mirror of https://github.com/FWGS/hlsdk-xash3d
220 lines
5.2 KiB
C++
Executable File
220 lines
5.2 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.
|
|
*
|
|
****/
|
|
|
|
#include "extdll.h"
|
|
#include "util.h"
|
|
#include "cbase.h"
|
|
#include "monsters.h"
|
|
#include "weapons.h"
|
|
#include "nodes.h"
|
|
#include "player.h"
|
|
#include "soundent.h"
|
|
#include "gamerules.h"
|
|
|
|
enum tommygun_e
|
|
{
|
|
TOMMYGUN_IDLE = 0,
|
|
TOMMYGUN_RELOAD,
|
|
TOMMYGUN_DRAW,
|
|
TOMMYGUN_FIRE1,
|
|
TOMMYGUN_FIRE2,
|
|
TOMMYGUN_EMPTY_IDLE,
|
|
};
|
|
|
|
#include "TommyGun.h"
|
|
|
|
LINK_ENTITY_TO_CLASS( weapon_tommygun, CTommyGun );
|
|
|
|
|
|
//=========================================================
|
|
//=========================================================
|
|
|
|
void CTommyGun::Spawn( )
|
|
{
|
|
pev->classname = MAKE_STRING("weapon_tommygun"); // hack to allow for old names
|
|
Precache( );
|
|
SET_MODEL(ENT(pev), "models/w_tommygun.mdl");
|
|
m_iId = WEAPON_TOMMYGUN;
|
|
|
|
m_iDefaultAmmo = TOMMYGUN_DEFAULT_GIVE;
|
|
|
|
FallInit();// get ready to fall down.
|
|
}
|
|
|
|
|
|
void CTommyGun::Precache( void )
|
|
{
|
|
PRECACHE_MODEL("models/v_tommygun.mdl");
|
|
PRECACHE_MODEL("models/w_tommygun.mdl");
|
|
PRECACHE_MODEL("models/p_tommygun.mdl");
|
|
|
|
m_iShell = PRECACHE_MODEL ("models/shell.mdl");// brass shellTE_MODEL
|
|
|
|
PRECACHE_MODEL("models/tommy_ammo.mdl");
|
|
|
|
PRECACHE_SOUND("weapons/tommy_draw_slideback.wav");
|
|
PRECACHE_SOUND("weapons/tommy_reload_clipin.wav");
|
|
PRECACHE_SOUND("weapons/tommy_reload_clipout.wav");
|
|
PRECACHE_SOUND("weapons/tommy_shoot1.wav");
|
|
PRECACHE_SOUND("weapons/tommy_shoot2.wav");
|
|
|
|
// PRECACHE_SOUND ("weapons/357_cock1.wav");
|
|
|
|
m_usTommyGun = PRECACHE_EVENT( 1, "events/tommygun.sc" );
|
|
}
|
|
|
|
int CTommyGun::GetItemInfo(ItemInfo *p)
|
|
{
|
|
p->pszName = STRING(pev->classname);
|
|
p->pszAmmo1 = "Tommy Gun";
|
|
p->iMaxAmmo1 = TOMMYGUN_MAX_CARRY;
|
|
p->pszAmmo2 = NULL;
|
|
p->iMaxAmmo2 = -1;
|
|
p->iMaxClip = TOMMYGUN_MAX_CLIP;
|
|
p->iSlot = 1;
|
|
p->iPosition = 2;
|
|
p->iFlags = 0;
|
|
p->iId = m_iId = WEAPON_TOMMYGUN;
|
|
p->iWeight = TOMMYGUN_WEIGHT;
|
|
|
|
return 1;
|
|
}
|
|
|
|
int CTommyGun::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;
|
|
}
|
|
|
|
BOOL CTommyGun::Deploy( )
|
|
{
|
|
return DefaultDeploy( "models/v_tommygun.mdl", "models/p_tommygun.mdl", TOMMYGUN_DRAW, "tommygun" );
|
|
}
|
|
|
|
void CTommyGun::PrimaryAttack()
|
|
{
|
|
// don't fire underwater
|
|
if (m_pPlayer->pev->waterlevel == 3)
|
|
{
|
|
PlayEmptySound( );
|
|
m_flNextPrimaryAttack = gpGlobals->time + 0.15;
