cs16-client-legacy/dlls/wpn_shared/wpn_xm1014.cpp

221 lines
5.4 KiB
C++

/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
#include "stdafx.h"
#include "cbase.h"
#include "player.h"
#include "weapons.h"
enum xm1014_e
{
XM1014_IDLE,
XM1014_FIRE1,
XM1014_FIRE2,
XM1014_RELOAD,
XM1014_PUMP,
XM1014_START_RELOAD,
XM1014_DRAW
};
LINK_ENTITY_TO_CLASS(weapon_xm1014, CXM1014);
void CXM1014::Spawn(void)
{
Precache();
m_iId = WEAPON_XM1014;
SET_MODEL(ENT(pev), "models/w_xm1014.mdl");
m_iDefaultAmmo = XM1014_DEFAULT_GIVE;
FallInit();
}
void CXM1014::Precache(void)
{
PRECACHE_MODEL("models/v_xm1014.mdl");
PRECACHE_MODEL("models/w_xm1014.mdl");
m_iShellId = m_iShell = PRECACHE_MODEL("models/shotgunshell.mdl");
PRECACHE_SOUND("weapons/xm1014-1.wav");
PRECACHE_SOUND("weapons/reload1.wav");
PRECACHE_SOUND("weapons/reload3.wav");
m_usFireXM1014 = PRECACHE_EVENT(1, "events/xm1014.sc");
}
int CXM1014::GetItemInfo(ItemInfo *p)
{
p->pszName = STRING(pev->classname);
p->pszAmmo1 = "buckshot";
p->iMaxAmmo1 = BUCKSHOT_MAX_CARRY;
p->pszAmmo2 = NULL;
p->iMaxAmmo2 = -1;
p->iMaxClip = XM1014_MAX_CLIP;
p->iSlot = 0;
p->iPosition = 12;
p->iId = m_iId = WEAPON_XM1014;
p->iFlags = 0;
p->iWeight = XM1014_WEIGHT;
return 1;
}
BOOL CXM1014::Deploy(void)
{
return DefaultDeploy("models/v_xm1014.mdl", "models/p_xm1014.mdl", XM1014_DRAW, "m249", UseDecrement() != FALSE);
}
void CXM1014::PrimaryAttack(void)
{
if (m_pPlayer->pev->waterlevel == 3)
{
PlayEmptySound();
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.15;
return;
}
if (m_iClip <= 0)
{
Reload();
if (m_iClip == 0)
PlayEmptySound();
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 1.0;
return;
}
m_pPlayer->m_iWeaponVolume = LOUD_GUN_VOLUME;
m_pPlayer->m_iWeaponFlash = BRIGHT_GUN_FLASH;
m_iClip--;
m_pPlayer->pev->effects |= EF_MUZZLEFLASH;
m_pPlayer->SetAnimation(PLAYER_ATTACK1);
UTIL_MakeVectors(m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle);
m_pPlayer->FireBullets(6, m_pPlayer->GetGunPosition(), gpGlobals->v_forward, Vector(0.0725, 0.0725, 0.0), 3048, BULLET_PLAYER_BUCKSHOT, 0);
int flags;
#ifdef CLIENT_WEAPONS
flags = FEV_NOTHOST;
#else
flags = 0;
#endif
PLAYBACK_EVENT_FULL(flags, ENT(m_pPlayer->pev), m_usFireXM1014, 0, (float *)&g_vecZero, (float *)&g_vecZero, m_vVecAiming.x, m_vVecAiming.y, 7, m_vVecAiming.x * 100, m_iClip != 0, FALSE);
if (m_iClip)
m_flPumpTime = UTIL_WeaponTimeBase() + 0.125;
if (!m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0)
m_pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0);
if (m_iClip)
m_flPumpTime = UTIL_WeaponTimeBase() + 0.125;
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.25;
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.25;
if (m_iClip)
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.25;
else
m_flTimeWeaponIdle = 0.75;
m_fInSpecialReload = 0;
if (m_pPlayer->pev->flags & FL_ONGROUND)
m_pPlayer->pev->punchangle.x -= UTIL_SharedRandomLong(m_pPlayer->random_seed + 1, 3, 5);
else
m_pPlayer->pev->punchangle.x -= UTIL_SharedRandomLong(m_pPlayer->random_seed + 1, 7, 10);
}
void CXM1014::Reload(void)
{
if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 || m_iClip == XM1014_MAX_CLIP)
return;
if (m_flNextPrimaryAttack > UTIL_WeaponTimeBase())
return;
if (!m_fInSpecialReload)
{
m_pPlayer->SetAnimation(PLAYER_RELOAD);
SendWeaponAnim(XM1014_START_RELOAD, UseDecrement() != FALSE);
m_fInSpecialReload = 1;
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.55;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.55;
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.55;
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.55;
}
else if (m_fInSpecialReload == 1)
{
if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase())
return;
m_fInSpecialReload = 2;
if (RANDOM_LONG(0, 1))
EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/reload1.wav", VOL_NORM, ATTN_NORM, 0, 85 + RANDOM_LONG(0, 31));
else
EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/reload3.wav", VOL_NORM, ATTN_NORM, 0, 85 + RANDOM_LONG(0, 31));
SendWeaponAnim(XM1014_RELOAD, UseDecrement());
m_flNextReload = UTIL_WeaponTimeBase() + 0.3;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.3;
}
else
{
m_iClip++;
m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]--;
m_fInSpecialReload = 1;
m_pPlayer->ammo_buckshot--;
}
}
void CXM1014::WeaponIdle(void)
{
ResetEmptySound();
m_pPlayer->GetAutoaimVector(AUTOAIM_5DEGREES);
if (m_flPumpTime && m_flPumpTime < UTIL_WeaponTimeBase())
m_flPumpTime = 0;
if (m_flTimeWeaponIdle < UTIL_WeaponTimeBase())
{
if (m_iClip == 0 && m_fInSpecialReload == 0 && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType])
{
Reload();
}
else if (m_fInSpecialReload != 0)
{
if (m_iClip != XM1014_MAX_CLIP && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType])
{
Reload();
}
else
{
SendWeaponAnim(XM1014_PUMP, UseDecrement() != FALSE);
m_fInSpecialReload = 0;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.5;
}
}
else
SendWeaponAnim(XM1014_IDLE, UseDecrement() != FALSE);
}
}