mirror of
https://github.com/unknownworlds/NS.git
synced 2024-12-21 01:41:13 +00:00
5dcc163bd5
git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@379 67975925-1194-0748-b3d5-c16f83f1a3a1
305 lines
No EOL
7.1 KiB
C++
305 lines
No EOL
7.1 KiB
C++
/***
|
|
*
|
|
* 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.
|
|
*
|
|
****/
|
|
#if !defined( OEM_BUILD ) && !defined( HLDEMO_BUILD )
|
|
|
|
#include "extdll.h"
|
|
#include "util.h"
|
|
#include "cbase.h"
|
|
#include "monsters.h"
|
|
#include "weapons.h"
|
|
#include "nodes.h"
|
|
#include "player.h"
|
|
#include "hornet.h"
|
|
#include "gamerules.h"
|
|
|
|
|
|
enum hgun_e {
|
|
HGUN_IDLE1 = 0,
|
|
HGUN_FIDGETSWAY,
|
|
HGUN_FIDGETSHAKE,
|
|
HGUN_DOWN,
|
|
HGUN_UP,
|
|
HGUN_SHOOT
|
|
};
|
|
|
|
enum firemode_e
|
|
{
|
|
FIREMODE_TRACK = 0,
|
|
FIREMODE_FAST
|
|
};
|
|
|
|
|
|
LINK_ENTITY_TO_CLASS( weapon_hornetgun, CHgun );
|
|
|
|
BOOL CHgun::IsUseable( void )
|
|
{
|
|
return TRUE;
|
|
}
|
|
|
|
void CHgun::Spawn( )
|
|
{
|
|
Precache( );
|
|
m_iId = WEAPON_HORNETGUN;
|
|
SET_MODEL(ENT(pev), "models/w_hgun.mdl");
|
|
|
|
m_iDefaultAmmo = HIVEHAND_DEFAULT_GIVE;
|
|
m_iFirePhase = 0;
|
|
|
|
FallInit();// get ready to fall down.
|
|
}
|
|
|
|
|
|
void CHgun::Precache( void )
|
|
{
|
|
PRECACHE_MODEL("models/v_hgun.mdl");
|
|
PRECACHE_MODEL("models/w_hgun.mdl");
|
|
PRECACHE_MODEL("models/p_hgun.mdl");
|
|
|
|
m_usHornetFire = PRECACHE_EVENT ( 1, "events/firehornet.sc" );
|
|
|
|
UTIL_PrecacheOther("hornet");
|
|
}
|
|
|
|
int CHgun::AddToPlayer( CBasePlayer *pPlayer )
|
|
{
|
|
if ( CBasePlayerWeapon::AddToPlayer( pPlayer ) )
|
|
{
|
|
|
|
#ifndef CLIENT_DLL
|
|
if ( g_pGameRules->IsMultiplayer() )
|
|
{
|
|
// in multiplayer, all hivehands come full.
|
|
pPlayer->m_rgAmmo[ PrimaryAmmoIndex() ] = HORNET_MAX_CARRY;
|
|
}
|
|
#endif
|
|
|
|
MESSAGE_BEGIN( MSG_ONE, gmsgWeapPickup, NULL, pPlayer->pev );
|
|
WRITE_BYTE( m_iId );
|
|
MESSAGE_END();
|
|
return TRUE;
|
|
}
|
|
return FALSE;
|
|
}
|
|
|
|
int CHgun::GetItemInfo(ItemInfo *p)
|
|
{
|
|
p->pszName = STRING(pev->classname);
|
|
p->pszAmmo1 = "Hornets";
|
|
p->iMaxAmmo1 = HORNET_MAX_CARRY;
|
|
p->pszAmmo2 = NULL;
|
|
p->iMaxAmmo2 = -1;
|
|
p->iMaxClip = WEAPON_NOCLIP;
|
|
p->iSlot = 3;
|
|
p->iPosition = 3;
|
|
p->iId = m_iId = WEAPON_HORNETGUN;
|
|
p->iFlags = ITEM_FLAG_NOAUTOSWITCHEMPTY | ITEM_FLAG_NOAUTORELOAD;
|
|
p->iWeight = HORNETGUN_WEIGHT;
|
|
|
|
return 1;
|
|
}
|
|
|
|
|
|
BOOL CHgun::Deploy( )
|
|
{
|
|
return DefaultDeploy( "models/v_hgun.mdl", "models/p_hgun.mdl", HGUN_UP, "hive" );
|
|
}
|
|
|
|
void CHgun::Holster( int skiplocal /* = 0 */ )
|
|
{
|
|
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5;
|
|
SendWeaponAnim( HGUN_DOWN );
|
|
|
|
//!!!HACKHACK - can't select hornetgun if it's empty! no way to get ammo for it, either.