|
|
return;
|
|
}
|
|
|
|
if (m_iClip <= 0)
|
|
{
|
|
PlayEmptySound();
|
|
m_flNextPrimaryAttack = gpGlobals->time + 0.15;
|
|
return;
|
|
}
|
|
|
|
PLAYBACK_EVENT( 0, m_pPlayer->edict(), m_usTommyGun );
|
|
|
|
m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME;
|
|
m_pPlayer->m_iWeaponFlash = NORMAL_GUN_FLASH;
|
|
|
|
m_iClip--;
|
|
|
|
// player "shoot" animation
|
|
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
|
|
|
|
Vector vecSrc = m_pPlayer->GetGunPosition( );
|
|
Vector vecAiming = m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES );
|
|
|
|
if ( g_pGameRules->IsDeathmatch() )
|
|
{
|
|
// optimized multiplayer. Widened to make it easier to hit a moving player
|
|
m_pPlayer->FireBullets( 1, vecSrc, vecAiming, VECTOR_CONE_6DEGREES, 8192, BULLET_PLAYER_TOMMYGUN, 2 );
|
|
}
|
|
else
|
|
{
|
|
// single player spread
|
|
m_pPlayer->FireBullets( 1, vecSrc, vecAiming, VECTOR_CONE_3DEGREES, 8192, BULLET_PLAYER_TOMMYGUN, 2 );
|
|
}
|
|
|
|
//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 = m_flNextPrimaryAttack + 0.1;
|
|
if (m_flNextPrimaryAttack < gpGlobals->time)
|
|
m_flNextPrimaryAttack = gpGlobals->time + 0.1;
|
|
|
|
m_flTimeWeaponIdle = gpGlobals->time + RANDOM_FLOAT ( 10, 15 );
|
|
}
|
|
|
|
void CTommyGun::SecondaryAttack( void )
|
|
{
|
|
PrimaryAttack();
|
|
}
|
|
|
|
void CTommyGun::Reload( void )
|
|
{
|
|
DefaultReload( TOMMYGUN_MAX_CLIP, TOMMYGUN_RELOAD, 177.0/38.0 );
|
|
}
|
|
|
|
void CTommyGun::WeaponIdle( void )
|
|
{
|
|
ResetEmptySound( );
|
|
|
|
m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES );
|
|
|
|
if (m_flTimeWeaponIdle > gpGlobals->time)
|
|
return;
|
|
|
|
SendWeaponAnim( TOMMYGUN_IDLE );
|
|
|
|
//m_flTimeWeaponIdle = gpGlobals->time + RANDOM_FLOAT ( 10, 15 );// how long till we do this again.
|
|
m_flTimeWeaponIdle = gpGlobals->time + 40.0/12.0 + RANDOM_FLOAT ( 1, 4 );
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////////
|
|
|
|
void CTommyGunAmmoClip::Spawn( void )
|
|
{
|
|
Precache( );
|
|
SET_MODEL(ENT(pev), "models/tommy_ammo.mdl");
|
|
CBasePlayerAmmo::Spawn( );
|
|
}
|
|
|
|
void CTommyGunAmmoClip::Precache( void )
|
|
{
|
|
PRECACHE_MODEL ("models/tommy_ammo.mdl");
|
|
PRECACHE_SOUND("items/9mmclip1.wav");
|
|
}
|
|
|
|
BOOL CTommyGunAmmoClip::AddAmmo( CBaseEntity *pOther )
|
|
{
|
|
int bResult = (pOther->GiveAmmo( AMMO_TOMMYGUNCLIP_GIVE, "Tommy Gun", TOMMYGUN_MAX_CARRY) != -1);
|
|
if (bResult)
|
|
{
|
|
EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM);
|
|
}
|
|
return bResult;
|
|
}
|
|
|
|
|
|
LINK_ENTITY_TO_CLASS( ammo_tommygun, CTommyGunAmmoClip );
|
|
|
|
|
|
|
|
|