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weapons.cpp
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weapons.cpp
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/***
*
* 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.
*
****/
/*
===== weapons.cpp ========================================================
functions governing the selection/use of weapons for players
*/
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "player.h"
#include "monsters.h"
#include "weapons.h"
#include "nodes.h"
#include "soundent.h"
#include "decals.h"
#include "gamerules.h"
extern CGraph WorldGraph;
extern int gEvilImpulse101;
#define NOT_USED 255
DLL_GLOBAL short g_sModelIndexLaser; // holds the index for the laser beam
DLL_GLOBAL const char *g_pModelNameLaser = "sprites/laserbeam.spr";
DLL_GLOBAL short g_sModelIndexLaserDot; // holds the index for the laser beam dot
DLL_GLOBAL short g_sModelIndexFireball; // holds the index for the fireball
DLL_GLOBAL short g_sModelIndexSmoke; // holds the index for the smoke cloud
DLL_GLOBAL short g_sModelIndexWExplosion; // holds the index for the underwater explosion
DLL_GLOBAL short g_sModelIndexBubbles; // holds the index for the bubbles model
DLL_GLOBAL short g_sModelIndexBloodDrop; // holds the sprite index for the initial blood
DLL_GLOBAL short g_sModelIndexBloodSpray; // holds the sprite index for splattered blood
ItemInfo CBasePlayerItem::ItemInfoArray[MAX_WEAPONS];
AmmoInfo CBasePlayerItem::AmmoInfoArray[MAX_AMMO_SLOTS];
extern int gmsgCurWeapon;
MULTIDAMAGE gMultiDamage;
#define TRACER_FREQ 4 // Tracers fire every fourth bullet
//=========================================================
// MaxAmmoCarry - pass in a name and this function will tell
// you the maximum amount of that type of ammunition that a
// player can carry.
//=========================================================
int MaxAmmoCarry(int iszName)
{
for (int i = 0; i < MAX_WEAPONS; i++)
{
if (CBasePlayerItem::ItemInfoArray[i].pszAmmo1 && !strcmp(STRING(iszName), CBasePlayerItem::ItemInfoArray[i].pszAmmo1))
return CBasePlayerItem::ItemInfoArray[i].iMaxAmmo1;
if (CBasePlayerItem::ItemInfoArray[i].pszAmmo2 && !strcmp(STRING(iszName), CBasePlayerItem::ItemInfoArray[i].pszAmmo2))
return CBasePlayerItem::ItemInfoArray[i].iMaxAmmo2;
}
ALERT(at_console, "MaxAmmoCarry() doesn't recognize '%s'!\n", STRING(iszName));
return -1;
}
/*
==============================================================================
MULTI-DAMAGE
Collects multiple small damages into a single damage
==============================================================================
*/
//
// ClearMultiDamage - resets the global multi damage accumulator
//
void ClearMultiDamage(void)
{
gMultiDamage.pEntity = NULL;
gMultiDamage.amount = 0;
gMultiDamage.type = 0;
}
//
// ApplyMultiDamage - inflicts contents of global multi damage register on gMultiDamage.pEntity
//
// GLOBALS USED:
// gMultiDamage
void ApplyMultiDamage(entvars_t *pevInflictor, entvars_t *pevAttacker)
{
Vector vecSpot1; //where blood comes from
Vector vecDir; //direction blood should go
TraceResult tr;
if (!gMultiDamage.pEntity)
return;
gMultiDamage.pEntity->TakeDamage(pevInflictor, pevAttacker, gMultiDamage.amount, gMultiDamage.type);
}
// GLOBALS USED:
// gMultiDamage
void AddMultiDamage(entvars_t *pevInflictor, CBaseEntity *pEntity, float flDamage, int bitsDamageType)
{
if (!pEntity)
return;
gMultiDamage.type |= bitsDamageType;
if (pEntity != gMultiDamage.pEntity)
{
ApplyMultiDamage(pevInflictor, pevInflictor); // UNDONE: wrong attacker!
