mirror of https://github.com/FWGS/hlsdk-xash3d
319 lines
7.3 KiB
C++
Executable File
319 lines
7.3 KiB
C++
Executable File
/***
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*
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* Copyright (c) 1999, 2000 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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#if !defined( OEM_BUILD ) && !defined( HLDEMO_BUILD )
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#include "extdll.h"
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#include "util.h"
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#include "cbase.h"
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#include "monsters.h"
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#include "weapons.h"
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#include "nodes.h"
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#include "player.h"
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#include "soundent.h"
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#include "shake.h"
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#include "gamerules.h"
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#include "effects.h"
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#include "lightning_gun.h"
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enum LightningGun_e {
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LIGHTNING_GUN_IDLE = 0,
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LIGHTNING_GUN_DRAW,
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LIGHTNING_GUN_HOLSTER,
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LIGHTNING_GUN_ZAP
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};
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LINK_ENTITY_TO_CLASS( weapon_lightninggun, CLightningGun );
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TYPEDESCRIPTION CLightningGun::m_SaveData[] =
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{
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DEFINE_FIELD( CLightningGun, m_fInAttack, FIELD_INTEGER ),
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};
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IMPLEMENT_SAVERESTORE( CLightningGun, CBasePlayerWeapon );
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void CLightningGun::Spawn( )
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{
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Precache( );
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m_iId = WEAPON_LIGHTNING_GUN;
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SET_MODEL(ENT(pev), "models/w_lightning_gun.mdl");
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m_iDefaultAmmo = LIGHTNING_GUN_DEFAULT_GIVE;
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FallInit();// get ready to fall down.
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m_iBeams = 0;
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}
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void CLightningGun::Precache( void )
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{
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PRECACHE_MODEL("models/w_lightning_gun.mdl");
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PRECACHE_MODEL("models/v_lightning_gun.mdl");
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// PRECACHE_MODEL("models/p_lightning_gun.mdl");
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PRECACHE_SOUND("items/9mmclip1.wav");
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// PRECACHE_SOUND("weapons/lightning_gun2.wav");
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PRECACHE_SOUND("weapons/electro4.wav");
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// PRECACHE_SOUND("weapons/electro5.wav");
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// PRECACHE_SOUND("weapons/electro6.wav");
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PRECACHE_SOUND("debris/zap4.wav");
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PRECACHE_SOUND("hassault/hw_shoot1.wav");
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PRECACHE_MODEL( "sprites/lgtning.spr" );
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}
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int CLightningGun::AddToPlayer( CBasePlayer *pPlayer )
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{
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if ( CBasePlayerWeapon::AddToPlayer( pPlayer ) )
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{
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MESSAGE_BEGIN( MSG_ONE, gmsgWeapPickup, NULL, pPlayer->pev );
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WRITE_BYTE( m_iId );
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MESSAGE_END();
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return TRUE;
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}
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return FALSE;
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}
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int CLightningGun::GetItemInfo(ItemInfo *p)
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{
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p->pszName = STRING(pev->classname);
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p->pszAmmo1 = "lightning";
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p->iMaxAmmo1 = LIGHTNING_MAX_CARRY;
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p->pszAmmo2 = NULL;
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p->iMaxAmmo2 = -1;
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p->iMaxClip = WEAPON_NOCLIP;
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p->iSlot = 3;
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p->iPosition = 1;
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p->iId = m_iId = WEAPON_LIGHTNING_GUN;
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p->iFlags = 0;
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p->iWeight = LIGHTNING_GUN_WEIGHT;
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return 1;
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}
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BOOL CLightningGun::Deploy( )
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{
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return DefaultDeploy( "models/v_lightning_gun.mdl", "", LIGHTNING_GUN_DRAW, "lightning gun" );
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}
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void CLightningGun::Holster( int skiplocal /* = 0 */ )
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{
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5;
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// m_flTimeWeaponIdle = gpGlobals->time + RANDOM_FLOAT ( 10, 15 );
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SendWeaponAnim( LIGHTNING_GUN_HOLSTER );
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m_fInAttack = 0;
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EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "common/null.wav", 1.0, ATTN_NORM);
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}
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void CLightningGun::PrimaryAttack()
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{
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if (m_fInAttack != 0)
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{
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if ( m_fInAttack == 1 )
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{
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ZapShoot();
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}
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else // == 2
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{
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ZapDone();
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}
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return;
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}
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// don't fire underwater
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if (m_pPlayer->pev->waterlevel == 3)
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{
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PlayEmptySound( );
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m_flNextSecondaryAttack = m_flNextPrimaryAttack = gpGlobals->time + 0.15;
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return;
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}
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if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] < 1)
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{
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PlayEmptySound( );
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5;
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return;
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}
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ZapPowerUp();
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}
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void CLightningGun::ZapPowerUp()
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{
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m_fInAttack = 1;
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EMIT_SOUND_DYN( ENT(pev), CHAN_WEAPON, "debris/zap4.wav", 1, ATTN_NORM, 0, 150 );
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m_flTimeWeaponIdle = gpGlobals->time + 0.5;
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}
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void CLightningGun::ZapShoot()
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{
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ClearBeams( );
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ClearMultiDamage();
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UTIL_MakeAimVectors( pev->angles );
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ZapBeam( -1 );
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ZapBeam( 1 );
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EMIT_SOUND_DYN( ENT(pev), CHAN_WEAPON, "hassault/hw_shoot1.wav", 1, ATTN_NORM, 0, RANDOM_LONG( 130, 160 ) );
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// STOP_SOUND( ENT(pev), CHAN_WEAPON, "debris/zap4.wav" );
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ApplyMultiDamage(pev, pev);
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m_flTimeWeaponIdle = gpGlobals->time + 0.2;
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m_flNextPrimaryAttack = gpGlobals->time + 0.2;
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m_fInAttack = 2;
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}
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void CLightningGun::ZapDone()
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{
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ClearBeams( );
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m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]--;
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m_fInAttack = 0;
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m_flTimeWeaponIdle = gpGlobals->time + 0.8;
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m_flNextPrimaryAttack = gpGlobals->time + 0.8;
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}
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//=========================================================
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// ZapBeam - heavy damage directly forward
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//=========================================================
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void CLightningGun :: ZapBeam( int side )
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{
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TraceResult tr;
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CBaseEntity *pEntity;
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if (m_iBeams >= LIGHTNING_GUN_MAX_BEAMS)
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return;
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// this should be attachment 0 (???)
