Ejemplo n.º 1
0
//=========================================================
// Shoot
//=========================================================
void CHAssassin :: Shoot ( void )
{
	if (m_hEnemy == NULL)
	{
		return;
	}

	Vector vecShootOrigin = GetGunPosition();
	Vector vecShootDir = ShootAtEnemy( vecShootOrigin );

	if (m_flLastShot + 2 < gpGlobals->time)
	{
		m_flDiviation = 0.10;
	}
	else
	{
		m_flDiviation -= 0.01;
		if (m_flDiviation < 0.02)
			m_flDiviation = 0.02;
	}
	m_flLastShot = gpGlobals->time;

	UTIL_MakeVectors ( pev->angles );

	Vector	vecShellVelocity = gpGlobals->v_right * RANDOM_FLOAT(40,90) + gpGlobals->v_up * RANDOM_FLOAT(75,200) + gpGlobals->v_forward * RANDOM_FLOAT(-40, 40);
	EjectBrass ( pev->origin + gpGlobals->v_up * 32 + gpGlobals->v_forward * 12, vecShellVelocity, pev->angles.y, m_iShell, TE_BOUNCE_SHELL); 
	FireBullets(1, vecShootOrigin, vecShootDir, Vector( m_flDiviation, m_flDiviation, m_flDiviation ), 2048, BULLET_MONSTER_9MM ); // shoot +-8 degrees

	switch(RANDOM_LONG(0,1))
	{
	case 0:
		EMIT_SOUND(ENT(pev), CHAN_WEAPON, "weapons/pl_gun1.wav", RANDOM_FLOAT(0.6, 0.8), ATTN_NORM);
		break;
	case 1:
		EMIT_SOUND(ENT(pev), CHAN_WEAPON, "weapons/pl_gun2.wav", RANDOM_FLOAT(0.6, 0.8), ATTN_NORM);
		break;
	}

	pev->effects |= EF_MUZZLEFLASH;

	Vector angDir = UTIL_VecToAngles( vecShootDir );
	SetBlending( 0, angDir.x );

	m_cAmmoLoaded--;
}
Ejemplo n.º 2
0
void CGlock::GlockFire( float flSpread , float flCycleTime, BOOL fUseAutoAim )
{
	if (m_iClip <= 0)
	{
		if (m_fFireOnEmpty)
		{
			PlayEmptySound();
			m_flNextPrimaryAttack = gpGlobals->time + 0.2;
		}

		return;
	}

	m_iClip--;

	m_pPlayer->pev->effects = (int)(m_pPlayer->pev->effects) | EF_MUZZLEFLASH;

#if defined ( OLD_WEAPONS )
	if (m_iClip != 0)
		SendWeaponAnim( GLOCK_SHOOT );
	else
		SendWeaponAnim( GLOCK_SHOOT_EMPTY );
#endif

	if ( fUseAutoAim )
	{
		PLAYBACK_EVENT_FULL( 0, m_pPlayer->edict(), m_usFireGlock1, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, 0, 0, ( m_iClip == 0 ) ? 1 : 0, 0 );
	}
	else
	{
		PLAYBACK_EVENT_FULL( 0, m_pPlayer->edict(), m_usFireGlock2, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, 0, 0, ( m_iClip == 0 ) ? 1 : 0, 0 );
	}

	// player "shoot" animation
	m_pPlayer->SetAnimation( PLAYER_ATTACK1 );

#if defined ( OLD_WEAPONS )
	UTIL_MakeVectors( m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle );
		
	Vector	vecShellVelocity = m_pPlayer->pev->velocity 
							 + gpGlobals->v_right * RANDOM_FLOAT(50,70) 
							 + gpGlobals->v_up * RANDOM_FLOAT(100,150) 
							 + gpGlobals->v_forward * 25;
	EjectBrass ( pev->origin + m_pPlayer->pev->view_ofs + gpGlobals->v_up * -12 + gpGlobals->v_forward * 32 + gpGlobals->v_right * 6 , vecShellVelocity, pev->angles.y, m_iShell, TE_BOUNCE_SHELL ); 
#endif

	// silenced
	if (pev->body == 1)
	{
		m_pPlayer->m_iWeaponVolume = QUIET_GUN_VOLUME;
		m_pPlayer->m_iWeaponFlash = DIM_GUN_FLASH;
#if defined ( OLD_WEAPONS )
		switch(RANDOM_LONG(0,1))
		{
		case 0:
			EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/pl_gun1.wav", RANDOM_FLOAT(0.9, 1.0), ATTN_NORM);
			break;
		case 1:
			EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/pl_gun2.wav", RANDOM_FLOAT(0.9, 1.0), ATTN_NORM);
			break;
		}
#endif
	}
	else
	{
		// non-silenced
		m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME;
		m_pPlayer->m_iWeaponFlash = NORMAL_GUN_FLASH;
#if defined ( OLD_WEAPONS )
		EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/pl_gun3.wav", RANDOM_FLOAT(0.92, 1.0), ATTN_NORM, 0, 98 + RANDOM_LONG(0,3));
#endif
	}

	Vector vecSrc	 = m_pPlayer->GetGunPosition( );
	Vector vecAiming;
	
	if ( fUseAutoAim )
	{
		vecAiming = m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES );
	}
	else
	{
		vecAiming = gpGlobals->v_forward;
	}

	m_pPlayer->FireBullets( 1, vecSrc, vecAiming, Vector( flSpread, flSpread, flSpread ), 8192, BULLET_PLAYER_9MM, 0 );

	m_flNextPrimaryAttack = m_flNextSecondaryAttack = gpGlobals->time + flCycleTime;

	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_flTimeWeaponIdle = gpGlobals->time + RANDOM_FLOAT ( 10, 15 );

#if defined ( OLD_WEAPONS )
	m_pPlayer->pev->punchangle.x -= 2;
#endif
}