301 lines
7.7 KiB
C++
301 lines
7.7 KiB
C++
/***
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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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#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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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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class CPython : public CBasePlayerWeapon
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{
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public:
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void Spawn( void );
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void Precache( void );
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int GetItemInfo(ItemInfo *p);
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void PrimaryAttack( void );
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void SecondaryAttack( void );
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BOOL Deploy( void );
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void Holster( );
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void Reload( void );
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void WeaponIdle( void );
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void UpdateSpot( void );
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float m_flSoundDelay;
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BOOL ShouldWeaponIdle( void ) { return TRUE; };
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CLaserSpot *m_pSpot;
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private:
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unsigned short m_usFirePython;
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int m_fSpotActive;//LTD allow only in multiplayer - no need save\restore
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int m_iShell;
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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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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_SOUND ("weapons/357_reload1.wav");
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m_usFirePython = PRECACHE_EVENT( 1, "evPython" );
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m_iShell = PRECACHE_MODEL ("models/shell.mdl");// brass shell TE_MODEL
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}
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BOOL CPython::Deploy( )
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{
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if ( IsMultiplayer() ) m_iBody = 1;//enable laser sight geometry
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return DefaultDeploy( "models/v_357.mdl", "models/p_357.mdl", PYTHON_DRAW, "python", 0.7 );
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}
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void CPython::Holster( )
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{
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m_fInReload = FALSE;// cancel any reload in progress.
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.6;
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SendWeaponAnim( PYTHON_HOLSTER );
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if (m_pSpot)
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{
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m_pSpot->Killed( NULL, GIB_NEVER );
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m_pSpot = NULL;
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}
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}
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void CPython::SecondaryAttack( void )
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{
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if ( IsMultiplayer() )
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{
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m_fSpotActive = !m_fSpotActive;
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if (!m_fSpotActive && m_pSpot)
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{
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EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/spot_off.wav", 1, ATTN_NORM);
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m_pSpot->Killed( NULL, GIB_NORMAL );
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m_pSpot = NULL;
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}
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}
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m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.3;
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}
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void CPython::PrimaryAttack()
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{
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if ( m_iClip && m_pPlayer->pev->waterlevel != 3)//don't fire underwater
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{
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if ( m_pSpot && m_fSpotActive ) m_pSpot->Suspend( 1.0 );
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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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// 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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PLAYBACK_EVENT_FULL( 0, m_pPlayer->edict(), m_usFirePython, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, pev->body, PYTHON_FIRE1, 0, 0 );
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m_flNextPrimaryAttack = gpGlobals->time + 1.0;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + RANDOM_FLOAT ( 10, 15 );
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}
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else
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{
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PlayEmptySound();
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.7;
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}
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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) return;
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if ( m_pSpot && m_fSpotActive ) m_pSpot->Suspend( 2.0 );
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if (DefaultReload( 6, PYTHON_RELOAD, 2.0 ))
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{
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m_flSoundDelay = gpGlobals->time + 1.5;
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}
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + RANDOM_FLOAT ( 10, 15 );
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}
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void CPython::UpdateSpot( void )
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{
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if (m_fSpotActive)
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{
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if (!m_pSpot)
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{
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m_pSpot = CLaserSpot::CreateSpot();
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EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/spot_on.wav", 1, ATTN_NORM);
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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, ignore_glass, ENT(m_pPlayer->pev), &tr );
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float flLength = (tr.vecEndPos - vecSrc).Length();
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m_pSpot->pev->scale = flLength / 340;
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int m_iSpotBright = (1 / log(flLength / 0.3))*1700;
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if (m_iSpotBright > 255 ) m_iSpotBright = 255;
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//ALERT( at_console, "%f\n", flLength / 200);
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//ALERT( at_console, "%d\n", m_iSpotBright );
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m_iSpotBright = m_iSpotBright + RANDOM_LONG (1, flLength / 200);
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m_pSpot->pev->renderamt = m_iSpotBright;
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UTIL_SetOrigin( m_pSpot, tr.vecEndPos + tr.vecPlaneNormal * 0.1);
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//allow oriented LTD in multiplayer only, but python has LTD only in multiplayer - remove check
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Vector n = tr.vecPlaneNormal;
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n.x *= -1;
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n.y *= -1;
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m_pSpot->pev->angles = UTIL_VecToAngles(n);
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}
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}
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void CPython::WeaponIdle( void )
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{
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UpdateSpot( );
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if (m_flSoundDelay != 0 && m_flSoundDelay <= gpGlobals->time)
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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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for (int i = 0; i < 6; i++)
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{
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EjectBrass ( m_pPlayer->pev->origin, Vector( RANDOM_FLOAT( -10.0, 10.0 ), RANDOM_FLOAT( -10.0, 10.0 ), (float)0.0 ), m_pPlayer->pev->angles.y, m_iShell, TE_BOUNCE_SHELL);
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}
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}
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m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES );
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if ( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() )return;
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// only idle if the slid isn't back
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if (m_iClip)
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{
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int iAnim;
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float flRand = RANDOM_FLOAT(0, 1);
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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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if( !m_fSpotActive )
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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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else return;
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}
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SendWeaponAnim( iAnim );
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}
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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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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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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( 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 ); |