Update sniperrifle

This commit is contained in:
Roman Chistokhodov 2019-08-01 07:05:01 +03:00
parent f4e71b6143
commit 1172b2aade
3 changed files with 122 additions and 201 deletions

View File

@ -34,7 +34,36 @@ enum sniper_e {
SNIPER_HOLSTER,
};
LINK_ENTITY_TO_CLASS(weapon_sniperrifle, CSniperrifle);
LINK_ENTITY_TO_CLASS( weapon_sniperrifle, CSniperrifle )
void CSniperrifle::Spawn( )
{
Precache( );
m_iId = WEAPON_SNIPERRIFLE;
SET_MODEL(ENT(pev), "models/w_m40a1.mdl");
m_iDefaultAmmo = SNIPERRIFLE_DEFAULT_GIVE;
FallInit();// get ready to fall down.
}
void CSniperrifle::Precache( void )
{
PRECACHE_MODEL("models/v_m40a1.mdl");
PRECACHE_MODEL("models/w_m40a1.mdl");
PRECACHE_MODEL("models/p_m40a1.mdl");
PRECACHE_SOUND ("weapons/sniper_bolt1.wav");
PRECACHE_SOUND ("weapons/sniper_bolt2.wav");
PRECACHE_SOUND ("weapons/sniper_fire.wav");
PRECACHE_SOUND ("weapons/sniper_reload_first_seq.wav");
PRECACHE_SOUND ("weapons/sniper_reload_second_seq.wav");
PRECACHE_SOUND ("weapons/sniper_reload3.wav");
PRECACHE_SOUND ("weapons/sniper_zoom.wav");
m_usSniper = PRECACHE_EVENT( 1, "events/sniper.sc" );
}
int CSniperrifle::GetItemInfo(ItemInfo *p)
{
@ -43,279 +72,178 @@ int CSniperrifle::GetItemInfo(ItemInfo *p)
p->iMaxAmmo1 = _762_MAX_CARRY;
p->pszAmmo2 = NULL;
p->iMaxAmmo2 = -1;
p->iMaxClip = SNIPERRIFLE_MAX_CLIP;
p->iFlags = 0;
p->iMaxClip = 5;
p->iSlot = 5;
p->iPosition = 2;
p->iFlags = 0;
p->iId = m_iId = WEAPON_SNIPERRIFLE;
p->iWeight = SNIPERRIFLE_WEIGHT;
p->iWeight = 10;
return 1;
}
int CSniperrifle::AddToPlayer(CBasePlayer *pPlayer)
BOOL CSniperrifle::Deploy( )
{
return DefaultDeploy( "models/v_m40a1.mdl", "models/p_m40a1.mdl", SNIPER_DRAW, "bow", 0 );
}
int CSniperrifle::AddToPlayer( CBasePlayer *pPlayer )
{
if (CBasePlayerWeapon::AddToPlayer(pPlayer))
{
MESSAGE_BEGIN(MSG_ONE, gmsgWeapPickup, NULL, pPlayer->pev);
WRITE_BYTE(m_iId);
WRITE_BYTE(m_iId);
MESSAGE_END();
return TRUE;
}
return FALSE;
}
void CSniperrifle::Spawn()
{
Precache();
m_iId = WEAPON_SNIPERRIFLE;
SET_MODEL(ENT(pev), "models/w_m40a1.mdl");
m_iDefaultAmmo = SNIPERRIFLE_DEFAULT_GIVE;
m_fNeedAjustBolt = FALSE;
m_iBoltState = BOLTSTATE_FINE;
FallInit();// get ready to fall down.
}
void CSniperrifle::Precache(void)
{
PRECACHE_MODEL("models/v_m40a1.mdl");
PRECACHE_MODEL("models/w_m40a1.mdl");
PRECACHE_MODEL("models/p_m40a1.mdl");
PRECACHE_MODEL("models/w_m40a1clip.mdl");
PRECACHE_SOUND("items/9mmclip1.wav");
PRECACHE_SOUND("weapons/357_cock1.wav");
PRECACHE_SOUND("weapons/sniper_bolt1.wav");
PRECACHE_SOUND("weapons/sniper_bolt2.wav");
PRECACHE_SOUND("weapons/sniper_fire.wav");
PRECACHE_SOUND("weapons/sniper_fire_last_round.wav");
PRECACHE_SOUND("weapons/sniper_miss.wav");
PRECACHE_SOUND("weapons/sniper_reload_first_seq.wav");
PRECACHE_SOUND("weapons/sniper_reload_second_seq.wav");
PRECACHE_SOUND("weapons/sniper_reload3.wav");
PRECACHE_SOUND("weapons/sniper_zoom.wav");
m_usSniper = PRECACHE_EVENT(1, "events/sniper.sc");
}
BOOL CSniperrifle::Deploy()
{
if (m_fNeedAjustBolt)
{
m_iBoltState = BOLTSTATE_ADJUST;
}
return DefaultDeploy("models/v_m40a1.mdl", "models/p_m40a1.mdl", SNIPER_DRAW, "m40a1", UseDecrement());
}
void CSniperrifle::Holster(int skiplocal /* = 0 */)
void CSniperrifle::Holster( int skiplocal )
{
m_fInReload = FALSE;// cancel any reload in progress.
if (m_fInZoom)
{
SecondaryAttack();
}
if (m_fNeedAjustBolt)
{
m_iBoltState = BOLTSTATE_ADJUST;
}
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.0;
m_flTimeWeaponIdle = UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15);
