/*** * * 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. * ****/ #if !defined( OEM_BUILD ) && !defined( HLDEMO_BUILD ) #include "extdll.h" #include "util.h" #include "cbase.h" #include "weapons.h" #include "monsters.h" #include "player.h" #include "gamerules.h" enum python_e { PYTHON_IDLE1 = 0, PYTHON_FIDGET, PYTHON_FIRE1, PYTHON_RELOAD, PYTHON_HOLSTER, PYTHON_DRAW, PYTHON_IDLE2, PYTHON_IDLE3 }; LINK_ENTITY_TO_CLASS( weapon_python, CPython ); LINK_ENTITY_TO_CLASS( weapon_357, CPython ); int CPython::GetItemInfo(ItemInfo *p) { p->pszName = STRING(pev->classname); p->pszAmmo1 = "357"; p->iMaxAmmo1 = _357_MAX_CARRY; p->pszAmmo2 = NULL; p->iMaxAmmo2 = -1; p->iMaxClip = PYTHON_MAX_CLIP; p->iFlags = 0; p->iSlot = 1; p->iPosition = 1; p->iId = m_iId = WEAPON_PYTHON; p->iWeight = PYTHON_WEIGHT; return 1; } int CPython::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 CPython::Spawn( ) { pev->classname = MAKE_STRING("weapon_357"); // hack to allow for old names Precache( ); m_iId = WEAPON_PYTHON; SET_MODEL(ENT(pev), "models/w_357.mdl"); m_iDefaultAmmo = PYTHON_DEFAULT_GIVE; FallInit();// get ready to fall down. } void CPython::Precache( void ) { PRECACHE_MODEL("models/v_357.mdl"); PRECACHE_MODEL("models/w_357.mdl"); PRECACHE_MODEL("models/p_357.mdl"); PRECACHE_MODEL("models/w_357ammobox.mdl"); PRECACHE_SOUND("items/9mmclip1.wav"); PRECACHE_SOUND ("weapons/357_reload1.wav"); PRECACHE_SOUND ("weapons/357_cock1.wav"); PRECACHE_SOUND ("weapons/357_shot1.wav"); PRECACHE_SOUND ("weapons/357_shot2.wav"); m_usFirePython = PRECACHE_EVENT( 1, "events/python.sc" ); } BOOL CPython::Deploy( ) { #ifdef CLIENT_DLL if ( bIsMultiplayer() ) #else if ( g_pGameRules->IsMultiplayer() ) #endif { // enable laser sight geometry. pev->body = 1; } else { pev->body = 0; } return DefaultDeploy( "models/v_357.mdl", "models/p_357.mdl", PYTHON_DRAW, "python", UseDecrement(), pev->body ); } void CPython::Holster( int skiplocal /* = 0 */ ) { m_fInReload = FALSE;// cancel any reload in progress. if ( m_fInZoom ) { SecondaryAttack(); } m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.0; m_flTimeWeaponIdle = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); SendWeaponAnim( PYTHON_HOLSTER ); } void CPython::SecondaryAttack( void ) { #ifdef CLIENT_DLL if ( !bIsMultiplayer() ) #else if ( !g_pGameRules->IsMultiplayer() ) #endif { return; } if ( m_pPlayer->pev->fov != 0 ) { m_fInZoom = FALSE; m_pPlayer->pev->fov = m_pPlayer->m_iFOV = 0; // 0 means reset to default fov } else if ( m_pPlayer->pev->fov != 40 ) { m_fInZoom = TRUE; m_pPlayer->pev->fov = m_pPlayer->m_iFOV = 40; } m_flNextSecondaryAttack = 0.5; } void CPython::PrimaryAttack() { // don't fire underwater if (m_pPlayer->pev->waterlevel == 3) { PlayEmptySound( ); m_flNextPrimaryAttack = 0.15; return; } if (m_iClip <= 0) { if (!m_fFireOnEmpty) Reload( ); else { EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/357_cock1.wav", 0.8, ATTN_NORM); m_flNextPrimaryAttack = 0.15; } return; } m_pPlayer->m_iWeaponVolume = LOUD_GUN_VOLUME; m_pPlayer->m_iWeaponFlash = BRIGHT_GUN_FLASH; m_iClip--; m_pPlayer->pev->effects = (int)(m_pPlayer->pev->effects) | EF_MUZZLEFLASH; // player "shoot" animation m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); UTIL_MakeVectors( m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle ); Vector vecSrc = m_pPlayer->GetGunPosition( ); Vector vecAiming = m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES ); Vector vecDir; vecDir = m_pPlayer->FireBulletsPlayer( 1, vecSrc, vecAiming, VECTOR_CONE_1DEGREES, 8192, BULLET_PLAYER_357, 0, 0, m_pPlayer->pev, m_pPlayer->random_seed ); int flags; #if defined( CLIENT_WEAPONS ) flags = FEV_NOTHOST; #else flags = 0; #endif PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usFirePython, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, 0, 0, 0, 0 ); 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_flNextPrimaryAttack = 0.75; m_flTimeWeaponIdle = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); } void CPython::Reload( void ) { if ( m_pPlayer->ammo_357 <= 0 ) return; if ( m_pPlayer->pev->fov != 0 ) { m_fInZoom = FALSE; m_pPlayer->pev->fov = m_pPlayer->m_iFOV = 0; // 0 means reset to default fov } int bUseScope = FALSE; #ifdef CLIENT_DLL bUseScope = bIsMultiplayer(); #else bUseScope = g_pGameRules->IsMultiplayer(); #endif if (DefaultReload( 6, PYTHON_RELOAD, 2.0, bUseScope )) { m_flSoundDelay = 1.5; } } void CPython::WeaponIdle( void ) { ResetEmptySound( ); m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES ); // ALERT( at_console, "%.2f\n", gpGlobals->time - m_flSoundDelay ); if (m_flSoundDelay != 0 && m_flSoundDelay <= UTIL_WeaponTimeBase() ) { EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/357_reload1.wav", RANDOM_FLOAT(0.8, 0.9), ATTN_NORM); m_flSoundDelay = 0; } if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase() ) return; int iAnim; float flRand = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); if (flRand <= 0.5) { iAnim = PYTHON_IDLE1; m_flTimeWeaponIdle = (70.0/30.0); } else if (flRand <= 0.7) { iAnim = PYTHON_IDLE2; m_flTimeWeaponIdle = (60.0/30.0); } else if (flRand <= 0.9) { iAnim = PYTHON_IDLE3; m_flTimeWeaponIdle = (88.0/30.0); } else { iAnim = PYTHON_FIDGET; m_flTimeWeaponIdle = (170.0/30.0); } int bUseScope = FALSE; #ifdef CLIENT_DLL bUseScope = bIsMultiplayer(); #else bUseScope = g_pGameRules->IsMultiplayer(); #endif SendWeaponAnim( iAnim, UseDecrement() ? 1 : 0, bUseScope ); } class CPythonAmmo : public CBasePlayerAmmo { void Spawn( void ) { Precache( ); SET_MODEL(ENT(pev), "models/w_357ammobox.mdl"); CBasePlayerAmmo::Spawn( ); } void Precache( void ) { PRECACHE_MODEL ("models/w_357ammobox.mdl"); PRECACHE_SOUND("items/9mmclip1.wav"); } BOOL AddAmmo( CBaseEntity *pOther ) { if (pOther->GiveAmmo( AMMO_357BOX_GIVE, "357", _357_MAX_CARRY ) != -1) { EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM); return TRUE; } return FALSE; } }; LINK_ENTITY_TO_CLASS( ammo_357, CPythonAmmo ); #endif