forked from valve/halflife-sdk
623 lines
No EOL
15 KiB
C++
623 lines
No EOL
15 KiB
C++
/***
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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 "player.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 "effects.h"
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#include "customentity.h"
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#include "gamerules.h"
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#define EGON_PRIMARY_VOLUME 450
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#define EGON_BEAM_SPRITE "sprites/xbeam1.spr"
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#define EGON_FLARE_SPRITE "sprites/XSpark1.spr"
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#define EGON_SOUND_OFF "weapons/egon_off1.wav"
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#define EGON_SOUND_RUN "weapons/egon_run3.wav"
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#define EGON_SOUND_STARTUP "weapons/egon_windup2.wav"
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#define EGON_SWITCH_NARROW_TIME 0.75 // Time it takes to switch fire modes
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#define EGON_SWITCH_WIDE_TIME 1.5
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enum egon_e {
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EGON_IDLE1 = 0,
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EGON_FIDGET1,
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EGON_ALTFIREON,
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EGON_ALTFIRECYCLE,
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EGON_ALTFIREOFF,
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EGON_FIRE1,
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EGON_FIRE2,
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EGON_FIRE3,
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EGON_FIRE4,
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EGON_DRAW,
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EGON_HOLSTER
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};
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class CEgon : public CBasePlayerWeapon
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{
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public:
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int Save( CSave &save );
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int Restore( CRestore &restore );
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static TYPEDESCRIPTION m_SaveData[];
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void Spawn( void );
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void Precache( void );
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int iItemSlot( void ) { return 4; }
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int GetItemInfo(ItemInfo *p);
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int AddToPlayer( CBasePlayer *pPlayer );
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BOOL Deploy( void );
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void Holster( int skiplocal = 0 );
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void CreateEffect( void );
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void UpdateEffect( const Vector &startPoint, const Vector &endPoint, float timeBlend );
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void DestroyEffect( void );
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void EndAttack( void );
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void Attack( void );
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void PrimaryAttack( void );
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void WeaponIdle( void );
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static int g_fireAnims1[];
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static int g_fireAnims2[];
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float m_flAmmoUseTime;// since we use < 1 point of ammo per update, we subtract ammo on a timer.
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float GetPulseInterval( void );
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float GetDischargeInterval( void );
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void Fire( const Vector &vecOrigSrc, const Vector &vecDir );
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BOOL HasAmmo( void )
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{
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if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0)
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return FALSE;
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return TRUE;
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}
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void UseAmmo( int count )
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{
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if ( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] >= count )
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m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] -= count;
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else
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m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] = 0;
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}
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enum EGON_FIRESTATE { FIRE_OFF, FIRE_CHARGE };
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enum EGON_FIREMODE { FIRE_NARROW, FIRE_WIDE};
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private:
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float m_shootTime;
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CBeam *m_pBeam;
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CBeam *m_pNoise;
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CSprite *m_pSprite;
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EGON_FIRESTATE m_fireState;
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EGON_FIREMODE m_fireMode;
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float m_shakeTime;
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BOOL m_deployed;
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};
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LINK_ENTITY_TO_CLASS( weapon_egon, CEgon );
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int CEgon::g_fireAnims1[] = { EGON_FIRE1, EGON_FIRE2, EGON_FIRE3, EGON_FIRE4 };
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int CEgon::g_fireAnims2[] = { EGON_ALTFIRECYCLE };
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TYPEDESCRIPTION CEgon::m_SaveData[] =
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{
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DEFINE_FIELD( CEgon, m_pBeam, FIELD_CLASSPTR ),
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DEFINE_FIELD( CEgon, m_pNoise, FIELD_CLASSPTR ),
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DEFINE_FIELD( CEgon, m_pSprite, FIELD_CLASSPTR ),
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DEFINE_FIELD( CEgon, m_shootTime, FIELD_TIME ),
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DEFINE_FIELD( CEgon, m_fireState, FIELD_INTEGER ),
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DEFINE_FIELD( CEgon, m_fireMode, FIELD_INTEGER ),
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DEFINE_FIELD( CEgon, m_shakeTime, FIELD_TIME ),
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DEFINE_FIELD( CEgon, m_flAmmoUseTime, FIELD_TIME ),
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};
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IMPLEMENT_SAVERESTORE( CEgon, CBasePlayerWeapon );
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void CEgon::Spawn( )
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{
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Precache( );
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m_iId = WEAPON_EGON;
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SET_MODEL(ENT(pev), "models/w_egon.mdl");
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m_iDefaultAmmo = EGON_DEFAULT_GIVE;
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FallInit();// get ready to fall down.