SendWeaponAnim(SNIPER_HOLSTER);
SendWeaponAnim( SNIPER_HOLSTER );
if ( m_fInZoom )
{
SecondaryAttack( );
}
}
void CSniperrifle::SecondaryAttack(void)
void CSniperrifle::SecondaryAttack()
{
if (m_pPlayer->pev->fov != 0)
if ( m_pPlayer->pev->fov != 0 )
{
m_pPlayer->pev->fov = m_pPlayer->m_iFOV = 0; // 0 means reset to default fov
m_fInZoom = FALSE;
m_pPlayer->pev->fov = m_pPlayer->m_iFOV = 0; // 0 means reset to default fov
}
else if (m_pPlayer->pev->fov != 18)
else if ( m_pPlayer->pev->fov != 15 )
{
m_pPlayer->pev->fov = m_pPlayer->m_iFOV = 15;
m_fInZoom = TRUE;
m_pPlayer->pev->fov = m_pPlayer->m_iFOV = 18;
}
// Play zoom sound.
EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/sniper_zoom.wav", 1, ATTN_NORM);
EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/sniper_zoom.wav", 1.0, ATTN_NORM, 0, PITCH_NORM);
m_flNextSecondaryAttack = GetNextAttackDelay(0.5f);
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.5;
}
void CSniperrifle::PrimaryAttack()
{
// don't fire underwater
if (m_pPlayer->pev->waterlevel == 3)
{
PlayEmptySound();
m_flNextPrimaryAttack = 0.15;
if ( m_fInSpecialReload )
return;
}
if (m_iClip <= 0)
{
if (!m_fFireOnEmpty)
Reload();
else
if (m_fFireOnEmpty)
{
EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/357_cock1.wav", 0.8, ATTN_NORM);
m_flNextPrimaryAttack = 0.15;
PlayEmptySound();
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.2;
}
return;
}
m_pPlayer->m_iWeaponVolume = LOUD_GUN_VOLUME;
m_pPlayer->m_iWeaponFlash = BRIGHT_GUN_FLASH;
// don't fire underwater
if (m_pPlayer->pev->waterlevel == 3)
{
PlayEmptySound( );
m_flNextPrimaryAttack = 0.15;
return;
}
float flSpread = 0.001;
m_iClip--;
m_pPlayer->pev->effects = (int)(m_pPlayer->pev->effects) | EF_MUZZLEFLASH;
// player "shoot" animation
m_pPlayer->SetAnimation(PLAYER_ATTACK1);
UTIL_MakeVectors(m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle);
Vector vecSrc = m_pPlayer->GetGunPosition();
Vector vecAiming = m_pPlayer->GetAutoaimVector(AUTOAIM_10DEGREES);
Vector vecDir;
vecDir = m_pPlayer->FireBulletsPlayer(1, vecSrc, vecAiming, Vector(0, 0, 0), 8192, BULLET_PLAYER_762, 0, 0, m_pPlayer->pev, m_pPlayer->random_seed);
int flags;
#if defined( CLIENT_WEAPONS )
flags = FEV_NOTHOST;
#else
flags = 0;
#endif
m_fNeedAjustBolt = (m_iClip <= 0) ? 1 : 0;
// player "shoot" animation
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
m_pPlayer->m_iWeaponVolume = LOUD_GUN_VOLUME;
m_pPlayer->m_iWeaponFlash = BRIGHT_GUN_FLASH;
// If this was the last round in the clip, make sure to schedule
// bolt adjustment.
if (m_fNeedAjustBolt)
m_iBoltState = BOLTSTATE_ADJUST;
Vector vecSrc = m_pPlayer->GetGunPosition( );
Vector vecAiming;
vecAiming = gpGlobals->v_forward;
PLAYBACK_EVENT_FULL(flags, m_pPlayer->edict(), m_usSniper, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, m_fNeedAjustBolt, 0, 0, 0);
Vector vecDir;
vecDir = m_pPlayer->FireBulletsPlayer( 1, vecSrc, vecAiming, Vector( flSpread, flSpread, flSpread ), 8192, BULLET_PLAYER_762, 0, 0, m_pPlayer->pev, m_pPlayer->random_seed );
m_flNextPrimaryAttack = 1.75;
PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usSniper, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, ( m_iClip == 0 ) ? 1 : 0, 0, 0, 0 );
if (!m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0)
// HEV suit - indicate out of ammo condition
m_pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0);
// HEV suit - indicate out of ammo condition
m_pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0);
