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106 lines
2.3 KiB
106 lines
2.3 KiB
/*** |
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* |
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* Copyright (c) 1996-2001, 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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#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 holster_e { |
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HOLSTER_IDLE = 0, |
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HOLSTER_DRAW, |
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HOLSTER_HOLSTER, |
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HOLSTER_ATTACK1HIT, |
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HOLSTER_ATTACK1MISS, |
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HOLSTER_ATTACK2MISS, |
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HOLSTER_ATTACK2HIT, |
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HOLSTER_ATTACK3MISS, |
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HOLSTER_ATTACK3HIT, |
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HOLSTER_IDLE2, |
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HOLSTER_IDLE3, |
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}; |
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LINK_ENTITY_TO_CLASS(weapon_holster, CHolster); |
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void CHolster::Spawn() |
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{ |
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Precache(); |
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SET_MODEL(ENT(pev), "models/w_holster.mdl"); |
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m_iId = WEAPON_HOLSTER; |
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m_iClip = -1; |
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FallInit();// get ready to fall down. |
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} |
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void CHolster::Precache(void) |
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{ |
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PRECACHE_MODEL("models/v_holster.mdl"); |
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PRECACHE_MODEL("models/w_holster.mdl"); |
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PRECACHE_MODEL("models/p_holster.mdl"); |
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} |
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int CHolster::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 = WEAPON_NOCLIP; |
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p->iSlot = 0; |
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p->iPosition = 0; |
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p->iId = WEAPON_HOLSTER; |
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p->iWeight = HOLSTER_WEIGHT; |
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return 1; |
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} |
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int CHolster::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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BOOL CHolster::Deploy() |
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{ |
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return DefaultDeploy("models/v_holster.mdl", "models/p_holster.mdl", HOLSTER_DRAW, "holster"); |
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} |
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void CHolster::Holster(int skiplocal /*= 0*/) |
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{ |
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5f; |
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} |
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void CHolster::WeaponIdle(void) |
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{ |
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if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase()) |
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return; |
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SendWeaponAnim(HOLSTER_IDLE); |
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m_flTimeWeaponIdle = UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15); // how long till we do this again. |
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} |