hlsdk-xash3d/dlls/cthulhu/revolver.cpp

266 lines
5.6 KiB
C++
Executable File

/***
*
* Copyright (c) 1999, 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 "revolver.h"
enum revolver_e {
REVOLVER_IDLE1 = 0,
REVOLVER_FIDGET1,
REVOLVER_FIRE,
REVOLVER_RELOAD,
REVOLVER_HOLSTER,
REVOLVER_DRAW,
REVOLVER_IDLE2,
REVOLVER_IDLE3,
REVOLVER_QUICKFIRE_READY,
REVOLVER_QUICKFIRE_SHOOT,
REVOLVER_QUICKFIRE_RELAX
};
LINK_ENTITY_TO_CLASS( weapon_revolver, CRevolver );
void CRevolver::Spawn( )
{
pev->classname = MAKE_STRING("weapon_revolver"); // hack to allow for old names
Precache( );
m_iId = WEAPON_REVOLVER;
SET_MODEL(ENT(pev), "models/w_revolver.mdl");
m_iDefaultAmmo = REVOLVER_DEFAULT_GIVE;
FallInit();// get ready to fall down.
}
void CRevolver::Precache( void )
{
PRECACHE_MODEL("models/v_revolver.mdl");
PRECACHE_MODEL("models/w_revolver.mdl");
// PRECACHE_MODEL("models/p_revolver.mdl");
m_iShell = PRECACHE_MODEL ("models/revolver_rounds.mdl");// brass shell
PRECACHE_SOUND ("weapons/revolver_cock1.wav");
PRECACHE_SOUND ("weapons/revolver_reload1.wav");
PRECACHE_SOUND ("weapons/revolver_shot1.wav");
PRECACHE_SOUND ("weapons/revolver_shot2.wav");
m_usFireRevolver1 = PRECACHE_EVENT( 1, "events/revolver1.sc" );
m_usFireRevolver2 = PRECACHE_EVENT( 1, "events/revolver2.sc" );
}
int CRevolver::GetItemInfo(ItemInfo *p)
{
p->pszName = STRING(pev->classname);
p->pszAmmo1 = "Revolver";
p->iMaxAmmo1 = REVOLVER_MAX_CARRY;
p->pszAmmo2 = NULL;
p->iMaxAmmo2 = -1;
p->iMaxClip = REVOLVER_MAX_CLIP;
p->iSlot = 1;
p->iPosition = 0;
p->iFlags = 0;
p->iId = m_iId = WEAPON_REVOLVER;
p->iWeight = REVOLVER_WEIGHT;
return 1;
}
BOOL CRevolver::Deploy( )
{
// pev->body = 1;
return DefaultDeploy( "models/v_revolver.mdl", "", REVOLVER_DRAW, "revolver", /*UseDecrement() ? 1 : 0*/ 0 );
}
int CRevolver::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 CRevolver::SecondaryAttack( void )
{
// no difference
PrimaryAttack();
}
void CRevolver::PrimaryAttack( void )
{
RevolverFire( 0.01, 1.0, TRUE );
}
void CRevolver::RevolverFire( float flSpread , float flCycleTime, BOOL fUseAutoAim )
{
if (m_iClip <= 0)
{
if (m_fFireOnEmpty)
{
PlayEmptySound();
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.2;
}
return;
}
m_iClip--;
m_pPlayer->pev->effects = (int)(m_pPlayer->pev->effects) | EF_MUZZLEFLASH;
int flags = 0;
//#if defined( CLIENT_WEAPONS )
// flags = FEV_NOTHOST;
//#else
// flags = 0;
//#endif
if (fUseAutoAim)
{
PLAYBACK_EVENT( flags, m_pPlayer->edict(), m_usFireRevolver1);
}
else
{
PLAYBACK_EVENT( flags, m_pPlayer->edict(), m_usFireRevolver2);
}
// player "shoot" animation
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME;
m_pPlayer->m_iWeaponFlash = NORMAL_GUN_FLASH;
Vector vecSrc = m_pPlayer->GetGunPosition( );
Vector vecAiming;
if ( fUseAutoAim )
{
vecAiming = m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES );
}
else
{
vecAiming = gpGlobals->v_forward;
}
m_pPlayer->FireBullets( 1, vecSrc, vecAiming, Vector( flSpread, flSpread, flSpread ), 8192, BULLET_PLAYER_REVOLVER, 0 );
m_flNextPrimaryAttack = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + flCycleTime;
//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_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
}
void CRevolver::Reload( void )
{
int iResult;
iResult = DefaultReload( REVOLVER_MAX_CLIP, REVOLVER_RELOAD, 111.0/36.0 );
if (iResult)
{
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
}
}
void CRevolver::WeaponIdle( void )
{
ResetEmptySound( );
m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES );
if ( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() )
return;
// only idle if the slid isn't back
if (m_iClip != 0)
{
int iAnim;
float flRand = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0.0, 1.0 );
if (flRand <= 0.3 + 0 * 0.75)
{
iAnim = REVOLVER_IDLE3;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 49.0 / 16;
}
else if (flRand <= 0.6 + 0 * 0.875)
{
iAnim = REVOLVER_IDLE1;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 60.0 / 16.0;
}
else
{
iAnim = REVOLVER_IDLE2;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 40.0 / 16.0;
}
SendWeaponAnim( iAnim, 1 );
}
}
/////////////////////////////////////////////////////////////////////////////
void CRevolverAmmo::Spawn( void )
{
Precache( );
SET_MODEL(ENT(pev), "models/w_revolverammo.mdl");
CBasePlayerAmmo::Spawn( );
}
void CRevolverAmmo::Precache( void )
{
PRECACHE_MODEL ("models/w_revolverammo.mdl");
PRECACHE_SOUND("items/9mmclip1.wav");
}
BOOL CRevolverAmmo::AddAmmo( CBaseEntity *pOther )
{
if (pOther->GiveAmmo( AMMO_REVOLVER_GIVE, "Revolver", REVOLVER_MAX_CARRY ) != -1)
{
EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM);
//EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/revolver_rounds1.wav", 1, ATTN_NORM);
return TRUE;
}
return FALSE;
}
LINK_ENTITY_TO_CLASS( ammo_revolver, CRevolverAmmo );