m_flNextPrimaryAttack = GetNextAttackDelay(1.8f);
m_flTimeWeaponIdle = UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15);
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 68.0 / 38.0;
}
void CSniperrifle::Reload(void)
void CSniperrifle::Reload( void )
{
if (m_pPlayer->ammo_762 <= 0)
if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 || m_iClip == SNIPERRIFLE_MAX_CLIP)
return;
if (m_pPlayer->pev->fov != 0)
int iResult;
if ( m_pPlayer->pev->fov != 0 )
{
m_fInZoom = FALSE;
m_pPlayer->pev->fov = m_pPlayer->m_iFOV = 0; // 0 means reset to default fov
SecondaryAttack();
}
int bUseScope = FALSE;
#ifdef CLIENT_DLL
bUseScope = bIsMultiplayer();
#else
bUseScope = g_pGameRules->IsMultiplayer();
#endif
// Select the appropriate sequence for reload.
// One has bolt adjusted, the other does not.
int iReloadAnim = (m_iClip > 0)
? SNIPER_RELOAD3 // Regular reload.
: SNIPER_RELOAD1; // No ammo in current clip.
DefaultReload(SNIPERRIFLE_MAX_CLIP, iReloadAnim, 2.3);
if (m_iClip == 0)
{
iResult = DefaultReload( 5, SNIPER_RELOAD1, 80.0 / 34 );
m_fInSpecialReload = 1;
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 2.25;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.25;
}
else
{
iResult = DefaultReload( SNIPERRIFLE_MAX_CLIP, SNIPER_RELOAD3, 2.25 );
}
}
void CSniperrifle::WeaponIdle(void)
void CSniperrifle::WeaponIdle( void )
{
ResetEmptySound();
ResetEmptySound( );
m_pPlayer->GetAutoaimVector(AUTOAIM_10DEGREES);
m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES );
if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase())
if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase() )
return;
// Select the appropriate sequence for idle.
// One has bolt adjusted, the other does not.
int iIdleAnim = (m_iClip > 0)
? SNIPER_SLOWIDLE // Clip has at least one bullet. (Bolt adjusted)
: SNIPER_SLOWIDLE2; // Clip is empty. (Bolt unadjusted)
SendWeaponAnim(iIdleAnim, UseDecrement());
}
void CSniperrifle::ItemPostFrame(void)
{
if ((m_fInReload) && (m_pPlayer->m_flNextAttack <= UTIL_WeaponTimeBase()))
if ( m_fInSpecialReload )
{
if (m_fNeedAjustBolt)
m_fInSpecialReload = 0;
SendWeaponAnim( SNIPER_RELOAD2 );
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 49.0 / 27.0;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 49.0 / 27.0;
}
else
{
int iAnim;
if (m_iClip <= 0)
{
switch (m_iBoltState)
{
case BOLTSTATE_ADJUST:
{
m_iBoltState = BOLTSTATE_ADJUSTING;
// Send the bolt 'adjustment' weapon anim.
SendWeaponAnim(SNIPER_RELOAD2);
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.8f;
}
break;
case BOLTSTATE_ADJUSTING:
{
m_fNeedAjustBolt = FALSE;
m_iBoltState = BOLTSTATE_FINE;
}
break;
default: ALERT(at_aiconsole, "Warning: Unknown bolt state!\n"); break;
}
return;
iAnim = SNIPER_SLOWIDLE2;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 80.0 / 16.0;
}
else
{
// complete the reload.
int j = Q_min(iMaxClip() - m_iClip, m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]);
// Add them to the clip
m_iClip += j;
m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] -= j;
#ifndef CLIENT_DLL
m_pPlayer->TabulateAmmo();
#endif
m_fInReload = FALSE;
iAnim = SNIPER_SLOWIDLE;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 67.5 / 16;
}
SendWeaponAnim( iAnim, 1 );
}
CBasePlayerWeapon::ItemPostFrame();
}
@ -342,6 +270,6 @@ class CSniperAmmo : public CBasePlayerAmmo
return FALSE;
}
};
LINK_ENTITY_TO_CLASS(ammo_762, CSniperAmmo);
LINK_ENTITY_TO_CLASS(ammo_762, CSniperAmmo)
#endif