gMultiDamage.pEntity = pEntity;
gMultiDamage.amount = 0;
}
gMultiDamage.amount += flDamage;
}
/*
================
SpawnBlood
================
*/
void SpawnBlood(Vector vecSpot, int bloodColor, float flDamage)
{
UTIL_BloodDrips(vecSpot, g_vecAttackDir, bloodColor, (int)flDamage);
}
int DamageDecal(CBaseEntity *pEntity, int bitsDamageType)
{
if (!pEntity)
return (DECAL_GUNSHOT1 + RANDOM_LONG(0, 4));
return pEntity->DamageDecal(bitsDamageType);
}
void DecalGunshot(TraceResult *pTrace, int iBulletType)
{
// Is the entity valid
if (!UTIL_IsValidEntity(pTrace->pHit))
return;
if (VARS(pTrace->pHit)->solid == SOLID_BSP || VARS(pTrace->pHit)->movetype == MOVETYPE_PUSHSTEP)
{
CBaseEntity *pEntity = NULL;
// Decal the wall with a gunshot
if (!FNullEnt(pTrace->pHit))
pEntity = CBaseEntity::Instance(pTrace->pHit);
switch (iBulletType)
{
case BULLET_PLAYER_9MM:
case BULLET_MONSTER_9MM:
case BULLET_PLAYER_MP5:
case BULLET_MONSTER_MP5:
case BULLET_PLAYER_BUCKSHOT:
case BULLET_PLAYER_357:
default:
// smoke and decal
UTIL_GunshotDecalTrace(pTrace, DamageDecal(pEntity, DMG_BULLET));
break;
case BULLET_MONSTER_12MM:
// smoke and decal
UTIL_GunshotDecalTrace(pTrace, DamageDecal(pEntity, DMG_BULLET));
break;
case BULLET_PLAYER_CROWBAR:
// wall decal
UTIL_DecalTrace(pTrace, DamageDecal(pEntity, DMG_CLUB));
break;
}
}
}
//
// EjectBrass - tosses a brass shell from passed origin at passed velocity
//
void EjectBrass(const Vector &vecOrigin, const Vector &vecVelocity, float rotation, int model, int soundtype)
{
// FIX: when the player shoots, their gun isn't in the same position as it is on the model other players see.
MESSAGE_BEGIN(MSG_PVS, SVC_TEMPENTITY, vecOrigin);
WRITE_BYTE(TE_MODEL);
WRITE_COORD(vecOrigin.x);
WRITE_COORD(vecOrigin.y);
WRITE_COORD(vecOrigin.z);
WRITE_COORD(vecVelocity.x);
WRITE_COORD(vecVelocity.y);
WRITE_COORD(vecVelocity.z);
WRITE_ANGLE(rotation);
WRITE_SHORT(model);
WRITE_BYTE(soundtype);
WRITE_BYTE(25); // 2.5 seconds
MESSAGE_END();
}
#if 0
// UNDONE: This is no longer used?
void ExplodeModel( const Vector &vecOrigin, float speed, int model, int count )
{
MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecOrigin );
WRITE_BYTE ( TE_EXPLODEMODEL );
WRITE_COORD( vecOrigin.x );
WRITE_COORD( vecOrigin.y );
WRITE_COORD( vecOrigin.z );
WRITE_COORD( speed );
WRITE_SHORT( model );
WRITE_SHORT( count );
WRITE_BYTE ( 15 );// 1.5 seconds
MESSAGE_END();
}
#endif
int giAmmoIndex = 0;
// Precaches the ammo and queues the ammo info for sending to clients
void AddAmmoNameToAmmoRegistry(const char *szAmmoname)
{
// make sure it's not already in the registry
for (int i = 0; i < MAX_AMMO_SLOTS; i++)
{
if (!CBasePlayerItem::AmmoInfoArray[i].pszName)
continue;
if (_stricmp(CBasePlayerItem::AmmoInfoArray[i].pszName, szAmmoname) == 0)
return; // ammo already in registry, just quite
}
giAmmoIndex++;
ASSERT(giAmmoIndex < MAX_AMMO_SLOTS);
if (giAmmoIndex >= MAX_AMMO_SLOTS)
giAmmoIndex = 0;
