hlsdk-xash3d/dlls/asheep/beretta.cpp

254 lines
5.9 KiB
C++

/***
*
* Copyright (c) 1996-2001, 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"
enum beretta_e {
BERETTA_IDLE1 = 0,
BERETTA_IDLE2,
BERETTA_IDLE3,
BERETTA_SHOOT,
BERETTA_SHOOT_EMPTY,
BERETTA_RELOAD,
BERETTA_RELOAD_NOT_EMPTY,
BERETTA_DRAW,
BERETTA_HOLSTER,
BERETTA_ADD_SILENCER
};
LINK_ENTITY_TO_CLASS( weapon_beretta, CBeretta );
void CBeretta::Spawn( )
{
pev->classname = MAKE_STRING("weapon_beretta"); // hack to allow for old names
Precache( );
m_iId = WEAPON_BERETTA;
SET_MODEL(ENT(pev), "models/w_9mmberetta.mdl");
m_iDefaultAmmo = BERETTA_DEFAULT_GIVE;
FallInit();// get ready to fall down.
}
void CBeretta::Precache( void )
{
PRECACHE_MODEL("models/v_9mmberetta.mdl");
PRECACHE_MODEL("models/w_9mmberetta.mdl");
PRECACHE_MODEL("models/p_9mmberetta.mdl");
m_iShell = PRECACHE_MODEL ("models/shell.mdl");// brass shell
PRECACHE_SOUND("items/9mmclip1.wav");
PRECACHE_SOUND("items/9mmclip2.wav");
/* PRECACHE_SOUND ("weapons/pl_gun1.wav");//silenced handgun
PRECACHE_SOUND ("weapons/pl_gun2.wav");//silenced handgun
PRECACHE_SOUND ("weapons/pl_gun3.wav");//handgun */
PRECACHE_SOUND ("weapons/beretta_fire1.wav");//single fire Beretta
m_usFireBeretta1 = PRECACHE_EVENT( 1, "events/Beretta1.sc" );
m_usFireBeretta2 = PRECACHE_EVENT( 1, "events/Beretta2.sc" );
}
int CBeretta::GetItemInfo(ItemInfo *p)
{
p->pszName = STRING(pev->classname);
p->pszAmmo1 = "9mm";
p->iMaxAmmo1 = _9MM_MAX_CARRY;
p->pszAmmo2 = NULL;
p->iMaxAmmo2 = -1;
p->iMaxClip = BERETTA_MAX_CLIP;
p->iSlot = 1;
p->iPosition = 2;
p->iFlags = 0;
p->iId = m_iId = WEAPON_BERETTA;
p->iWeight = GLOCK_WEIGHT;
return 1;
}
BOOL CBeretta::Deploy( )
{
// pev->body = 1;
return DefaultDeploy( "models/v_9mmberetta.mdl", "models/p_9mmberetta.mdl", BERETTA_DRAW, "onehanded", /*UseDecrement() ? 1 : 0*/ 0 );
}
void CBeretta::Holster( int skiplocal /* = 0 */ )
{
DefaultHolster( BERETTA_HOLSTER, 1.2 );
}
void CBeretta::SecondaryAttack( void )
{
BerettaFire( 0.1, 0.2, FALSE );
}
void CBeretta::PrimaryAttack( void )
{
BerettaFire( 0.01, 0.3, TRUE );
}
void CBeretta::BerettaFire( float flSpread , float flCycleTime, BOOL fUseAutoAim )
{
if( m_pPlayer->m_bIsHolster )
{
WeaponIdle();
return;
}
if (m_iClip <= 0)
{
if (m_fFireOnEmpty)
{
PlayEmptySound();
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.2f;
}
return;
}
m_iClip--;
m_pPlayer->pev->effects = (int)(m_pPlayer->pev->effects) | EF_MUZZLEFLASH;
int flags;
#if defined( CLIENT_WEAPONS )
flags = FEV_NOTHOST;
#else
flags = 0;
#endif
// player "shoot" animation
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
// silenced
if (pev->body == 1)
{
m_pPlayer->m_iWeaponVolume = QUIET_GUN_VOLUME;
m_pPlayer->m_iWeaponFlash = DIM_GUN_FLASH;
}
else
{
// non-silenced
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;
}
Vector vecDir;
vecDir = m_pPlayer->FireBulletsPlayer( 1, vecSrc, vecAiming, Vector( flSpread, flSpread, flSpread ), 8192, BULLET_PLAYER_BERETTA, 0, 0, m_pPlayer->pev, m_pPlayer->random_seed );
PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), fUseAutoAim ? m_usFireBeretta1 : m_usFireBeretta2, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, 0, 0, ( m_iClip == 0 ) ? 1 : 0, 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 CBeretta::Reload( void )
{
if( m_pPlayer->m_bIsHolster )
{
WeaponIdle();
return;
}
if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 || m_iClip == BERETTA_MAX_CLIP )
return;
int iResult;
if (m_iClip == 0)
iResult = DefaultReload( BERETTA_MAX_CLIP, BERETTA_RELOAD, 1.5 );
else
iResult = DefaultReload( BERETTA_MAX_CLIP, BERETTA_RELOAD_NOT_EMPTY, 1.5 );
if (iResult)
{
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
}
}
void CBeretta::WeaponIdle( void )
{
if( m_pPlayer->m_bIsHolster )
{
if( m_flTimeWeaponIdle <= UTIL_WeaponTimeBase() )
{
m_pPlayer->m_bIsHolster = FALSE;
Deploy();
}
return;
}
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 = BERETTA_IDLE3;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 49.0 / 16;
}
else if (flRand <= 0.6 + 0 * 0.875)
{
iAnim = BERETTA_IDLE1;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 60.0 / 16.0;
}
else
{
iAnim = BERETTA_IDLE2;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 40.0 / 16.0;
}
SendWeaponAnim( iAnim, 1 );
}
}