hlsdk-xash3d/dlls/hs/jason.cpp

129 lines
2.9 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 "extdll.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "weapons.h"
#include "nodes.h"
#include "player.h"
#include "gamerules.h"
//#define CROWBAR_BODYHIT_VOLUME 128
//#define CROWBAR_WALLHIT_VOLUME 512
LINK_ENTITY_TO_CLASS( weapon_jason, CJason );
enum gauss_e {
JASON_IDLE = 0,
JASON_DRAW,
JASON_HOLSTER,
JASON_ATTACK1HIT,
JASON_ATTACK1MISS,
JASON_ATTACK2MISS,
JASON_ATTACK2HIT,
JASON_ATTACK3MISS,
JASON_ATTACK3HIT
};
void CJason::Spawn( )
{
Precache( );
m_iId = WEAPON_JASON;
SET_MODEL(ENT(pev), "models/w_jason.mdl");
m_iClip = -1;
FallInit();// get ready to fall down.
}
void CJason::Precache( void )
{
PRECACHE_MODEL("models/v_jason.mdl");
PRECACHE_MODEL("models/w_jason.mdl");
PRECACHE_MODEL("models/p_jason.mdl");
m_usJason = PRECACHE_EVENT ( 1, "events/jason.sc" );
}
int CJason::GetItemInfo(ItemInfo *p)
{
p->pszName = STRING(pev->classname);
p->pszAmmo1 = NULL;
p->iMaxAmmo1 = -1;
p->pszAmmo2 = NULL;
p->iMaxAmmo2 = -1;
p->iMaxClip = WEAPON_NOCLIP;
p->iSlot = 0;
p->iPosition = 4;
p->iId = WEAPON_JASON;
p->iWeight = JASON_WEIGHT;
return 1;
}
BOOL CJason::Deploy( )
{
return DefaultDeploy( "models/v_jason.mdl", "models/p_jason.mdl", JASON_DRAW, "jason" );
}
void CJason::Holster( int skiplocal /* = 0 */ )
{
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5;
SendWeaponAnim( JASON_HOLSTER );
}
void CJason::PrimaryAttack()
{
switch( RANDOM_LONG(0,2) )
{
case 0:
EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/jason1.wav", 1, ATTN_NORM); break;
case 1:
EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/jason2.wav", 1, ATTN_NORM); break;
case 2:
EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/jason3.wav", 1, ATTN_NORM); break;
}
if (g_pGameRules->IsHeavyRain()) // is heavy rain enabled?
{
m_pPlayer->AddPoints(1,FALSE);
}
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1;
}
void CJason::SecondaryAttack()
{
switch( RANDOM_LONG(0,2) )
{
case 0:
EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/shaun1.wav", 1, ATTN_NORM); break;
case 1:
EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/shaun2.wav", 1, ATTN_NORM); break;
case 2:
EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/shaun3.wav", 1, ATTN_NORM); break;
}
if (g_pGameRules->IsHeavyRain()) // is heavy rain enabled?
{
m_pPlayer->AddPoints(-1,TRUE);
}
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1;
}