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}
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void CEgon::Precache( void )
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{
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PRECACHE_MODEL("models/w_egon.mdl");
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PRECACHE_MODEL("models/v_egon.mdl");
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PRECACHE_MODEL("models/p_egon.mdl");
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PRECACHE_MODEL("models/w_9mmclip.mdl");
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PRECACHE_SOUND("items/9mmclip1.wav");
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PRECACHE_SOUND( EGON_SOUND_OFF );
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PRECACHE_SOUND( EGON_SOUND_RUN );
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PRECACHE_SOUND( EGON_SOUND_STARTUP );
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PRECACHE_MODEL( EGON_BEAM_SPRITE );
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PRECACHE_MODEL( EGON_FLARE_SPRITE );
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PRECACHE_SOUND ("weapons/357_cock1.wav");
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}
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BOOL CEgon::Deploy( void )
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{
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m_deployed = FALSE;
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return DefaultDeploy( "models/v_egon.mdl", "models/p_egon.mdl", EGON_DRAW, "egon" );
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}
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int CEgon::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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void CEgon::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 + UTIL_RandomFloat ( 10, 15 );
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SendWeaponAnim( EGON_HOLSTER );
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if ( m_fireState != FIRE_OFF )
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EndAttack();
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}
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int CEgon::GetItemInfo(ItemInfo *p)
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{
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p->pszName = STRING(pev->classname);
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p->pszAmmo1 = "uranium";
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p->iMaxAmmo1 = URANIUM_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 = 2;
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p->iId = m_iId = WEAPON_EGON;
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p->iFlags = 0;
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p->iWeight = EGON_WEIGHT;
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return 1;
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}
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//#define EGON_PULSE_INTERVAL 0.25
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//#define EGON_DISCHARGE_INTERVAL 0.5
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#define EGON_PULSE_INTERVAL 0.1
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#define EGON_DISCHARGE_INTERVAL 0.1
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float CEgon::GetPulseInterval( void )
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{
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if ( g_pGameRules->IsMultiplayer() )
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{
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return 0.1;
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}
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return EGON_PULSE_INTERVAL;
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}
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float CEgon::GetDischargeInterval( void )
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{
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if ( g_pGameRules->IsMultiplayer() )
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{
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return 0.1;
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}
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return EGON_DISCHARGE_INTERVAL;
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}
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void CEgon::Attack( void )
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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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if ( m_pBeam )
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{
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EndAttack();
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}
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else
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{
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PlayEmptySound( );
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}
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return;
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}
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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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switch( m_fireState )
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{
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case FIRE_OFF:
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{
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if ( !HasAmmo() )
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{
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m_flNextPrimaryAttack = m_flNextSecondaryAttack = gpGlobals->time + 0.25;
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PlayEmptySound( );
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return;
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}
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m_flAmmoUseTime = gpGlobals->time;// start using ammo ASAP.
