/*** * * 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 "player.h" #include "hornet.h" #include "gamerules.h" #include "UserMessages.h" static float GetRechargeTime() { if (gpGlobals->maxClients > 1) { return 0.3f; } return 0.5f; } enum firemode_e { FIREMODE_TRACK = 0, FIREMODE_FAST }; LINK_ENTITY_TO_CLASS(weapon_hornetgun, CHgun); bool CHgun::IsUseable() { 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() { 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"); } void CHgun::AddToPlayer(CBasePlayer* pPlayer) { #ifndef CLIENT_DLL if (g_pGameRules->IsMultiplayer()) { // in multiplayer, all hivehands come full. m_iDefaultAmmo = HORNET_MAX_CARRY; } #endif CBasePlayerWeapon::AddToPlayer(pPlayer); } bool 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 true; } bool CHgun::Deploy() { return DefaultDeploy("models/v_hgun.mdl", "models/p_hgun.mdl", HGUN_UP, "hive"); } void CHgun::Holster() { 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 (0 == m_pPlayer->m_rgAmmo[PrimaryAmmoIndex()]) { m_pPlayer->m_rgAmmo[PrimaryAmmoIndex()] = 1; } } void CHgun::PrimaryAttack() { Reload(); if (m_pPlayer->ammo_hornets <= 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 + GetRechargeTime(); #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, g_vecZero, g_vecZero, 0.0, 0.0, 0, 0, 0, 0); // player "shoot" animation m_pPlayer->SetAnimation(PLAYER_ATTACK1); m_flNextPrimaryAttack = GetNextAttackDelay(0.25); if (m_flNextPrimaryAttack < UTIL_WeaponTimeBase()) { m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.25; } if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] == 0) { m_flNextPrimaryAttack += GetRechargeTime(); } m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15); } void CHgun::SecondaryAttack() { Reload(); if (m_pPlayer->ammo_hornets <= 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 + GetRechargeTime(); #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, g_vecZero, g_vecZero, 0.0, 0.0, 0, 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; if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] == 0) { m_flRechargeTime = gpGlobals->time + 0.5; m_flNextSecondaryAttack += 0.5; m_flNextPrimaryAttack += 0.5; } m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15); } void CHgun::Reload() { #ifndef CLIENT_DLL 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 += GetRechargeTime(); } m_pPlayer->TabulateAmmo(); #endif } void CHgun::WeaponIdle() { 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); }