CBasePlayerItem::AmmoInfoArray[giAmmoIndex].pszName = szAmmoname;
CBasePlayerItem::AmmoInfoArray[giAmmoIndex].iId = giAmmoIndex; // yes, this info is redundant
}
// Precaches the weapon and queues the weapon info for sending to clients
void UTIL_PrecacheOtherWeapon(const char *szClassname)
{
edict_t *pent;
pent = CREATE_NAMED_ENTITY(MAKE_STRING(szClassname));
if (FNullEnt(pent))
{
ALERT(at_console, "NULL Ent in UTIL_PrecacheOtherWeapon\n");
return;
}
CBaseEntity *pEntity = CBaseEntity::Instance(VARS(pent));
if (pEntity)
{
ItemInfo II;
pEntity->Precache();
memset(&II, 0, sizeof II);
if (((CBasePlayerItem *)pEntity)->GetItemInfo(&II))
{
CBasePlayerItem::ItemInfoArray[II.iId] = II;
if (II.pszAmmo1 && *II.pszAmmo1)
{
AddAmmoNameToAmmoRegistry(II.pszAmmo1);
}
if (II.pszAmmo2 && *II.pszAmmo2)
{
AddAmmoNameToAmmoRegistry(II.pszAmmo2);
}
memset(&II, 0, sizeof II);
}
}
REMOVE_ENTITY(pent);
}
// called by worldspawn
void EXPORT W_Precache(void)
{
memset(CBasePlayerItem::ItemInfoArray, 0, sizeof(CBasePlayerItem::ItemInfoArray));
memset(CBasePlayerItem::AmmoInfoArray, 0, sizeof(CBasePlayerItem::AmmoInfoArray));
giAmmoIndex = 0;
// custom items...
// common world objects
UTIL_PrecacheOther("item_suit");
UTIL_PrecacheOther("item_healthkit");
UTIL_PrecacheOther("item_battery");
UTIL_PrecacheOther("item_antidote");
UTIL_PrecacheOther("item_security");
UTIL_PrecacheOther("item_longjump");
// shotgun
UTIL_PrecacheOtherWeapon("weapon_shotgun");
UTIL_PrecacheOther("ammo_buckshot");
// crowbar
UTIL_PrecacheOtherWeapon("weapon_crowbar");
// glock
UTIL_PrecacheOtherWeapon("weapon_9mmhandgun");
UTIL_PrecacheOther("ammo_9mmclip");
// mp5
UTIL_PrecacheOtherWeapon("weapon_9mmAR");
UTIL_PrecacheOther("ammo_9mmAR");
UTIL_PrecacheOther("ammo_ARgrenades");
// 9mm ammo box
UTIL_PrecacheOther("ammo_9mmbox");
#if !defined(OEM_BUILD) && !defined(HLDEMO_BUILD)
// python
UTIL_PrecacheOtherWeapon("weapon_357");
UTIL_PrecacheOther("ammo_357");
// gauss
UTIL_PrecacheOtherWeapon("weapon_gauss");
UTIL_PrecacheOther("ammo_gaussclip");
// rpg
UTIL_PrecacheOtherWeapon("weapon_rpg");
UTIL_PrecacheOther("ammo_rpgclip");
// crossbow
UTIL_PrecacheOtherWeapon("weapon_crossbow");
UTIL_PrecacheOther("ammo_crossbow");
// egon
UTIL_PrecacheOtherWeapon("weapon_egon");
#endif
// tripmine
UTIL_PrecacheOtherWeapon("weapon_tripmine");
#if !defined(OEM_BUILD) && !defined(HLDEMO_BUILD)
// satchel charge
UTIL_PrecacheOtherWeapon("weapon_satchel");
#endif
// hand grenade
UTIL_PrecacheOtherWeapon("weapon_handgrenade");
#if !defined(OEM_BUILD) && !defined(HLDEMO_BUILD)
// squeak grenade
UTIL_PrecacheOtherWeapon("weapon_snark");
// hornetgun
UTIL_PrecacheOtherWeapon("weapon_hornetgun");
// weaponbox
if (g_pGameRules->IsDeathmatch())
{
UTIL_PrecacheOther("weaponbox"); // container for dropped deathmatch weapons
}
#endif
g_sModelIndexFireball = PRECACHE_MODEL("sprites/zerogxplode.spr"); // fireball
g_sModelIndexWExplosion = PRECACHE_MODEL("sprites/WXplo1.spr"); // underwater fireball
