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395 lines
8.6 KiB
395 lines
8.6 KiB
//========================================================= |
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// Opposing Forces Weapon Desert eagle (use Python ammo) |
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// |
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// Made by Demiurge |
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// |
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//FGD weapon_deserteagle |
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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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enum desert_e |
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{ |
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EAGLE_IDLE1, |
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EAGLE_IDLE2, |
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EAGLE_IDLE3, |
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EAGLE_IDLE4, |
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EAGLE_IDLE5, |
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EAGLE_FIRE, |
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EAGLE_FIRE_EMPTY, |
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EAGLE_RELOAD, |
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EAGLE_RELOAD_EMPTY, |
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EAGLE_HOLSTER, |
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EAGLE_DRAW, |
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}; |
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LINK_ENTITY_TO_CLASS( weapon_eagle, CEagle ); |
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//-----------------------------\// SPAWN FUNCTION OF EAGLE |
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void CEagle::Spawn( ) |
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{ |
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pev->classname = MAKE_STRING("weapon_eagle"); // hack to allow for old names |
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Precache( ); |
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m_iId = WEAPON_EAGLE; |
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SET_MODEL(ENT(pev), "models/w_desert_eagle.mdl"); |
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m_iDefaultAmmo = EAGLE_DEFAULT_GIVE; |
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FallInit();// get ready to fall down. |
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} |
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//-------------------------------\// DESERT |
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void CEagle::Precache( void ) |
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{ |
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PRECACHE_MODEL("models/v_desert_eagle.mdl"); |
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PRECACHE_MODEL("models/w_desert_eagle.mdl"); |
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PRECACHE_MODEL("models/p_desert_eagle.mdl"); |
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PRECACHE_MODEL("sprites/laserdot_e.spr"); |
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PRECACHE_SOUND ("weapons/desert_eagle_fire.wav");//silenced handgun |
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PRECACHE_SOUND ("weapons/desert_eagle_reload.wav");//silenced handgun |
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PRECACHE_SOUND ("weapons/desert_eagle_sight.wav");//handgun |
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PRECACHE_SOUND ("weapons/desert_eagle_sight2.wav");//handgun |
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m_usFireEagle = PRECACHE_EVENT( 1, "events/eagle.sc" ); |
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} |
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int CEagle::GetItemInfo(ItemInfo *p) |
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{ |
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p->pszName = STRING(pev->classname); |
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p->pszAmmo1 = "357"; |
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p->iMaxAmmo1 = _EAGLE_MAX_CARRY; |
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p->pszAmmo2 = NULL; |
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p->iMaxAmmo2 = -1; |
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p->iMaxClip = EAGLE_MAX_CLIP; |
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p->iSlot = 1; |
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p->iPosition = 2; |
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p->iFlags = 0; |
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p->iId = m_iId = WEAPON_EAGLE; |
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p->iWeight = EAGLE_WEIGHT; |
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return 1; |
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} |
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BOOL CEagle::Deploy( ) |
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{ |
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pev->body = 1; |
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return DefaultDeploy( "models/v_desert_eagle.mdl", "models/p_desert_eagle.mdl", EAGLE_DRAW, "357" ); |
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} |
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int CEagle::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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void CEagle::SecondaryAttack( void ) |
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{ |
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m_fDotActive = ! m_fDotActive; |
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#ifndef CLIENT_DLL |
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if (!m_fDotActive && m_pDot) |
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{ |
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m_pDot->Killed( NULL, GIB_NORMAL ); |
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m_pDot = NULL; |
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} |
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#endif |
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if (!m_fDotActive) |
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{ |
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EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/desert_eagle_sight2.wav", RANDOM_FLOAT(0.9, 1.0), ATTN_NORM); |
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} |
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else |
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{ |
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EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/desert_eagle_sight.wav", RANDOM_FLOAT(0.9, 1.0), ATTN_NORM); |
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} |
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m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.2; |
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} |
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void CEagle::Holster( int skiplocal /* = 0 */ ) |
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{ |
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m_fInReload = FALSE;// cancel any reload in progress. |
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#ifndef CLIENT_DLL |
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if (m_pDot) |
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{ |
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m_pDot->Killed( NULL, GIB_NEVER ); |
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m_pDot = NULL; |
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} |
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#endif |
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.0; |
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m_flTimeWeaponIdle = gpGlobals->time + 10 + RANDOM_FLOAT ( 0, 5 ); |
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SendWeaponAnim( EAGLE_HOLSTER ); |
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} |
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void CEagle::PrimaryAttack( void ) |
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{ |
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if (!m_fDotActive) |
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{ |
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EagleFire( 0.3, TRUE ); |
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} |
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else |
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{ |
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EagleFire( 0.4, FALSE ); |
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} |
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} |
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void CEagle::EagleFire( float flCycleTime, BOOL fUseAutoAim ) |
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{ |
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if (m_iClip <= 0) |
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{ |
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if (m_fFireOnEmpty) |
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{ |
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PlayEmptySound(); |
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.2; |
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} |
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return; |
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} |
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m_iClip--; |
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m_pPlayer->pev->effects = (int)(m_pPlayer->pev->effects) | EF_MUZZLEFLASH; |
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#if defined ( OLD_WEAPONS ) |
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if (m_iClip != 0) |
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SendWeaponAnim( EAGLE_FIRE ); |
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else |
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SendWeaponAnim( EAGLE_FIRE_EMPTY ); |
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#endif |
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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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PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), fUseAutoAim ? m_usFireEagle : m_usFireEagle, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, 0, 0, ( m_iClip == 0 ) ? 1 : 0, 0 ); |
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// player "shoot" animation |
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m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); |
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#if defined ( OLD_WEAPONS ) |
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UTIL_MakeVectors( m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle ); |
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UTIL_Ricochet( ptr->vecStartPos, 1.0 ); |
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UTIL_Ricochet( ptr->vecEndPos, 2.0 ); // ADDED RICHOSHET MODE |
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+ gpGlobals->v_right * RANDOM_FLOAT(9999,100) |
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Vector vecShellVelocity = m_pPlayer->pev->velocity |
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+ gpGlobals->v_right * RANDOM_FLOAT(999,300) |
