mirror of https://github.com/FWGS/hlsdk-xash3d
342 lines
7.8 KiB
C++
Executable File
342 lines
7.8 KiB
C++
Executable File
/***
|
|
*
|
|
* Copyright (c) 1999, 2000 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.
|
|
*
|
|
****/
|
|
#if !defined( OEM_BUILD ) && !defined( HLDEMO_BUILD )
|
|
|
|
#include "extdll.h"
|
|
#include "util.h"
|
|
#include "cbase.h"
|
|
#include "weapons.h"
|
|
#include "monsters.h"
|
|
#include "player.h"
|
|
#include "gamerules.h"
|
|
|
|
|
|
enum rifle_e {
|
|
RIFLE_IDLE1 = 0,
|
|
RIFLE_FIRE1,
|
|
RIFLE_RELOAD,
|
|
RIFLE_CLOSEBREAK,
|
|
RIFLE_BREAK,
|
|
RIFLE_DRAW,
|
|
RIFLE_HOLSTER
|
|
};
|
|
|
|
|
|
#include "Rifle.h"
|
|
|
|
|
|
LINK_ENTITY_TO_CLASS( weapon_rifle, CRifle );
|
|
|
|
int CRifle::GetItemInfo(ItemInfo *p)
|
|
{
|
|
p->pszName = STRING(pev->classname);
|
|
p->pszAmmo1 = "Rifle";
|
|
p->iMaxAmmo1 = RIFLE_MAX_CARRY;
|
|
p->pszAmmo2 = NULL;
|
|
p->iMaxAmmo2 = -1;
|
|
p->iMaxClip = RIFLE_MAX_CLIP;
|
|
p->iFlags = 0;
|
|
p->iSlot = 1;
|
|
p->iPosition = 3;
|
|
p->iId = m_iId = WEAPON_RIFLE;
|
|
p->iWeight = RIFLE_WEIGHT;
|
|
|
|
return 1;
|
|
}
|
|
|
|
int CRifle::AddToPlayer( CBasePlayer *pPlayer )
|
|
{
|
|
if ( CBasePlayerWeapon::AddToPlayer( pPlayer ) )
|
|
{
|
|
MESSAGE_BEGIN( MSG_ONE, gmsgWeapPickup, NULL, pPlayer->pev );
|
|
WRITE_BYTE( m_iId );
|
|
MESSAGE_END();
|
|
return TRUE;
|
|
}
|
|
return FALSE;
|
|
}
|
|
|
|
void CRifle::Spawn( )
|
|
{
|
|
pev->classname = MAKE_STRING("weapon_rifle"); // hack to allow for old names
|
|
Precache( );
|
|
m_iId = WEAPON_RIFLE;
|
|
SET_MODEL(ENT(pev), "models/w_rifle.mdl");
|
|
|
|
m_iDefaultAmmo = RIFLE_DEFAULT_GIVE;
|
|
|
|
m_fInZoom = FALSE;
|
|
|
|
FallInit();// get ready to fall down.
|
|
}
|
|
|
|
|
|
void CRifle::Precache( void )
|
|
{
|
|
PRECACHE_MODEL("models/v_rifle.mdl");
|
|
PRECACHE_MODEL("models/w_rifle.mdl");
|
|
// PRECACHE_MODEL("models/p_rifle.mdl");
|
|
|
|
PRECACHE_MODEL("models/w_rifleammo.mdl");
|
|
|
|
PRECACHE_SOUND("items/9mmclip1.wav");
|
|
|
|
PRECACHE_SOUND ("weapons/rifle_reload.wav");
|
|
PRECACHE_SOUND ("weapons/rifle_break.wav");
|
|
//PRECACHE_SOUND ("weapons/rifle_closebreak.wav");
|
|
PRECACHE_SOUND ("weapons/rifle_fire.wav");
|
|
PRECACHE_SOUND ("weapons/rifle_dryfire.wav");
|
|
|
|
m_usFireRifle = PRECACHE_EVENT( 1, "events/rifle.sc" );
|
|
}
|
|
|
|
BOOL CRifle::Deploy( )
|
|
{
|
|
if ( g_pGameRules->IsMultiplayer() )
|
|
{
|
|
// enable laser sight geometry.