g_sModelIndexSmoke = PRECACHE_MODEL("sprites/steam1.spr"); // smoke
g_sModelIndexBubbles = PRECACHE_MODEL("sprites/bubble.spr"); //bubbles
g_sModelIndexBloodSpray = PRECACHE_MODEL("sprites/bloodspray.spr"); // initial blood
g_sModelIndexBloodDrop = PRECACHE_MODEL("sprites/blood.spr"); // splattered blood
g_sModelIndexLaser = PRECACHE_MODEL((char *)g_pModelNameLaser);
g_sModelIndexLaserDot = PRECACHE_MODEL("sprites/laserdot.spr");
// used by explosions
PRECACHE_MODEL("models/grenade.mdl");
PRECACHE_MODEL("sprites/explode1.spr");
PRECACHE_SOUND("weapons/debris1.wav"); // explosion aftermaths
PRECACHE_SOUND("weapons/debris2.wav"); // explosion aftermaths
PRECACHE_SOUND("weapons/debris3.wav"); // explosion aftermaths
PRECACHE_SOUND("weapons/grenade_hit1.wav"); //grenade
PRECACHE_SOUND("weapons/grenade_hit2.wav"); //grenade
PRECACHE_SOUND("weapons/grenade_hit3.wav"); //grenade
PRECACHE_SOUND("weapons/bullet_hit1.wav"); // hit by bullet
PRECACHE_SOUND("weapons/bullet_hit2.wav"); // hit by bullet
PRECACHE_SOUND("items/weapondrop1.wav"); // weapon falls to the ground
}
TYPEDESCRIPTION CBasePlayerItem::m_SaveData[] = {
DEFINE_FIELD(CBasePlayerItem, m_pPlayer, FIELD_CLASSPTR),
DEFINE_FIELD(CBasePlayerItem, m_pNext, FIELD_CLASSPTR),
//DEFINE_FIELD( CBasePlayerItem, m_fKnown, FIELD_INTEGER ),Reset to zero on load
DEFINE_FIELD(CBasePlayerItem, m_iId, FIELD_INTEGER),
// DEFINE_FIELD( CBasePlayerItem, m_iIdPrimary, FIELD_INTEGER ),
// DEFINE_FIELD( CBasePlayerItem, m_iIdSecondary, FIELD_INTEGER ),
};
IMPLEMENT_SAVERESTORE(CBasePlayerItem, CBaseAnimating);
TYPEDESCRIPTION CBasePlayerWeapon::m_SaveData[] = {
#if defined(CLIENT_WEAPONS)
DEFINE_FIELD(CBasePlayerWeapon, m_flNextPrimaryAttack, FIELD_FLOAT),
DEFINE_FIELD(CBasePlayerWeapon, m_flNextSecondaryAttack, FIELD_FLOAT),
DEFINE_FIELD(CBasePlayerWeapon, m_flTimeWeaponIdle, FIELD_FLOAT),
#else // CLIENT_WEAPONS
DEFINE_FIELD(CBasePlayerWeapon, m_flNextPrimaryAttack, FIELD_TIME),
DEFINE_FIELD(CBasePlayerWeapon, m_flNextSecondaryAttack, FIELD_TIME),
DEFINE_FIELD(CBasePlayerWeapon, m_flTimeWeaponIdle, FIELD_TIME),
#endif // CLIENT_WEAPONS
DEFINE_FIELD(CBasePlayerWeapon, m_iPrimaryAmmoType, FIELD_INTEGER),
DEFINE_FIELD(CBasePlayerWeapon, m_iSecondaryAmmoType, FIELD_INTEGER),
DEFINE_FIELD(CBasePlayerWeapon, m_iClip, FIELD_INTEGER),
DEFINE_FIELD(CBasePlayerWeapon, m_iDefaultAmmo, FIELD_INTEGER),
// DEFINE_FIELD( CBasePlayerWeapon, m_iClientClip, FIELD_INTEGER ) , reset to zero on load so hud gets updated correctly
// DEFINE_FIELD( CBasePlayerWeapon, m_iClientWeaponState, FIELD_INTEGER ), reset to zero on load so hud gets updated correctly
};
IMPLEMENT_SAVERESTORE(CBasePlayerWeapon, CBasePlayerItem);
void CBasePlayerItem ::SetObjectCollisionBox(void)
{
pev->absmin = pev->origin + Vector(-24, -24, 0);
pev->absmax = pev->origin + Vector(24, 24, 16);
}
//=========================================================
// Sets up movetype, size, solidtype for a new weapon.
