221 lines
5.1 KiB
C++
221 lines
5.1 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 "stdafx.h"
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#include "cbase.h"
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#include "player.h"
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#include "weapons.h"
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enum m3_e
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{
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M3_IDLE,
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M3_FIRE1,
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M3_FIRE2,
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M3_RELOAD,
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M3_PUMP,
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M3_START_RELOAD,
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M3_DRAW,
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M3_HOLSTER
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};
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LINK_ENTITY_TO_CLASS(weapon_m3, CM3);
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void CM3::Spawn(void)
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{
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pev->classname = MAKE_STRING("weapon_m3");
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Precache();
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m_iId = WEAPON_M3;
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SET_MODEL(ENT(pev), "models/w_m3.mdl");
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m_iDefaultAmmo = M3_DEFAULT_GIVE;
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FallInit();
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}
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void CM3::Precache(void)
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{
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PRECACHE_MODEL("models/v_m3.mdl");
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PRECACHE_MODEL("models/w_m3.mdl");
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m_iShellId = m_iShell = PRECACHE_MODEL("models/shotgunshell.mdl");
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PRECACHE_SOUND("weapons/m3-1.wav");
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PRECACHE_SOUND("weapons/m3_insertshell.wav");
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PRECACHE_SOUND("weapons/m3_pump.wav");
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PRECACHE_SOUND("weapons/reload1.wav");
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PRECACHE_SOUND("weapons/reload3.wav");
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m_usFireM3 = PRECACHE_EVENT(1, "events/m3.sc");
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}
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int CM3::GetItemInfo(ItemInfo *p)
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{
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p->pszName = STRING(pev->classname);
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p->pszAmmo1 = "buckshot";
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p->iMaxAmmo1 = BUCKSHOT_MAX_CARRY;
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p->pszAmmo2 = NULL;
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p->iMaxAmmo2 = -1;
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p->iMaxClip = M3_MAX_CLIP;
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p->iSlot = 0;
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p->iPosition = 5;
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p->iId = m_iId = WEAPON_M3;
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p->iFlags = 0;
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p->iWeight = M3_WEIGHT;
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return 1;
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}
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BOOL CM3::Deploy(void)
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{
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return DefaultDeploy("models/v_m3.mdl", "models/p_m3.mdl", M3_DRAW, "shotgun", UseDecrement() != FALSE);
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}
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void CM3::PrimaryAttack(void)
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{
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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 = UTIL_WeaponTimeBase() + 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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Reload();
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if (m_iClip == 0)
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PlayEmptySound();
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 1.0;
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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 |= EF_MUZZLEFLASH;
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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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m_pPlayer->FireBullets(9, m_pPlayer->GetGunPosition(), gpGlobals->v_forward, Vector(0.0675, 0.0675, 0), 3000, BULLET_PLAYER_BUCKSHOT, 0);
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int flags;
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#ifdef 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, ENT(m_pPlayer->pev), m_usFireM3, 0, (float *)&g_vecZero, (float *)&g_vecZero, 0, 0, 0, 0, FALSE, FALSE);
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if (m_iClip)
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m_flPumpTime = UTIL_WeaponTimeBase() + 0.5;
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if (!m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0)
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m_pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0);
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if (m_iClip)
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m_flPumpTime = UTIL_WeaponTimeBase() + 0.5;
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.875;
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m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.875;
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if (m_iClip)
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.5;
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else
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m_flTimeWeaponIdle = 0.875;
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m_fInSpecialReload = 0;
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if (m_pPlayer->pev->flags & FL_ONGROUND)
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m_pPlayer->pev->punchangle.x -= UTIL_SharedRandomLong(m_pPlayer->random_seed + 1, 4, 6);
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else
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m_pPlayer->pev->punchangle.x -= UTIL_SharedRandomLong(m_pPlayer->random_seed + 1, 8, 11);
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m_pPlayer->m_flEjectBrass = gpGlobals->time + 0.45;
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}
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void CM3::Reload(void)
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{
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if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 || m_iClip == M3_MAX_CLIP)
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return;
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if (m_flNextPrimaryAttack > UTIL_WeaponTimeBase())
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return;
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if (!m_fInSpecialReload)
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{
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m_pPlayer->SetAnimation(PLAYER_RELOAD);
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SendWeaponAnim(M3_START_RELOAD, UseDecrement() != FALSE);
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m_fInSpecialReload = 1;
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.55;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.55;
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.55;
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m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.55;
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}
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else if (m_fInSpecialReload == 1)
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{
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if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase())
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return;
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m_fInSpecialReload = 2;
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SendWeaponAnim(M3_RELOAD, UseDecrement() != FALSE);
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m_flNextReload = UTIL_WeaponTimeBase() + 0.45;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.45;
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}
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else
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{
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m_iClip++;
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m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]--;
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m_fInSpecialReload = 1;
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m_pPlayer->ammo_buckshot--;
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}
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}
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void CM3::WeaponIdle(void)
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{
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ResetEmptySound();
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m_pPlayer->GetAutoaimVector(AUTOAIM_5DEGREES);
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if (m_flPumpTime && m_flPumpTime < UTIL_WeaponTimeBase())
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m_flPumpTime = 0;
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if (m_flTimeWeaponIdle < UTIL_WeaponTimeBase())
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{
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if (m_iClip == 0 && m_fInSpecialReload == 0 && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType])
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{
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Reload();
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}
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else if (m_fInSpecialReload != 0)
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{
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if (m_iClip != M3_MAX_CLIP && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType])
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{
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Reload();
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}
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else
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{
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SendWeaponAnim(M3_PUMP, UseDecrement() != FALSE);
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m_fInSpecialReload = 0;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.5;
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}
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}
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else
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SendWeaponAnim(M3_IDLE, UseDecrement() != FALSE);
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}
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} |