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SendWeaponAnim( g_fireAnims1[ RANDOM_LONG(0,ARRAYSIZE(g_fireAnims1)-1) ] );
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m_shakeTime = 0;
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m_pPlayer->m_iWeaponVolume = EGON_PRIMARY_VOLUME;
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m_flTimeWeaponIdle = gpGlobals->time + 0.1;
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m_shootTime = gpGlobals->time + 2;
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if ( m_fireMode == FIRE_WIDE )
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{
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EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_WEAPON, EGON_SOUND_STARTUP, 0.98, ATTN_NORM, 0, 125 );
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}
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else
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{
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EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_WEAPON, EGON_SOUND_STARTUP, 0.9, ATTN_NORM, 0, 100 );
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}
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pev->dmgtime = gpGlobals->time + GetPulseInterval();
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m_fireState = FIRE_CHARGE;
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}
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break;
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case FIRE_CHARGE:
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{
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Fire( vecSrc, vecAiming );
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m_pPlayer->m_iWeaponVolume = EGON_PRIMARY_VOLUME;
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if ( m_shootTime != 0 && gpGlobals->time > m_shootTime )
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{
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if ( m_fireMode == FIRE_WIDE )
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{
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EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_STATIC, EGON_SOUND_RUN, 0.98, ATTN_NORM, 0, 125 );
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}
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else
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{
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EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_STATIC, EGON_SOUND_RUN, 0.9, ATTN_NORM, 0, 100 );
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}
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m_shootTime = 0;
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}
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if ( !HasAmmo() )
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{
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EndAttack();
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m_fireState = FIRE_OFF;
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m_flNextPrimaryAttack = m_flNextSecondaryAttack = gpGlobals->time + 1.0;
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}
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}
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break;
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}
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}
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void CEgon::PrimaryAttack( void )
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{
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m_fireMode = FIRE_WIDE;
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Attack();
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}
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void CEgon::Fire( const Vector &vecOrigSrc, const Vector &vecDir )
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{
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Vector vecDest = vecOrigSrc + vecDir * 2048;
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edict_t *pentIgnore;
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TraceResult tr;
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pentIgnore = m_pPlayer->edict();
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Vector tmpSrc = vecOrigSrc + gpGlobals->v_up * -8 + gpGlobals->v_right * 3;
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// ALERT( at_console, "." );
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UTIL_TraceLine( vecOrigSrc, vecDest, dont_ignore_monsters, pentIgnore, &tr );
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if (tr.fAllSolid)
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return;
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CBaseEntity *pEntity = CBaseEntity::Instance(tr.pHit);
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if (pEntity == NULL)
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return;
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if ( g_pGameRules->IsMultiplayer() )
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{
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if ( m_pSprite && pEntity->pev->takedamage )
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{
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m_pSprite->pev->effects &= ~EF_NODRAW;
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}
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else if ( m_pSprite )
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{
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m_pSprite->pev->effects |= EF_NODRAW;
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}
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}
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float timedist;
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switch ( m_fireMode )
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{
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case FIRE_NARROW:
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if ( pev->dmgtime < gpGlobals->time )
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{
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// Narrow mode only does damage to the entity it hits
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ClearMultiDamage();
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if (pEntity->pev->takedamage)
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{
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pEntity->TraceAttack( m_pPlayer->pev, gSkillData.plrDmgEgonNarrow, vecDir, &tr, DMG_ENERGYBEAM );
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}
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ApplyMultiDamage(m_pPlayer->pev, m_pPlayer->pev);
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if ( g_pGameRules->IsMultiplayer() )
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{
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// multiplayer uses 1 ammo every 1/10th second
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if ( gpGlobals->time >= m_flAmmoUseTime )
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{
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UseAmmo( 1 );
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m_flAmmoUseTime = gpGlobals->time + 0.1;
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}
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}
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else
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{
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// single player, use 3 ammo/second
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if ( gpGlobals->time >= m_flAmmoUseTime )
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{
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UseAmmo( 1 );
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m_flAmmoUseTime = gpGlobals->time + 0.166;
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}
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}
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pev->dmgtime = gpGlobals->time + GetPulseInterval();
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}
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timedist = ( pev->dmgtime - gpGlobals->time ) / GetPulseInterval();
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break;
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case FIRE_WIDE:
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if ( pev->dmgtime < gpGlobals->time )
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{
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// wide mode does damage to the ent, and radius damage
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ClearMultiDamage();
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if (pEntity->pev->takedamage)
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{
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pEntity->TraceAttack( m_pPlayer->pev, gSkillData.plrDmgEgonWide, vecDir, &tr, DMG_ENERGYBEAM | DMG_ALWAYSGIB);
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}
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ApplyMultiDamage(m_pPlayer->pev, m_pPlayer->pev);
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if ( g_pGameRules->IsMultiplayer() )
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{
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// radius damage a little more potent in multiplayer.