//=========================================================
void CBasePlayerItem ::FallInit(void)
{
pev->movetype = MOVETYPE_TOSS;
pev->solid = SOLID_BBOX;
UTIL_SetOrigin(pev, pev->origin);
UTIL_SetSize(pev, Vector(0, 0, 0), Vector(0, 0, 0)); //pointsize until it lands on the ground.
SetTouch(&CBasePlayerItem::DefaultTouch);
SetThink(&CBasePlayerItem::FallThink);
pev->nextthink = gpGlobals->time + 0.1;
}
//=========================================================
// FallThink - Items that have just spawned run this think
// to catch them when they hit the ground. Once we're sure
// that the object is grounded, we change its solid type
// to trigger and set it in a large box that helps the
// player get it.
//=========================================================
void CBasePlayerItem::FallThink(void)
{
pev->nextthink = gpGlobals->time + 0.1;
if (pev->flags & FL_ONGROUND)
{
// clatter if we have an owner (i.e., dropped by someone)
// don't clatter if the gun is waiting to respawn (if it's waiting, it is invisible!)
if (!FNullEnt(pev->owner))
{
int pitch = 95 + RANDOM_LONG(0, 29);
EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "items/weapondrop1.wav", 1, ATTN_NORM, 0, pitch);
}
// lie flat
pev->angles.x = 0;
pev->angles.z = 0;
Materialize();
}
}
//=========================================================
// Materialize - make a CBasePlayerItem visible and tangible
//=========================================================
void CBasePlayerItem::Materialize(void)
{
if (pev->effects & EF_NODRAW)
{
// changing from invisible state to visible.
EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, "items/suitchargeok1.wav", 1, ATTN_NORM, 0, 150);
pev->effects &= ~EF_NODRAW;
pev->effects |= EF_MUZZLEFLASH;
}
pev->solid = SOLID_TRIGGER;
UTIL_SetOrigin(pev, pev->origin); // link into world.
SetTouch(&CBasePlayerItem::DefaultTouch);
SetThink(NULL);
}
//=========================================================
// AttemptToMaterialize - the item is trying to rematerialize,
// should it do so now or wait longer?
//=========================================================
void CBasePlayerItem::AttemptToMaterialize(void)
{
float time = g_pGameRules->FlWeaponTryRespawn(this);
if (time == 0)
{
Materialize();
return;
}
pev->nextthink = gpGlobals->time + time;
}
//=========================================================
// CheckRespawn - a player is taking this weapon, should
// it respawn?
//=========================================================
void CBasePlayerItem ::CheckRespawn(void)
{
switch (g_pGameRules->WeaponShouldRespawn(this))
{
case GR_WEAPON_RESPAWN_YES:
Respawn();
break;
case GR_WEAPON_RESPAWN_NO:
return;
break;
}
}
//=========================================================
// Respawn- this item is already in the world, but it is
// invisible and intangible. Make it visible and tangible.
//=========================================================
CBaseEntity *CBasePlayerItem::Respawn(void)
{
// make a copy of this weapon that is invisible and inaccessible to players (no touch function). The weapon spawn/respawn code
// will decide when to make the weapon visible and touchable.
CBaseEntity *pNewWeapon = CBaseEntity::Create((char *)STRING(pev->classname), g_pGameRules->VecWeaponRespawnSpot(this), pev->angles, pev->owner);
if (pNewWeapon)
{
pNewWeapon->pev->effects |= EF_NODRAW; // invisible for now
pNewWeapon->SetTouch(NULL); // no touch
pNewWeapon->SetThink(&CBasePlayerItem::AttemptToMaterialize);
DROP_TO_FLOOR(ENT(pev));
// not a typo! We want to know when the weapon the player just picked up should respawn! This new entity we created is the replacement,
// but when it should respawn is based on conditions belonging to the weapon that was taken.
pNewWeapon->pev->nextthink = g_pGameRules->FlWeaponRespawnTime(this);
}
else
{
ALERT(at_console, "Respawn failed to create %s!\n", STRING(pev->classname));
}
return pNewWeapon;
}
void CBasePlayerItem::DefaultTouch(CBaseEntity *pOther)
{
// if it's not a player, ignore
if (!pOther->IsPlayer())
return;
CBasePlayer *pPlayer = (CBasePlayer *)pOther;
// can I have this?
if (!g_pGameRules->CanHavePlayerItem(pPlayer, this))
{
if (gEvilImpulse101)
{
UTIL_Remove(this);
}
return;
}
if (pOther->AddPlayerItem(this))
{
AttachToPlayer(pPlayer);
EMIT_SOUND(ENT(pPlayer->pev), CHAN_ITEM, "items/gunpickup2.wav", 1, ATTN_NORM);
}
SUB_UseTargets(pOther, USE_TOGGLE, 0); // UNDONE: when should this happen?