|
|
if ( !m_pPlayer->m_rgAmmo[ PrimaryAmmoIndex() ] )
|
|
{
|
|
m_pPlayer->m_rgAmmo[ PrimaryAmmoIndex() ] = 1;
|
|
}
|
|
}
|
|
|
|
|
|
void CHgun::PrimaryAttack()
|
|
{
|
|
Reload( );
|
|
|
|
if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0)
|
|
{
|
|
return;
|
|
}
|
|
|
|
#ifndef CLIENT_DLL
|
|
UTIL_MakeVectors( m_pPlayer->pev->v_angle );
|
|
|
|
CBaseEntity *pHornet = CBaseEntity::Create( "hornet", m_pPlayer->GetGunPosition( ) + gpGlobals->v_forward * 16 + gpGlobals->v_right * 8 + gpGlobals->v_up * -12, m_pPlayer->pev->v_angle, m_pPlayer->edict() );
|
|
pHornet->pev->velocity = gpGlobals->v_forward * 300;
|
|
|
|
m_flRechargeTime = gpGlobals->time + 0.5;
|
|
#endif
|
|
|
|
m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]--;
|
|
|
|
|
|
m_pPlayer->m_iWeaponVolume = QUIET_GUN_VOLUME;
|
|
m_pPlayer->m_iWeaponFlash = DIM_GUN_FLASH;
|
|
|
|
int flags;
|
|
#if defined( CLIENT_WEAPONS )
|
|
flags = FEV_NOTHOST;
|
|
#else
|
|
flags = 0;
|
|
#endif
|
|
|
|
PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usHornetFire, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, FIREMODE_TRACK, 0, 0, 0 );
|
|
|
|
|
|
|
|
// player "shoot" animation
|
|
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
|
|
|
|
m_flNextPrimaryAttack = m_flNextPrimaryAttack + 0.25;
|
|
|
|
if (m_flNextPrimaryAttack < UTIL_WeaponTimeBase() )
|
|
{
|
|
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.25;
|
|
}
|
|
|
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
|
|
}
|
|
|
|
|
|
|
|
void CHgun::SecondaryAttack( void )
|
|
{
|
|
Reload();
|
|
|
|
if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0)
|
|
{
|
|
return;
|
|
}
|
|
|
|
//Wouldn't be a bad idea to completely predict these, since they fly so fast...
|
|
#ifndef CLIENT_DLL
|
|
CBaseEntity *pHornet;
|
|
Vector vecSrc;
|
|
|
|
UTIL_MakeVectors( m_pPlayer->pev->v_angle );
|
|
|
|
vecSrc = m_pPlayer->GetGunPosition( ) + gpGlobals->v_forward * 16 + gpGlobals->v_right * 8 + gpGlobals->v_up * -12;
|
|
|
|
m_iFirePhase++;
|
|
switch ( m_iFirePhase )
|
|
{
|
|
case 1:
|
|
vecSrc = vecSrc + gpGlobals->v_up * 8;
|
|
break;
|
|
case 2:
|
|
vecSrc = vecSrc + gpGlobals->v_up * 8;
|
|
vecSrc = vecSrc + gpGlobals->v_right * 8;
|
|
break;
|
|
case 3:
|
|
vecSrc = vecSrc + gpGlobals->v_right * 8;
|
|
break;
|
|
case 4:
|
|
vecSrc = vecSrc + gpGlobals->v_up * -8;
|
|
vecSrc = vecSrc + gpGlobals->v_right * 8;
|
|
break;
|
|
case 5:
|
|
vecSrc = vecSrc + gpGlobals->v_up * -8;
|
|
break;
|
|
case 6:
|
|
vecSrc = vecSrc + gpGlobals->v_up * -8;
|
|
vecSrc = vecSrc + gpGlobals->v_right * -8;
|
|
break;
|
|
case 7:
|
|
vecSrc = vecSrc + gpGlobals->v_right * -8;
|
|
break;
|
|
case 8:
|
|
vecSrc = vecSrc + gpGlobals->v_up * 8;
|
|
vecSrc = vecSrc + gpGlobals->v_right * -8;
|
|
m_iFirePhase = 0;
|
|
break;
|
|
}
|
|
|
|
pHornet = CBaseEntity::Create( "hornet", vecSrc, m_pPlayer->pev->v_angle, m_pPlayer->edict() );
|
|
pHornet->pev->velocity = gpGlobals->v_forward * 1200;
|
|
pHornet->pev->angles = UTIL_VecToAngles( pHornet->pev->velocity );
|
|
|
|
pHornet->SetThink( &CHornet::StartDart );
|
|
|
|
m_flRechargeTime = gpGlobals->time + 0.5;
|
|
#endif
|
|
|
|
int flags;
|
|
#if defined( CLIENT_WEAPONS )
|
|
flags = FEV_NOTHOST;
|
|
#else
|
|
flags = 0;
|
|
#endif
|
|
|
|
PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usHornetFire, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, FIREMODE_FAST, 0, 0, 0 );
|
|
|
|
|
|
m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]--;
|
|
m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME;
|
|
m_pPlayer->m_iWeaponFlash = DIM_GUN_FLASH;
|
|
|
|
// player "shoot" animation
|
|
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
|
|
|
|
m_flNextPrimaryAttack = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.1;
|
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
|
|
}
|
|
|
|
|
|
void CHgun::Reload( void )
|
|
{
|
|
if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] >= HORNET_MAX_CARRY)
|
|
return;
|
|
|
|
while (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] < HORNET_MAX_CARRY && m_flRechargeTime < gpGlobals->time)
|
|
{
|
|
m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]++;
|
|
m_flRechargeTime += 0.5;
|
|
}
|
|
}
|
|
|
|
|
|
void CHgun::WeaponIdle( void )
|
|
{
|
|
Reload( );
|
|
|
|
if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase())
|
|
return;
|
|
|
|
int iAnim;
|
|
float flRand = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0, 1 );
|
|
if (flRand <= 0.75)
|
|
{
|
|
iAnim = HGUN_IDLE1;
|
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 30.0 / 16 * (2);
|
|
}
|
|
else if (flRand <= 0.875)
|
|
{
|
|
iAnim = HGUN_FIDGETSWAY;
|
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 40.0 / 16.0;
|
|
}
|
|
else
|
|
{
|
|
iAnim = HGUN_FIDGETSHAKE;
|
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 35.0 / 16.0;
|
|
}
|
|
SendWeaponAnim( iAnim );
|
|
}
|
|
|
|
#endif |