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::RadiusDamage( tr.vecEndPos, pev, m_pPlayer->pev, gSkillData.plrDmgEgonWide/4, 128, CLASS_NONE, DMG_ENERGYBEAM | DMG_BLAST | DMG_ALWAYSGIB );
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}
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if ( !m_pPlayer->IsAlive() )
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return;
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if ( g_pGameRules->IsMultiplayer() )
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{
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//multiplayer uses 5 ammo/second
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if ( gpGlobals->time >= m_flAmmoUseTime )
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{
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UseAmmo( 1 );
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m_flAmmoUseTime = gpGlobals->time + 0.2;
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}
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}
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else
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{
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// Wide mode uses 10 charges per second in single player
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if ( gpGlobals->time >= m_flAmmoUseTime )
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{
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UseAmmo( 1 );
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m_flAmmoUseTime = gpGlobals->time + 0.1;
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}
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}
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pev->dmgtime = gpGlobals->time + GetDischargeInterval();
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if ( m_shakeTime < gpGlobals->time )
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{
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UTIL_ScreenShake( tr.vecEndPos, 5.0, 150.0, 0.75, 250.0 );
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m_shakeTime = gpGlobals->time + 1.5;
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}
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}
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timedist = ( pev->dmgtime - gpGlobals->time ) / GetDischargeInterval();
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break;
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}
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if ( timedist < 0 )
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timedist = 0;
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else if ( timedist > 1 )
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timedist = 1;
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timedist = 1-timedist;
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UpdateEffect( tmpSrc, tr.vecEndPos, timedist );
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}
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void CEgon::UpdateEffect( const Vector &startPoint, const Vector &endPoint, float timeBlend )
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{
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if ( !m_pBeam )
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{
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CreateEffect();
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}
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m_pBeam->SetStartPos( endPoint );
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m_pBeam->SetBrightness( 255 - (timeBlend*180) );
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m_pBeam->SetWidth( 40 - (timeBlend*20) );
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if ( m_fireMode == FIRE_WIDE )
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m_pBeam->SetColor( 30 + (25*timeBlend), 30 + (30*timeBlend), 64 + 80*fabs(sin(gpGlobals->time*10)) );
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else
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m_pBeam->SetColor( 60 + (25*timeBlend), 120 + (30*timeBlend), 64 + 80*fabs(sin(gpGlobals->time*10)) );
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UTIL_SetOrigin( m_pSprite->pev, endPoint );