}
BOOL CanAttack(float attack_time, float curtime, BOOL isPredicted)
{
#if defined(CLIENT_WEAPONS)
if (!isPredicted)
#else
if (1)
#endif
{
return (attack_time <= curtime) ? TRUE : FALSE;
}
else
{
return (attack_time <= 0.0) ? TRUE : FALSE;
}
}
void CBasePlayerWeapon::ItemPostFrame(void)
{
CBasePlayer *pPlayer = m_pPlayer; // Cache player cos attack could retire weapon and remove it from player
if ((m_fInReload) && (pPlayer->m_flNextAttack <= UTIL_WeaponTimeBase()))
{
// complete the reload.
int j = min(iMaxClip() - m_iClip, pPlayer->m_rgAmmo[m_iPrimaryAmmoType]);
// Add them to the clip
m_iClip += j;
pPlayer->m_rgAmmo[m_iPrimaryAmmoType] -= j;
pPlayer->TabulateAmmo();
m_fInReload = FALSE;
}
if ((pPlayer->pev->button & IN_ATTACK2) && CanAttack(m_flNextSecondaryAttack, gpGlobals->time, UseDecrement()))
{
if (pszAmmo2() && !pPlayer->m_rgAmmo[SecondaryAmmoIndex()])
{
m_fFireOnEmpty = TRUE;
}
pPlayer->TabulateAmmo();
SecondaryAttack();
pPlayer->pev->button &= ~IN_ATTACK2;
}
else if ((pPlayer->pev->button & IN_ATTACK) && CanAttack(m_flNextPrimaryAttack, gpGlobals->time, UseDecrement()))
{
if ((m_iClip == 0 && pszAmmo1()) || (iMaxClip() == WEAPON_NOCLIP && !pPlayer->m_rgAmmo[PrimaryAmmoIndex()]))
{
m_fFireOnEmpty = TRUE;
}
pPlayer->TabulateAmmo();
PrimaryAttack();
}
else if (pPlayer->pev->button & IN_RELOAD && iMaxClip() != WEAPON_NOCLIP && !m_fInReload)
{
// reload when reload is pressed, or if no buttons are down and weapon is empty.
Reload();
}
else if (!(pPlayer->pev->button & (IN_ATTACK | IN_ATTACK2)))
{
// no fire buttons down
m_fFireOnEmpty = FALSE;
if (!IsUseable() && m_flNextPrimaryAttack < (UseDecrement() ? 0.0 : gpGlobals->time))
{
// weapon isn't useable, switch.
if (!(iFlags() & ITEM_FLAG_NOAUTOSWITCHEMPTY) && g_pGameRules->GetNextBestWeapon(pPlayer, this))
{
m_flNextPrimaryAttack = (UseDecrement() ? 0.0 : gpGlobals->time) + 0.3;
return;
}
}
else
{
// weapon is useable. Reload if empty and weapon has waited as long as it has to after firing
if (m_iClip == 0 && !(iFlags() & ITEM_FLAG_NOAUTORELOAD) && m_flNextPrimaryAttack < (UseDecrement() ? 0.0 : gpGlobals->time))
{
Reload();
return;
}
}
WeaponIdle();
return;
}
}
void CBasePlayerItem::DestroyItem(void)
{
if (m_pPlayer)
{
CBasePlayer *pPlayer = m_pPlayer;
m_pPlayer = NULL; // RemovePlayerItem will not call Holster
// if attached to a player, remove.
