 5: |
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iAnim = FSNIPER_FIDGET; |
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m_flTimeWeaponIdle = gpGlobals->time + 50 / 13.0; |
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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 );// how long till we do this again. |
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} |
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class CFSniperAmmoClip : 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_fsniperclip.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_fsniperclip.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_FSNIPERCLIP_GIVE, "9mm", _9MM_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_fsniper, CFSniperAmmoClip );
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