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m_pSprite->pev->frame += 8 * gpGlobals->frametime;
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if ( m_pSprite->pev->frame > m_pSprite->Frames() )
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m_pSprite->pev->frame = 0;
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m_pNoise->SetStartPos( endPoint );
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}
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void CEgon::CreateEffect( void )
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{
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DestroyEffect();
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m_pBeam = CBeam::BeamCreate( EGON_BEAM_SPRITE, 40 );
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m_pBeam->PointEntInit( pev->origin, m_pPlayer->entindex() );
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m_pBeam->SetFlags( BEAM_FSINE );
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m_pBeam->SetEndAttachment( 1 );
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m_pBeam->pev->spawnflags |= SF_BEAM_TEMPORARY; // Flag these to be destroyed on save/restore or level transition
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m_pNoise = CBeam::BeamCreate( EGON_BEAM_SPRITE, 55 );
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m_pNoise->PointEntInit( pev->origin, m_pPlayer->entindex() );
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m_pNoise->SetScrollRate( 25 );
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m_pNoise->SetBrightness( 100 );
|
|
m_pNoise->SetEndAttachment( 1 );
|
|
m_pNoise->pev->spawnflags |= SF_BEAM_TEMPORARY;
|
|
|
|
m_pSprite = CSprite::SpriteCreate( EGON_FLARE_SPRITE, pev->origin, FALSE );
|
|
m_pSprite->pev->scale = 1.0;
|
|
m_pSprite->SetTransparency( kRenderGlow, 255, 255, 255, 255, kRenderFxNoDissipation );
|
|
m_pSprite->pev->spawnflags |= SF_SPRITE_TEMPORARY;
|
|
|
|
if ( m_fireMode == FIRE_WIDE )
|
|
{
|
|
m_pBeam->SetScrollRate( 50 );
|
|
m_pBeam->SetNoise( 20 );
|
|
m_pNoise->SetColor( 50, 50, 255 );
|
|
m_pNoise->SetNoise( 8 );
|
|
}
|
|
else
|
|
{
|
|
m_pBeam->SetScrollRate( 110 );
|
|
m_pBeam->SetNoise( 5 );
|
|
m_pNoise->SetColor( 80, 120, 255 );
|
|
m_pNoise->SetNoise( 2 );
|
|
}
|
|
}
|
|
|
|
|
|
void CEgon::DestroyEffect( void )
|
|
{
|
|
if ( m_pBeam )
|
|
{
|
|
UTIL_Remove( m_pBeam );
|
|
m_pBeam = NULL;
|
|
}
|
|
if ( m_pNoise )
|
|
{
|
|
UTIL_Remove( m_pNoise );
|
|
m_pNoise = NULL;
|
|
}
|
|
if ( m_pSprite )
|
|
{
|
|
if ( m_fireMode == FIRE_WIDE )
|
|
m_pSprite->Expand( 10, 500 );
|
|
else
|
|
UTIL_Remove( m_pSprite );
|
|
m_pSprite = NULL;
|
|
}
|
|
}
|
|
|
|
|
|
void CEgon::WeaponIdle( void )
|
|
{
|
|
ResetEmptySound( );
|
|
|
|
if ( m_flTimeWeaponIdle > gpGlobals->time )
|
|
return;
|
|
|
|
if ( m_fireState != FIRE_OFF )
|
|
EndAttack();
|
|
|
|
|
|
int iAnim;
|
|
|
|
float flRand = RANDOM_FLOAT(0,1);
|
|
|
|
if ( flRand <= 0.5 )
|
|
{
|
|
iAnim = EGON_IDLE1;
|
|
m_flTimeWeaponIdle = gpGlobals->time + RANDOM_FLOAT(10,15);
|
|
}
|
|
else
|
|
{
|
|
iAnim = EGON_FIDGET1;
|
|
m_flTimeWeaponIdle = gpGlobals->time + 3;
|
|
}
|
|
|
|
SendWeaponAnim( iAnim );
|
|
m_deployed = TRUE;
|
|
}
|
|
|
|
|
|
|
|
void CEgon::EndAttack( void )
|
|
{
|
|
STOP_SOUND( ENT(m_pPlayer->pev), CHAN_STATIC, EGON_SOUND_RUN );
|
|
EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_WEAPON, EGON_SOUND_OFF, 0.98, ATTN_NORM, 0, 100);
|
|
m_fireState = FIRE_OFF;
|
|
m_flTimeWeaponIdle = gpGlobals->time + 2.0;
|
|
m_flNextPrimaryAttack = m_flNextSecondaryAttack = gpGlobals->time + 0.5;
|
|
DestroyEffect();
|
|
}
|
|
|
|
|
|
|
|
class CEgonAmmo : public CBasePlayerAmmo
|
|
{
|
|
void Spawn( void )
|
|
{
|
|
Precache( );
|
|
SET_MODEL(ENT(pev), "models/w_chainammo.mdl");
|
|
CBasePlayerAmmo::Spawn( );
|
|
}
|
|
void Precache( void )
|
|
{
|
|
PRECACHE_MODEL ("models/w_chainammo.mdl");
|
|
PRECACHE_SOUND("items/9mmclip1.wav");
|
|
}
|
|
BOOL AddAmmo( CBaseEntity *pOther )
|
|
{
|
|
if (pOther->GiveAmmo( AMMO_URANIUMBOX_GIVE, "uranium", URANIUM_MAX_CARRY ) != -1)
|
|
{
|
|
EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM);
|
|
return TRUE;
|
|
}
|
|
return FALSE;
|
|
}
|
|
};
|
|
LINK_ENTITY_TO_CLASS( ammo_egonclip, CEgonAmmo );
|
|
|
|
#endif |