pPlayer->RemovePlayerItem(this);
}
Kill();
}
int CBasePlayerItem::AddToPlayer(CBasePlayer *pPlayer)
{
m_pPlayer = pPlayer;
return TRUE;
}
void CBasePlayerItem::Drop(void)
{
Kill();
}
void CBasePlayerItem::Kill(void)
{
SetTouch(NULL);
SetThink(&CBasePlayerItem::SUB_Remove);
pev->nextthink = gpGlobals->time + .1;
}
void CBasePlayerItem::Holster(int skiplocal /* = 0 */)
{
m_pPlayer->pev->viewmodel = 0;
m_pPlayer->pev->weaponmodel = 0;
}
void CBasePlayerItem::AttachToPlayer(CBasePlayer *pPlayer)
{
pev->movetype = MOVETYPE_FOLLOW;
pev->solid = SOLID_NOT;
pev->aiment = pPlayer->edict();
pev->effects = EF_NODRAW; // ??
pev->modelindex = 0; // server won't send down to clients if modelindex == 0
pev->model = iStringNull;
pev->owner = pPlayer->edict();
pev->nextthink = 0; // Remove think - prevents futher attempts to materialize
SetTouch(NULL);
SetThink(NULL);
}
// CALLED THROUGH the newly-touched weapon's instance. The existing player weapon is pOriginal
int CBasePlayerWeapon::AddDuplicate(CBasePlayerItem *pOriginal)
{
if (m_iDefaultAmmo)
{
return ExtractAmmo((CBasePlayerWeapon *)pOriginal);
}
else
{
// a dead player dropped this.
return ExtractClipAmmo((CBasePlayerWeapon *)pOriginal);
}
}
int CBasePlayerWeapon::AddToPlayer(CBasePlayer *pPlayer)
{
int bResult = CBasePlayerItem::AddToPlayer(pPlayer);
pPlayer->pev->weapons |= (1 << m_iId);
if (!m_iPrimaryAmmoType)
{
m_iPrimaryAmmoType = pPlayer->GetAmmoIndex(pszAmmo1());
m_iSecondaryAmmoType = pPlayer->GetAmmoIndex(pszAmmo2());
}
if (bResult)
return AddWeapon();
return FALSE;
}
int CBasePlayerWeapon::UpdateClientData(CBasePlayer *pPlayer)
{
BOOL bSend = FALSE;
int state = 0;
if (pPlayer->m_pActiveItem == this)
{
if (pPlayer->m_fOnTarget)
state = WEAPON_IS_ONTARGET;
else
state = 1;
}
// Forcing send of all data!
if (!pPlayer->m_fWeapon)
{
bSend = TRUE;
}
// This is the current or last weapon, so the state will need to be updated
if (this == pPlayer->m_pActiveItem || this == pPlayer->m_pClientActiveItem)
{
if (pPlayer->m_pActiveItem != pPlayer->m_pClientActiveItem)
{
bSend = TRUE;
}
}
// If the ammo, state, or fov has changed, update the weapon
if (m_iClip != m_iClientClip || state != m_iClientWeaponState || pPlayer->m_iFOV != pPlayer->m_iClientFOV)
{
bSend = TRUE;
}
if (bSend)
{
// Send this player's current weapon to all his spectators
CBasePlayer *plr;
for (int i = 1; i <= gpGlobals->maxClients; i++)
{
plr = (CBasePlayer *)UTIL_PlayerByIndex(i);
if (!plr || !plr->IsObserver() || plr->m_hObserverTarget != pPlayer)
continue;
MESSAGE_BEGIN(MSG_ONE, gmsgCurWeapon, NULL, plr->pev);
WRITE_BYTE(state);
WRITE_BYTE(m_iId);
WRITE_BYTE(m_iClip);
MESSAGE_END();
}
MESSAGE_BEGIN(MSG_ONE, gmsgCurWeapon, NULL, pPlayer->pev);
WRITE_BYTE(state);
WRITE_BYTE(m_iId);
WRITE_BYTE(m_iClip);
MESSAGE_END();
m_iClientClip = m_iClip;
m_iClientWeaponState = state;
pPlayer->m_fWeapon = TRUE;
}
if (m_pNext)
m_pNext->UpdateClientData(pPlayer);
return 1;
}
void CBasePlayerWeapon::SendWeaponAnim(int iAnim, int skiplocal, int body)
{
if (UseDecrement())
skiplocal = 1;
else
skiplocal = 0;
m_pPlayer->pev->weaponanim = iAnim;
#if defined(CLIENT_WEAPONS)
if (skiplocal && ENGINE_CANSKIP(m_pPlayer->edict()))
return;
#endif
MESSAGE_BEGIN(MSG_ONE, SVC_WEAPONANIM, NULL, m_pPlayer->pev);
WRITE_BYTE(iAnim); // sequence number
WRITE_BYTE(pev->body); // weaponmodel bodygroup.
