/*** * * 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 "weapons.h" #include "monsters.h" #include "player.h" #include "gamerules.h" #include "UserMessages.h" LINK_ENTITY_TO_CLASS(weapon_python, CPython); LINK_ENTITY_TO_CLASS(weapon_357, CPython); bool 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 true; } 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() { 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", pev->body); } void CPython::Holster() { m_fInReload = false; // cancel any reload in progress. if (m_pPlayer->m_iFOV != 0) { 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() { #ifdef CLIENT_DLL if (!bIsMultiplayer()) #else if (!g_pGameRules->IsMultiplayer()) #endif { return; } if (m_pPlayer->m_iFOV != 0) { m_pPlayer->m_iFOV = 0; // 0 means reset to default fov } else if (m_pPlayer->m_iFOV != 40) { 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) { PlayEmptySound(); 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, g_vecZero, g_vecZero, vecDir.x, vecDir.y, 0, 0, 0, 0); if (0 == 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() { if (m_pPlayer->ammo_357 <= 0) return; if (m_pPlayer->m_iFOV != 0) { m_pPlayer->m_iFOV = 0; // 0 means reset to default fov } bool bUseScope = false; #ifdef CLIENT_DLL bUseScope = bIsMultiplayer(); #else bUseScope = g_pGameRules->IsMultiplayer(); #endif DefaultReload(6, PYTHON_RELOAD, 2.0, bUseScope ? 1 : 0); } void CPython::WeaponIdle() { ResetEmptySound(); m_pPlayer->GetAutoaimVector(AUTOAIM_10DEGREES); if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase()) return; int iAnim; float flRand = UTIL_SharedRandomFloat(m_pPlayer->random_seed, 0, 1); 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); } bool bUseScope = false; #ifdef CLIENT_DLL bUseScope = bIsMultiplayer(); #else bUseScope = g_pGameRules->IsMultiplayer(); #endif SendWeaponAnim(iAnim, bUseScope ? 1 : 0); } class CPythonAmmo : public CBasePlayerAmmo { void Spawn() override { Precache(); SET_MODEL(ENT(pev), "models/w_357ammobox.mdl"); CBasePlayerAmmo::Spawn(); } void Precache() override { PRECACHE_MODEL("models/w_357ammobox.mdl"); PRECACHE_SOUND("items/9mmclip1.wav"); } bool AddAmmo(CBaseEntity* pOther) override { 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);