|
|
pev->body = 1;
|
|
}
|
|
else
|
|
{
|
|
pev->body = 0;
|
|
}
|
|
|
|
return DefaultDeploy( "models/v_rifle.mdl", "", RIFLE_DRAW, "rifle" );
|
|
}
|
|
|
|
|
|
void CRifle::Holster( int skiplocal /* = 0 */ )
|
|
{
|
|
m_fInReload = FALSE;// cancel any reload in progress.
|
|
|
|
if ( m_fInZoom )
|
|
{
|
|
m_fInZoom = FALSE;
|
|
m_pPlayer->m_iFOV = 0; // 0 means reset to default fov
|
|
}
|
|
|
|
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.0;
|
|
m_flTimeWeaponIdle = gpGlobals->time + 10 + RANDOM_FLOAT ( 0, 5 );
|
|
SendWeaponAnim( RIFLE_HOLSTER );
|
|
}
|
|
|
|
void CRifle::SecondaryAttack( void )
|
|
{
|
|
if (m_iClip <= 0) return;
|
|
|
|
if ( m_fInZoom )
|
|
{
|
|
m_fInZoom = FALSE;
|
|
m_pPlayer->m_iFOV = 0; // 0 means reset to default fov
|
|
}
|
|
else
|
|
{
|
|
m_fInZoom = TRUE;
|
|
m_pPlayer->m_iFOV = 40;
|
|
}
|
|
|
|
m_flNextSecondaryAttack = gpGlobals->time + 0.5;
|
|
}
|
|
|
|
void CRifle::PrimaryAttack()
|
|
{
|
|
// don't fire underwater
|
|
if (m_pPlayer->pev->waterlevel == 3)
|
|
{
|
|
PlayEmptySound( );
|
|
m_flNextPrimaryAttack = gpGlobals->time + 0.15;
|
|
return;
|
|
}
|
|
|
|
if (m_iClip <= 0)
|
|
{
|
|
if (m_fInZoom)
|
|
SecondaryAttack();
|
|
|
|
if (!m_fFireOnEmpty)
|
|
Reload( );
|
|
else
|
|
{
|
|
EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/rifle_dryfire.wav", 0.8, ATTN_NORM);
|
|
m_flNextPrimaryAttack = gpGlobals->time + 0.15;
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
PLAYBACK_EVENT( 0, m_pPlayer->edict(), m_usFireRifle );
|
|
|
|
m_pPlayer->m_iWeaponVolume = LOUD_GUN_VOLUME;
|
|
m_pPlayer->m_iWeaponFlash = BRIGHT_GUN_FLASH;
|
|
|
|
m_iClip--;
|
|
|
|
if (m_iClip <= 0)
|
|
{
|
|
if (m_fInZoom)
|
|
SecondaryAttack();
|
|
}
|
|
|
|
// player "shoot" animation
|
|
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
|
|
m_pPlayer->pev->effects = (int)(m_pPlayer->pev->effects) | EF_MUZZLEFLASH;
|
|
|
|
UTIL_MakeVectors( m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle );
|
|
|
|
Vector vecSrc = m_pPlayer->GetGunPosition( );
|
|
Vector vecAiming = m_pPlayer->GetAutoaimVector( AUTOAIM_2DEGREES );
|
|
m_pPlayer->FireBullets( 1, vecSrc, vecAiming, VECTOR_CONE_1DEGREES, 8192, BULLET_PLAYER_RIFLE, 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);
|
|
|
|
m_flNextPrimaryAttack = gpGlobals->time + 1.0;
|
|
m_flTimeWeaponIdle = gpGlobals->time + RANDOM_FLOAT ( 10, 15 );
|
|
}
|
|
|
|
|
|
void CRifle::Reload( void )
|
|
{
|
|
if ( m_fInZoom )
|
|
{
|
|
m_fInZoom = FALSE;
|
|
m_pPlayer->m_iFOV = 0; // 0 means reset to default fov
|
|
}
|
|
|
|
if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 || m_iClip == RIFLE_MAX_CLIP)
|
|
return;
|
|
|
|
if (m_flNextReload > gpGlobals->time)
|
|
return;
|
|
|
|
// don't reload until recoil is done
|
|
if (m_flNextPrimaryAttack > gpGlobals->time)
|
|
return;
|
|
|
|
// check to see if we're ready to reload
|
|
if (m_fInReload == 0)
|
|
{
|
|
SendWeaponAnim( RIFLE_BREAK );
|
|
EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/rifle_break.wav", 0.8, ATTN_NORM);
|
|
m_fInReload = 1;
|
|
