148 lines
3.7 KiB
C++
148 lines
3.7 KiB
C++
/*
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at
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* your option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*
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* In addition, as a special exception, the author gives permission to
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* link the code of this program with the Half-Life Game Engine ("HL
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* Engine") and Modified Game Libraries ("MODs") developed by Valve,
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* L.L.C ("Valve"). You must obey the GNU General Public License in all
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* respects for all of the code used other than the HL Engine and MODs
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* from Valve. If you modify this file, you may extend this exception
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* to your version of the file, but you are not obligated to do so. If
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* you do not wish to do so, delete this exception statement from your
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* version.
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*
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*/
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#include "events.h"
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enum usp_e
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{
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USP_IDLE,
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USP_SHOOT1,
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USP_SHOOT2,
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USP_SHOOT3,
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USP_SHOOT_EMPTY,
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USP_RELOAD,
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USP_DRAW,
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USP_ATTACH_SILENCER,
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USP_UNSIL_IDLE,
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USP_UNSIL_SHOOT1,
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USP_UNSIL_SHOOT2,
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USP_UNSIL_SHOOT3,
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USP_UNSIL_SHOOT_EMPTY,
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USP_UNSIL_RELOAD,
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USP_UNSIL_DRAW,
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USP_DETACH_SILENCER
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};
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enum usp_shield_e
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{
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USP_SHIELD_IDLE,
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USP_SHIELD_SHOOT1,
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USP_SHIELD_SHOOT2,
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USP_SHIELD_SHOOT_EMPTY,
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USP_SHIELD_RELOAD,
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USP_SHIELD_DRAW,
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USP_SHIELD_UP_IDLE,
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USP_SHIELD_UP,
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USP_SHIELD_DOWN
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};
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void EV_FireUSP( event_args_t *args )
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{
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int idx;
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vec3_t origin;
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vec3_t angles;
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vec3_t velocity;
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vec3_t ShellVelocity;
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vec3_t ShellOrigin;
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int shell;
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vec3_t vecSrc, vecAiming;
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vec3_t up, right, forward;
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float flSpread = 0.01;
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const char *szSoundName;
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idx = args->entindex;
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bool silencer_on = !args->bparam2;
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bool empty = args->bparam1;
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VectorCopy( args->origin, origin );
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VectorCopy( args->angles, angles );
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VectorCopy( args->velocity, velocity );
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AngleVectors( angles, forward, right, up );
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if ( EV_IsLocal( idx ) )
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{
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++g_iShotsFired;
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int seq;
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if( g_bHoldingShield )
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{
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if( !empty )
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seq = gEngfuncs.pfnRandomLong(USP_SHIELD_SHOOT1, USP_SHIELD_SHOOT2);
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else seq = USP_SHIELD_SHOOT_EMPTY;
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}
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else if ( silencer_on )
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{
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if( !empty )
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seq = gEngfuncs.pfnRandomLong(USP_UNSIL_SHOOT1, USP_UNSIL_SHOOT3);
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else seq = USP_UNSIL_SHOOT_EMPTY;
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}
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else
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{
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EV_MuzzleFlash();
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if( !empty )
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seq = gEngfuncs.pfnRandomLong(USP_SHOOT1, USP_SHOOT3);
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else seq = USP_SHOOT_EMPTY;
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}
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gEngfuncs.pEventAPI->EV_WeaponAnimation(seq, 2);
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}
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shell = gEngfuncs.pEventAPI->EV_FindModelIndex ("models/pshell.mdl");
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EV_GetDefaultShellInfo( args, origin, velocity, ShellVelocity, ShellOrigin, forward, -right, up, 12, -10, -7 );
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EV_EjectBrass(ShellOrigin, ShellVelocity, angles[ YAW ], shell, TE_BOUNCE_SHELL);
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if( !silencer_on )
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{
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szSoundName = gEngfuncs.pfnRandomLong( 0, 1 ) ? "weapons/usp1.wav" : "weapons/usp2.wav";
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}
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else
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{
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szSoundName = "weapons/usp_unsil-1.wav";
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}
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gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON,
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szSoundName,
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1, ATTN_NORM, 0,
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94 + gEngfuncs.pfnRandomLong( 0, 0xf ) );
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EV_GetGunPosition( args, vecSrc, origin );
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VectorCopy( forward, vecAiming );
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EV_HLDM_FireBullets( idx,
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forward,
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right,
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up,
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1,
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vecSrc,
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vecAiming,
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8192,
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0,
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0,
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0,
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args->fparam1,
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args->fparam2 );
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}
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