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316 lines
7.3 KiB
316 lines
7.3 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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#if !defined( OEM_BUILD ) && !defined( HLDEMO_BUILD ) |
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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 "weapons.h" |
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#include "monsters.h" |
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#include "player.h" |
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#include "gamerules.h" |
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enum python_e |
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{ |
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PYTHON_IDLE1 = 0, |
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PYTHON_FIDGET, |
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PYTHON_FIRE1, |
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PYTHON_RELOAD, |
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PYTHON_HOLSTER, |
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PYTHON_DRAW, |
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PYTHON_IDLE2, |
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PYTHON_IDLE3 |
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}; |
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LINK_ENTITY_TO_CLASS( weapon_python, CPython ) |
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LINK_ENTITY_TO_CLASS( weapon_357, CPython ) |
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int CPython::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 = _357_MAX_CARRY; |
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p->pszAmmo2 = NULL; |
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p->iMaxAmmo2 = -1; |
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p->iMaxClip = PYTHON_MAX_CLIP; |
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p->iFlags = 0; |
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p->iSlot = 1; |
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p->iPosition = 1; |
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p->iId = m_iId = WEAPON_PYTHON; |
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p->iWeight = PYTHON_WEIGHT; |
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return 1; |
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} |
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int CPython::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 CPython::Spawn() |
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{ |
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pev->classname = MAKE_STRING( "weapon_357" ); // hack to allow for old names |
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Precache(); |
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m_iId = WEAPON_PYTHON; |
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SET_MODEL( ENT( pev ), "models/w_357.mdl" ); |
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m_iDefaultAmmo = PYTHON_DEFAULT_GIVE; |
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FallInit();// get ready to fall down. |
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} |
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void CPython::Precache( void ) |
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{ |
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PRECACHE_MODEL( "models/v_357.mdl" ); |
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PRECACHE_MODEL( "models/w_357.mdl" ); |
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PRECACHE_MODEL( "models/p_357.mdl" ); |
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PRECACHE_MODEL( "models/w_357ammobox.mdl" ); |
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PRECACHE_SOUND( "items/9mmclip1.wav" ); |
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PRECACHE_SOUND( "weapons/357_reload1.wav" ); |
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PRECACHE_SOUND( "weapons/357_cock1.wav" ); |
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PRECACHE_SOUND( "weapons/357_shot1.wav" ); |
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PRECACHE_SOUND( "weapons/357_shot2.wav" ); |
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m_usFirePython = PRECACHE_EVENT( 1, "events/python.sc" ); |
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} |
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BOOL CPython::Deploy() |
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{ |
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#ifdef CLIENT_DLL |
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if( bIsMultiplayer() ) |
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#else |
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if( g_pGameRules->IsMultiplayer() ) |
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#endif |
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{ |
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// enable laser sight geometry. |
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pev->body = 1; |
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} |
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else |
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{ |
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pev->body = 0; |
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} |
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return DefaultDeploy( "models/v_357.mdl", "models/p_357.mdl", PYTHON_DRAW, "python", UseDecrement(), pev->body ); |
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} |
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void CPython::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_fInZoom ) |
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{ |
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SecondaryAttack(); |
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} |
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.0; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); |
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SendWeaponAnim( PYTHON_HOLSTER ); |
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} |
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void CPython::SecondaryAttack( void ) |
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{ |
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#ifdef CLIENT_DLL |
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if( !bIsMultiplayer() ) |
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#else |
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if( !g_pGameRules->IsMultiplayer() ) |
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#endif |
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{ |
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return; |
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} |
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if( m_pPlayer->pev->fov != 0 ) |
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{ |
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m_fInZoom = FALSE; |
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m_pPlayer->pev->fov = m_pPlayer->m_iFOV = 0; // 0 means reset to default fov |
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} |
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else if( m_pPlayer->pev->fov != 40 ) |
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{ |
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m_fInZoom = TRUE; |
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m_pPlayer->pev->fov = m_pPlayer->m_iFOV = 40; |
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} |
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m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.5; |
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} |
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void CPython::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 = 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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if( !m_fFireOnEmpty ) |
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Reload(); |
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else |
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{ |
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PlayEmptySound(); |
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m_flNextPrimaryAttack = 0.15; |
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} |