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UTIL_MakeVectors( m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle );
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Vector vecAiming = gpGlobals->v_forward;
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Vector vecSrc = m_pPlayer->GetGunPosition( );
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Vector vecDest = vecSrc + vecAiming * 2048;
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UTIL_TraceLine( vecSrc, vecDest, dont_ignore_monsters, m_pPlayer->edict(), &tr );
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m_pBeam[m_iBeams] = CBeam::BeamCreate( "sprites/lgtning.spr", 50 );
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if (!m_pBeam[m_iBeams])
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return;
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m_pBeam[m_iBeams]->PointEntInit( tr.vecEndPos, m_pPlayer->entindex( ) );
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m_pBeam[m_iBeams]->SetEndAttachment( 1 );
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m_pBeam[m_iBeams]->SetColor( 180, 255, 96 );
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m_pBeam[m_iBeams]->SetBrightness( 255 );
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m_pBeam[m_iBeams]->SetNoise( 20 );
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m_pBeam[m_iBeams]->pev->spawnflags |= SF_BEAM_TEMPORARY; // Flag these to be destroyed on save/restore or level transition
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m_iBeams++;
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pEntity = CBaseEntity::Instance(tr.pHit);
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if (pEntity != NULL && pEntity->pev->takedamage)
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{
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pEntity->TraceAttack( pev, gSkillData.plrDmgLightningGun, vecAiming, &tr, DMG_SHOCK );
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}
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UTIL_EmitAmbientSound( ENT(pev), tr.vecEndPos, "weapons/electro4.wav", 0.5, ATTN_NORM, 0, RANDOM_LONG( 140, 160 ) );
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}
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void CLightningGun :: ClearBeams( )
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{
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for (int i = 0; i < LIGHTNING_GUN_MAX_BEAMS; i++)
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{
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if (m_pBeam[i])
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{
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UTIL_Remove( m_pBeam[i] );
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m_pBeam[i] = NULL;
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}
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}
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m_iBeams = 0;
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STOP_SOUND( ENT(pev), CHAN_WEAPON, "debris/zap4.wav" );
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}
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void CLightningGun::SecondaryAttack()
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{
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}
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//=========================================================
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// StartFire- since all of this code has to run and then
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// call Fire(), it was easier at this point to rip it out
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// of weaponidle() and make its own function then to try to
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// merge this into Fire(), which has some identical variable names
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//=========================================================
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void CLightningGun::WeaponIdle( void )
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{
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ResetEmptySound( );
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if (m_flTimeWeaponIdle > gpGlobals->time)
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return;
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if (m_fInAttack != 0)
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{
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if ( m_fInAttack == 1 )
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{
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ZapShoot();
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}
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else // == 2
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{
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ZapDone();
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}
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}
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else
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{
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m_flTimeWeaponIdle = gpGlobals->time + RANDOM_FLOAT ( 2, 3 );
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SendWeaponAnim( LIGHTNING_GUN_IDLE );
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////
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void CLightningGunAmmo::Spawn( void )
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{
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Precache( );
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SET_MODEL(ENT(pev), "models/w_lightning_gun_ammo.mdl");
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CBasePlayerAmmo::Spawn( );
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}
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void CLightningGunAmmo::Precache( void )
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{
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PRECACHE_MODEL ("models/w_lightning_gun_ammo.mdl");
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PRECACHE_SOUND("items/9mmclip1.wav");
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}
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BOOL CLightningGunAmmo::AddAmmo( CBaseEntity *pOther )
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{
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if (pOther->GiveAmmo( AMMO_LIGHTNING_GIVE, "lightning", LIGHTNING_MAX_CARRY ) != -1)
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{
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EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM);
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return TRUE;
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}
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return FALSE;
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}
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LINK_ENTITY_TO_CLASS( ammo_lightning, CLightningGunAmmo );
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#endif |