Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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/****************************************************************************
* *
* IRgun.cpp par Julien *
* *
****************************************************************************/
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "weapons.h"
#include "monsters.h"
#include "player.h"
#include "gamerules.h"
#include "../engine/shake.h"
enum irgun_e {
IRGUN_FIDGET = 0,
IRGUN_RELOAD_EMPTY,
IRGUN_IDLE1,
IRGUN_DRAW,
IRGUN_FIRE1,
IRGUN_IDLE_IR,
IRGUN_FIRE_EMPTY,
IRGUN_RELOAD
};
class CIRgun : public CBasePlayerWeapon
{
public:
void Spawn( void );
void Precache( void );
int iItemSlot( void ) { return 2; }
int GetItemInfo(ItemInfo *p);
int AddToPlayer( CBasePlayer *pPlayer );
void PrimaryAttack( void );
void SecondaryAttack( void );
BOOL Deploy( void );
void Holster( int skiplocal = 0 );
void Reload( void );
void WeaponIdle( void );
private:
unsigned short m_usFireIRgun;
int m_iShell;
};
LINK_ENTITY_TO_CLASS( weapon_irgun, CIRgun );
int CIRgun::GetItemInfo(ItemInfo *p)
{
p->pszName = STRING(pev->classname);
p->pszAmmo1 = "irgun";
p->iMaxAmmo1 = IRGUN_MAX_CARRY;
p->pszAmmo2 = NULL;
p->iMaxAmmo2 = -1;
p->iMaxClip = IRGUN_MAX_CLIP;
p->iFlags = 0;
p->iSlot = 1;
p->iPosition = 3;
p->iId = m_iId = WEAPON_IRGUN;
p->iWeight = IRGUN_WEIGHT;
return 1;
}
int CIRgun::AddToPlayer( CBasePlayer *pPlayer )
{
if ( CBasePlayerWeapon::AddToPlayer( pPlayer ) )
{
MESSAGE_BEGIN( MSG_ONE, gmsgWeapPickup, NULL, pPlayer->pev );
WRITE_BYTE( m_iId );
MESSAGE_END();
m_pPlayer->TextAmmo( TA_IRGUN );
return TRUE;
}
return FALSE;
}
void CIRgun::Spawn( )
{
pev->classname = MAKE_STRING("weapon_irgun"); // hack to allow for old names
Precache( );
m_iId = WEAPON_IRGUN;
SET_MODEL(ENT(pev), "models/w_irgun.mdl");
m_iDefaultAmmo = IRGUN_DEFAULT_GIVE;
FallInit();// get ready to fall down.
}
void CIRgun::Precache( void )
{
PRECACHE_MODEL("models/v_irgun.mdl");
PRECACHE_MODEL("models/w_irgun.mdl");
PRECACHE_MODEL("models/p_357.mdl");
PRECACHE_MODEL("models/w_irgunclip.mdl");
PRECACHE_SOUND("items/9mmclip1.wav");
PRECACHE_SOUND ("weapons/357_reload1.wav");
PRECACHE_SOUND ("weapons/357_cock1.wav");
// PRECACHE_SOUND ("weapons/357_shot1.wav");
// PRECACHE_SOUND ("weapons/357_shot2.wav");
PRECACHE_SOUND ("hassault/hw_shoot1.wav");
PRECACHE_SOUND ("hassault/hw_shoot2.wav");
PRECACHE_SOUND ("hassault/hw_shoot3.wav");
m_usFireIRgun = PRECACHE_EVENT( 1, "events/irgun.sc" );
m_iShell = PRECACHE_MODEL ("models/beretta_shell.mdl");// brass shell
}
BOOL CIRgun::Deploy( )
{
return DefaultDeploy( "models/v_irgun.mdl", "models/p_357.mdl", IRGUN_DRAW, "irgun" );
}
void CIRgun::Holster( int skiplocal /* = 0 */ )
{
if ( m_pPlayer->bNvgOn == 1 )
m_pPlayer->NVGTurnOff ();
m_fInReload = FALSE;// cancel any reload in progress.