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return; |
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} |
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m_pPlayer->m_iWeaponVolume = LOUD_GUN_VOLUME; |
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m_pPlayer->m_iWeaponFlash = BRIGHT_GUN_FLASH; |
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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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// player "shoot" animation |
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m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); |
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UTIL_MakeVectors( m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle ); |
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Vector vecSrc = m_pPlayer->GetGunPosition(); |
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Vector vecAiming = m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES ); |
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Vector vecDir; |
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vecDir = m_pPlayer->FireBulletsPlayer( 1, vecSrc, vecAiming, VECTOR_CONE_1DEGREES, 8192, BULLET_PLAYER_357, 0, 0, m_pPlayer->pev, m_pPlayer->random_seed ); |
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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(), m_usFirePython, 0.0, g_vecZero, g_vecZero, vecDir.x, vecDir.y, 0, 0, 0, 0 ); |
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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 = 0.75; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); |
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} |
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void CPython::Reload( void ) |
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{ |
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if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 || m_iClip == PYTHON_MAX_CLIP ) |
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return; |
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if( m_pPlayer->pev->fov != 0 ) |
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{ |
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m_fInZoom = FALSE; |
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m_pPlayer->pev->fov = m_pPlayer->m_iFOV = 0; // 0 means reset to default fov |
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} |
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int bUseScope = FALSE; |
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#ifdef CLIENT_DLL |
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bUseScope = bIsMultiplayer(); |
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#else |
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bUseScope = g_pGameRules->IsMultiplayer(); |
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#endif |
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if( DefaultReload( PYTHON_MAX_CLIP, PYTHON_RELOAD, 2.0, bUseScope ) ) |
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{ |
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m_flSoundDelay = 1.5; |
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} |
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} |
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void CPython::WeaponIdle( void ) |
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{ |
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ResetEmptySound(); |
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m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES ); |
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// ALERT( at_console, "%.2f\n", gpGlobals->time - m_flSoundDelay ); |
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if( m_flSoundDelay != 0 && m_flSoundDelay <= UTIL_WeaponTimeBase() ) |
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{ |
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EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_WEAPON, "weapons/357_reload1.wav", RANDOM_FLOAT( 0.8, 0.9 ), ATTN_NORM ); |
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m_flSoundDelay = 0; |
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} |
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if( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() ) |
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return; |
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int iAnim; |
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float flRand = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0.0f, 1.0f ); |
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if( flRand <= 0.5 ) |
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{ |
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iAnim = PYTHON_IDLE1; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + ( 70.0 / 30.0 ); |
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} |
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else if( flRand <= 0.7 ) |
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{ |
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iAnim = PYTHON_IDLE2; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + ( 60.0 / 30.0 ); |
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} |
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else if( flRand <= 0.9 ) |
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{ |
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iAnim = PYTHON_IDLE3; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + ( 88.0 / 30.0 ); |
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} |
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else |
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{ |
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iAnim = PYTHON_FIDGET; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + ( 170.0 / 30.0 ); |
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} |
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int bUseScope = FALSE; |
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#ifdef CLIENT_DLL |
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bUseScope = bIsMultiplayer(); |
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#else |
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bUseScope = g_pGameRules->IsMultiplayer(); |
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#endif |
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SendWeaponAnim( iAnim, UseDecrement() ? 1 : 0, bUseScope ); |
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} |
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class CPythonAmmo : 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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if( FClassnameIs( pev, "weapon_eagle" ) ) |
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SET_MODEL( ENT(pev), "models/w_desert_eagle.mdl" ); |
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else |
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SET_MODEL( ENT(pev), "models/w_357ammobox.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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if( FClassnameIs( pev, "weapon_eagle" ) ) |
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PRECACHE_MODEL( "models/w_desert_eagle.mdl" ); |
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else |
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PRECACHE_MODEL( "models/w_357ammobox.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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if( pOther->GiveAmmo( FClassnameIs( pev, "weapon_eagle" ) ? ( AMMO_357BOX_GIVE + 1 ) : AMMO_357BOX_GIVE, "357", _357_MAX_CARRY ) != -1 ) |
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{ |
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EMIT_SOUND( ENT( pev ), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM ); |
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return TRUE; |
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} |
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return FALSE; |
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} |
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}; |
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LINK_ENTITY_TO_CLASS( ammo_357, CPythonAmmo ) |
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LINK_ENTITY_TO_CLASS( weapon_eagle, CPythonAmmo ) |
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#endif
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