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179 lines
4.0 KiB
179 lines
4.0 KiB
/*** |
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* |
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* Copyright (c) 1996-2002, Valve LLC. All rights reserved. |
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* |
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* This product contains software technology licensed from Id |
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. |
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* All Rights Reserved. |
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* |
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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. |
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* |
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****/ |
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/* |
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===== quake_gun.cpp ======================================================== |
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This is a half-life weapon that fires every one of the quake weapons. |
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It's automatically given to all players. |
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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 "weapons.h" |
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#include "quake_gun.h" |
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LINK_ENTITY_TO_CLASS( weapon_quakegun, CQuakeGun ); |
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//=========================================================== |
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void CQuakeGun::Spawn( ) |
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{ |
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Precache( ); |
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SET_MODEL(ENT(pev), "models/v_crowbar.mdl"); |
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m_iDefaultAmmo = GLOCK_DEFAULT_GIVE; |
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FallInit(); |
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} |
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void CQuakeGun::Precache( void ) |
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{ |
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PRECACHE_MODEL("models/v_crowbar.mdl"); |
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PRECACHE_MODEL("models/p_9mmhandgun.mdl"); |
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} |
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int CQuakeGun::GetItemInfo(ItemInfo *p) |
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{ |
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p->pszName = STRING(pev->classname); |
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p->pszAmmo1 = NULL; |
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p->iMaxAmmo1 = -1; |
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p->pszAmmo2 = NULL; |
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p->iMaxAmmo2 = -1; |
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p->iMaxClip = -1; |
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p->iSlot = 1; |
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p->iPosition = 1; |
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p->iFlags = 0; |
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p->iId = m_iId = WEAPON_GLOCK; |
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p->iWeight = GLOCK_WEIGHT; |
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return 1; |
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} |
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void CQuakeGun::DestroyEffect( void ) |
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{ |
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#if !CLIENT_DLL |
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if ( m_pBeam ) |
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{ |
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UTIL_Remove( m_pBeam ); |
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m_pBeam = NULL; |
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} |
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#endif |
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} |
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void CQuakeGun::CreateEffect( void ) |
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{ |
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#if !CLIENT_DLL |
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DestroyEffect(); |
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m_pBeam = CBeam::BeamCreate( "sprites/laserbeam.spr", 40 ); |
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m_pBeam->PointEntInit( pev->origin, m_pPlayer->entindex() ); |
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m_pBeam->SetBrightness( 100 ); |
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m_pBeam->SetEndAttachment( 1 ); |
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m_pBeam->pev->spawnflags |= SF_BEAM_TEMPORARY; // Flag these to be destroyed on save/restore or level transition |
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m_pBeam->pev->flags |= FL_SKIPLOCALHOST; |
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m_pBeam->pev->owner = m_pPlayer->edict(); |
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m_pBeam->SetScrollRate( 110 ); |
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m_pBeam->SetNoise( 5 ); |
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#endif |
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} |
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void CQuakeGun::UpdateEffect( void ) |
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{ |
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#if !CLIENT_DLL |
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UTIL_MakeVectors( m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle ); |
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Vector vecAiming = gpGlobals->v_forward; |
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Vector vecSrc = m_pPlayer->GetGunPosition( ); |
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Vector vecDest = vecSrc + vecAiming * 2048; |
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edict_t *pentIgnore; |
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TraceResult tr; |
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pentIgnore = m_pPlayer->edict(); |
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Vector tmpSrc = vecSrc + gpGlobals->v_up * -8 + gpGlobals->v_right * 3; |
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// ALERT( at_console, "." ); |
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UTIL_TraceLine( vecSrc, vecDest, dont_ignore_monsters, pentIgnore, &tr ); |
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if (tr.fAllSolid) |
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return; |
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if ( !m_pBeam ) |
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{ |
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CreateEffect(); |
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} |
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m_pBeam->SetStartPos( tr.vecEndPos ); |
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#endif |
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} |
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#if !CLIENT_DLL |
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BOOL CQuakeGun::Deploy( ) |
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{ |
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m_pPlayer->pev->viewmodel = MAKE_STRING("models/v_crowbar.mdl"); |
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m_pPlayer->pev->weaponmodel = MAKE_STRING("models/p_9mmhandgun.mdl"); |
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m_pPlayer->m_pszAnimExtention = "onehanded"; |
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#if CLIENT_DLL |
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g_flLightTime = 0.0; |
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#endif |
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SendWeaponAnim( 0 ); |
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return TRUE; |
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} |
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#endif |
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// Plays quad sound if needed |
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int CQuakeGun::SuperDamageSound() |
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{ |
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if( m_pPlayer->m_flNextQuadSound < gpGlobals->time ) |
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{ |
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if( m_pPlayer->m_iQuakeItems & IT_QUAD ) |
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{ |
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m_pPlayer->m_flNextQuadSound = gpGlobals->time + 1; |
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return ( m_pPlayer->m_iRuneStatus == ITEM_RUNE2_FLAG ) ? 3 : 1; |
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} |
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else if( m_pPlayer->m_iRuneStatus == ITEM_RUNE2_FLAG ) |
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{ |
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m_pPlayer->m_flNextQuadSound = gpGlobals->time + 1; |
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return 2; |
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} |
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else if( m_pPlayer->m_iRuneStatus == ITEM_RUNE3_FLAG ) |
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{ |
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m_pPlayer->m_flNextQuadSound = gpGlobals->time + 1; |
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return 4; |
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} |
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} |
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return 0; |
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} |
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// Firing the Quakegun forces the player to fire the appropriate weapon |
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void CQuakeGun::PrimaryAttack( void ) |
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{ |
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int iQuadSound = 0; |
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iQuadSound = SuperDamageSound(); |
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m_pPlayer->W_Attack( iQuadSound ); |
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#if !CLIENT_DLL |
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if ( m_pPlayer->m_iQuakeWeapon == IT_LIGHTNING && m_pPlayer->pev->deadflag == DEAD_NO ) |
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UpdateEffect(); |
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#endif |
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m_bPlayedIdleAnim = FALSE; |
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}
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