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.75;
|
|
m_flTimeWeaponIdle = gpGlobals->time + 0.75;
|
|
m_flNextPrimaryAttack = gpGlobals->time + 1.0;
|
|
m_flNextSecondaryAttack = gpGlobals->time + 1.0;
|
|
return;
|
|
}
|
|
else if (m_fInReload == 1)
|
|
{
|
|
if (m_flTimeWeaponIdle > gpGlobals->time)
|
|
return;
|
|
// was waiting for gun to move to side
|
|
m_fInReload = 2;
|
|
|
|
EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/rifle_reload.wav", 1, ATTN_NORM, 0, 85 + RANDOM_LONG(0,0x1f));
|
|
//if (RANDOM_LONG(0,1))
|
|
// EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/rifle_reload1.wav", 1, ATTN_NORM, 0, 85 + RANDOM_LONG(0,0x1f));
|
|
//else
|
|
// EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/rifle_reload2.wav", 1, ATTN_NORM, 0, 85 + RANDOM_LONG(0,0x1f));
|
|
|
|
SendWeaponAnim( RIFLE_RELOAD );
|
|
|
|
m_flNextReload = gpGlobals->time + 0.5;
|
|
m_flTimeWeaponIdle = gpGlobals->time + 0.5;
|
|
}
|
|
else
|
|
{
|
|
// Add them to the clip
|
|
m_iClip += 1;
|
|
m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] -= 1;
|
|
m_fInReload = 1;
|
|
}
|
|
|
|
// like the HL shotgun reload...
|
|
//if (DefaultReload( 6, RIFLE_RELOAD, 2.0 ))
|
|
//{
|
|
// m_flSoundDelay = gpGlobals->time + 1.5;
|
|
//}
|
|
}
|
|
|
|
|
|
void CRifle::WeaponIdle( void )
|
|
{
|
|
ResetEmptySound( );
|
|
|
|
m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES );
|
|
|
|
if (m_flTimeWeaponIdle > gpGlobals->time)
|
|
return;
|
|
|
|
if (m_iClip == 0 && m_fInReload == 0 && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType])
|
|
{
|
|
Reload( );
|
|
}
|
|
else if (m_fInReload != 0)
|
|
{
|
|
if (m_iClip != RIFLE_MAX_CLIP && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType])
|
|
{
|
|
Reload( );
|
|
}
|
|
else
|
|
{
|
|
// reload debounce has timed out
|
|
SendWeaponAnim( RIFLE_CLOSEBREAK );
|
|
|
|
// play cocking sound
|
|
//EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/rifle_closebreak.wav", 1, ATTN_NORM, 0, 95 + RANDOM_LONG(0,0x1f));
|
|
EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/rifle_break.wav", 1, ATTN_NORM, 0, 95 + RANDOM_LONG(0,0x1f));
|
|
m_fInReload = 0;
|
|
m_flTimeWeaponIdle = gpGlobals->time + 0.75;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
SendWeaponAnim( RIFLE_IDLE1 );
|
|
m_flTimeWeaponIdle = gpGlobals->time + (70.0/30.0);// * RANDOM_LONG(2, 5);
|
|
}
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////////////////////
|
|
|
|
void CRifleAmmo::Spawn( void )
|
|
{
|
|
Precache( );
|
|
SET_MODEL(ENT(pev), "models/w_rifleammo.mdl");
|
|
CBasePlayerAmmo::Spawn( );
|
|
}
|
|
|
|
void CRifleAmmo::Precache( void )
|
|
{
|
|
PRECACHE_MODEL ("models/w_rifleammo.mdl");
|
|
PRECACHE_SOUND("items/9mmclip1.wav");
|
|
}
|
|
|
|
BOOL CRifleAmmo::AddAmmo( CBaseEntity *pOther )
|
|
{
|
|
if (pOther->GiveAmmo( AMMO_RIFLE_GIVE, "Rifle", RIFLE_MAX_CARRY ) != -1)
|
|
{
|
|
EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM);
|
|
return TRUE;
|
|
}
|
|
return FALSE;
|
|
}
|
|
|
|
LINK_ENTITY_TO_CLASS( ammo_rifle, CRifleAmmo );
|
|
|
|
|
|
#endif |