View File

@ -1712,8 +1712,7 @@ IMPLEMENT_SAVERESTORE( CPipeWrench, CBasePlayerWeapon )
TYPEDESCRIPTION CSniperrifle::m_SaveData[] =
{
DEFINE_FIELD( CSniperrifle, m_fNeedAjustBolt, FIELD_BOOLEAN ),
DEFINE_FIELD( CSniperrifle, m_iBoltState, FIELD_INTEGER ),
DEFINE_FIELD( CSniperrifle, m_fInSpecialReload, FIELD_INTEGER ),
};
IMPLEMENT_SAVERESTORE( CSniperrifle, CBasePlayerWeapon )

View File

@ -1395,9 +1395,8 @@ public:
void Holster(int skiplocal = 0);
void Reload(void);
void WeaponIdle(void);
void ItemPostFrame(void);
BOOL ShouldWeaponIdle(void) { return TRUE; };
BOOL ShouldWeaponIdle(void) { return TRUE; }
BOOL m_fInZoom;// don't save this.
@ -1410,11 +1409,6 @@ public:
#endif
}
BOOL m_fNeedAjustBolt;
int m_iBoltState;
enum SNIPER_BOLTSTATE { BOLTSTATE_FINE = 0, BOLTSTATE_ADJUST, BOLTSTATE_ADJUSTING, };
private:
unsigned short m_usSniper;
};