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.0;
m_flTimeWeaponIdle = gpGlobals->time + 10 + RANDOM_FLOAT ( 0, 5 );
}
void CIRgun::PrimaryAttack()
{
// don't fire underwater
if (m_pPlayer->pev->waterlevel == 3)
{
PlayEmptySound( );
m_flNextPrimaryAttack = gpGlobals->time + 0.15;
return;
}
if (m_iClip <= 0)
{
if (!m_fFireOnEmpty)
Reload( );
else
{
EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/357_cock1.wav", 0.8, ATTN_NORM);
m_flNextPrimaryAttack = gpGlobals->time + 0.15;
}
return;
}
m_iClip--;
// PLAYBACK_EVENT( 0, m_pPlayer->edict(), m_usFireIRgun ); // le full permet de pr
PLAYBACK_EVENT_FULL( 0, m_pPlayer->edict(), m_usFireIRgun, 0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, 0, 0, ( m_iClip == 0 ) ? 1 : 0, 0 );
m_pPlayer->m_iWeaponVolume = LOUD_GUN_VOLUME;
m_pPlayer->Gunflash ();
// player "shoot" animation
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
m_pPlayer->pev->effects = (int)(m_pPlayer->pev->effects) | EF_MUZZLEFLASH;
UTIL_MakeVectors( m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle );
Vector vecSrc = m_pPlayer->GetGunPosition( );
Vector vecAiming = m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES );
m_pPlayer->FireBullets( 1, vecSrc, vecAiming, VECTOR_CONE_1DEGREES, 8192, BULLET_PLAYER_IRGUN, 0 );
if (!m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0)
// HEV suit - indicate out of ammo condition
m_pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0);
m_flNextPrimaryAttack = gpGlobals->time + 0.5;
m_flTimeWeaponIdle = gpGlobals->time + RANDOM_FLOAT ( 10, 15 );
}
void CIRgun::SecondaryAttack( void )
{
if ( m_pPlayer->bNvgOn == 0)
m_pPlayer->NVGTurnOn ();
else
m_pPlayer->NVGTurnOff ();
pev->nextthink = gpGlobals->time + 0.1;
m_flNextSecondaryAttack = gpGlobals->time + 0.5;
}
void CIRgun::Reload( void )
{
if (m_iClip == 0)
DefaultReload( IRGUN_MAX_CLIP, IRGUN_RELOAD_EMPTY, 2.1 );
else
DefaultReload( IRGUN_MAX_CLIP, IRGUN_RELOAD, 2.1 );
}
void CIRgun::WeaponIdle( void )
{
ResetEmptySound( );
m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES );
if (m_flTimeWeaponIdle > gpGlobals->time)
return;
int iAnim;
float flRand = RANDOM_FLOAT(0, 1);
if (flRand <= 0.4 || m_pPlayer->bNvgOn == TRUE )
{
iAnim = IRGUN_IDLE_IR;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + RANDOM_FLOAT( 3, 6 );
}
else if (flRand <= 0.8)
{
iAnim = IRGUN_IDLE1;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 19 / 4.0;
}
else
{
iAnim = IRGUN_FIDGET;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 17 / 4.0;
}
SendWeaponAnim( iAnim );
}
class CIRgunAmmo : public CBasePlayerAmmo
{
void Spawn( void )
{
Precache( );
SET_MODEL(ENT(pev), "models/w_irgunclip.mdl");
CBasePlayerAmmo::Spawn( );
}
void Precache( void )
{
PRECACHE_MODEL ("models/w_irgunclip.mdl");
PRECACHE_SOUND("items/9mmclip1.wav");
}
BOOL AddAmmo( CBaseEntity *pOther )
{
if (pOther->GiveAmmo( AMMO_IRGUNCLIPGIVE, "irgun", IRGUN_MAX_CARRY ) != -1)
{
EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM);
return TRUE;
}
return FALSE;
}
};
LINK_ENTITY_TO_CLASS( ammo_irgun, CIRgunAmmo );