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+ gpGlobals->v_up * RANDOM_FLOAT(450,150) |
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+ gpGlobals->v_forward * 9999; |
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#endif |
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if (pev->body == 0) |
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{ |
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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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#if defined ( OLD_WEAPONS ) |
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EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/desert_eagle_fire.wav", RANDOM_FLOAT(0.9, 1.0), ATTN_NORM); |
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#endif |
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} |
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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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if (!m_fDotActive) |
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{ |
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m_pPlayer->FireBullets( 1, vecSrc, vecAiming, VECTOR_CONE_15DEGREES, 8192, BULLET_PLAYER_357, 0 ); |
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} |
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else |
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{ |
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m_pPlayer->FireBullets( 1, vecSrc, vecAiming, VECTOR_CONE_1DEGREES, 8192, BULLET_PLAYER_357, 0 ); |
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} |
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m_flNextPrimaryAttack = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + flCycleTime; |
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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_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); |
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UpdateDot( ); |
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#if defined ( OLD_WEAPONS ) |
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m_pPlayer->pev->punchangle.x -= 2; |
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#endif |
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} |
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void CEagle::Reload( void ) |
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{ |
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int iResult; |
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if (m_iClip == 0) |
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iResult = DefaultReload( 17, EAGLE_RELOAD_EMPTY, 1.5 ); |
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else |
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iResult = DefaultReload( 18, EAGLE_RELOAD, 1.5 ); |
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if (iResult) |
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{ |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); |
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} |
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} |
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void CEagle::WeaponIdle( void ) |
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{ |
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UpdateDot( ); |
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ResetEmptySound( ); |
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m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES ); |
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if ( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() ) |
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return; |
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// only idle if the slid isn''t back |
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if (m_iClip != 0) |
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{ |
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int iAnim; |
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float flRand = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0.0, 1.0 ); |
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if (flRand <= 0.3 + 0 * 0.75) |
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{ |
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} |
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else |
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switch (RANDOM_LONG (0, 4)) |
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{ |
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case 0: |
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iAnim = EAGLE_IDLE1 ; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 60.0 / 16.0; |
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SendWeaponAnim( iAnim, 1 ); |
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break; |
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case 1: |
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iAnim = EAGLE_IDLE2; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 40.0 / 16.0; |
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SendWeaponAnim( iAnim, 1 ); |
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break; |
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case 2: |
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iAnim = EAGLE_IDLE3; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 60.0 / 16.0; |
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SendWeaponAnim( iAnim, 1 ); |
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break; |
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case 3: |
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iAnim = EAGLE_IDLE4; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 60.0 / 16.0; |
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SendWeaponAnim( iAnim, 1 ); |
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break; |
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case 4: |
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iAnim = EAGLE_IDLE5; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 60.0 / 16.0; |
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SendWeaponAnim( iAnim, 1 ); |
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break; |
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} |
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} |
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} |
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void CEagle::UpdateDot( void ) |
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{ |
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#ifndef CLIENT_DLL |
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if (m_fDotActive) |
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{ |
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if (!m_pDot) |
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{ |
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m_pDot = CLaserDot::CreateDot(); |
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} |
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UTIL_MakeVectors( m_pPlayer->pev->v_angle ); |
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Vector vecSrc = m_pPlayer->GetGunPosition( );; |
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Vector vecAiming = gpGlobals->v_forward; |
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TraceResult tr; |
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UTIL_TraceLine ( vecSrc, vecSrc + vecAiming * 8192, dont_ignore_monsters, ENT(m_pPlayer->pev), &tr ); |
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UTIL_SetOrigin( m_pDot->pev, tr.vecEndPos ); |
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} |
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#endif |
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} |
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LINK_ENTITY_TO_CLASS( laser_dot, CLaserDot ); |
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//========================================================= |
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//========================================================= |
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CLaserDot *CLaserDot::CreateDot( void ) |
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{ |
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CLaserDot *pDot = GetClassPtr( (CLaserDot *)NULL ); |
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pDot->Spawn(); |
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pDot->pev->classname = MAKE_STRING("laser_dot"); |
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return pDot; |
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} |
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//========================================================= |
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//========================================================= |
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void CLaserDot::Spawn( void ) |
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{ |
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Precache( ); |
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pev->movetype = MOVETYPE_NONE; |
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pev->solid = SOLID_NOT; |
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pev->rendermode = kRenderGlow; |
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pev->renderfx = kRenderFxNoDissipation; |
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pev->renderamt = 255; |
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SET_MODEL(ENT(pev), "sprites/laserdot_e.spr"); |
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UTIL_SetOrigin( pev, pev->origin ); |
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}; |
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//========================================================= |
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// Suspend- make the laser sight invisible. |
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//========================================================= |
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void CLaserDot::Suspend( float flSuspendTime ) |
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{ |
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pev->effects |= EF_NODRAW; |
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SetThink( Revive ); |
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pev->nextthink = gpGlobals->time + flSuspendTime; |
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} |
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//========================================================= |
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// Revive - bring a suspended laser sight back. |
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//========================================================= |
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void CLaserDot::Revive( void ) |
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{ |
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pev->effects &= ~EF_NODRAW; |
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SetThink( NULL ); |
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} |
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void CLaserDot::Precache( void ) |
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{ |
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PRECACHE_MODEL("sprites/laserdot_e.spr"); |
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}; |