MESSAGE_END();
}
BOOL CBasePlayerWeapon ::AddPrimaryAmmo(int iCount, char *szName, int iMaxClip, int iMaxCarry)
{
int iIdAmmo;
if (iMaxClip < 1)
{
m_iClip = -1;
iIdAmmo = m_pPlayer->GiveAmmo(iCount, szName, iMaxCarry);
}
else if (m_iClip == 0)
{
int i;
i = min(m_iClip + iCount, iMaxClip) - m_iClip;
m_iClip += i;
iIdAmmo = m_pPlayer->GiveAmmo(iCount - i, szName, iMaxCarry);
}
else
{
iIdAmmo = m_pPlayer->GiveAmmo(iCount, szName, iMaxCarry);
}
// m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] = iMaxCarry; // hack for testing
if (iIdAmmo > 0)
{
m_iPrimaryAmmoType = iIdAmmo;
if (m_pPlayer->HasPlayerItem(this))
{
// play the "got ammo" sound only if we gave some ammo to a player that already had this gun.
// if the player is just getting this gun for the first time, DefaultTouch will play the "picked up gun" sound for us.
EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM);
}
}
return iIdAmmo > 0 ? TRUE : FALSE;
}
BOOL CBasePlayerWeapon ::AddSecondaryAmmo(int iCount, char *szName, int iMax)
{
int iIdAmmo;
iIdAmmo = m_pPlayer->GiveAmmo(iCount, szName, iMax);
//m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType] = iMax; // hack for testing
if (iIdAmmo > 0)
{
m_iSecondaryAmmoType = iIdAmmo;
EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM);
}
return iIdAmmo > 0 ? TRUE : FALSE;
}
//=========================================================
// IsUseable - this function determines whether or not a
// weapon is useable by the player in its current state.
// (does it have ammo loaded? do I have any ammo for the
// weapon?, etc)
//=========================================================
BOOL CBasePlayerWeapon ::IsUseable(void)
{
if (m_iClip <= 0)
{
if (m_pPlayer->m_rgAmmo[PrimaryAmmoIndex()] <= 0 && iMaxAmmo1() != -1)
{
// clip is empty (or nonexistant) and the player has no more ammo of this type.
return FALSE;
}
}
return TRUE;
}
BOOL CBasePlayerWeapon ::CanDeploy(void)
{
BOOL bHasAmmo = 0;
if (!pszAmmo1())
{
// this weapon doesn't use ammo, can always deploy.
return TRUE;
}
if (pszAmmo1())
{
bHasAmmo |= (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] > 0);
}
if (pszAmmo2())
{
bHasAmmo |= (m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType] > 0);
}
if (m_iClip > 0)
{
bHasAmmo |= 1;
}
if (!bHasAmmo)
{
return FALSE;
}
return TRUE;
}
BOOL CBasePlayerWeapon ::DefaultDeploy(char *szViewModel, char *szWeaponModel, int iAnim, char *szAnimExt, int skiplocal /* = 0 */, int body)
{
if (!CanDeploy())
return FALSE;
m_pPlayer->TabulateAmmo();
m_pPlayer->pev->viewmodel = MAKE_STRING(szViewModel);
m_pPlayer->pev->weaponmodel = MAKE_STRING(szWeaponModel);
strcpy(m_pPlayer->m_szAnimExtention, szAnimExt);
SendWeaponAnim(iAnim, skiplocal, body);
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.0;
return TRUE;
}
BOOL CBasePlayerWeapon ::DefaultReload(int iClipSize, int iAnim, float fDelay, int body)
{
if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0)
return FALSE;
int j = min(iClipSize - m_iClip, m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]);
if (j == 0)
return FALSE;
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + fDelay;
//!!UNDONE -- reload sound goes here !!!
SendWeaponAnim(iAnim, UseDecrement() ? 1 : 0);
m_fInReload = TRUE;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 3;
return TRUE;
}
BOOL CBasePlayerWeapon ::PlayEmptySound(void)
{
if (m_iPlayEmptySound)
{