Exemplo n.º 1
0
void CShotgun::PrimaryAttack()
{
	// don't fire underwater
	if (m_pPlayer->pev->waterlevel == 3)
	{
		PlayEmptySound( );
		m_flNextPrimaryAttack = gpGlobals->time + 0.15;
		return;
	}

	if (m_iClip <= 0)
	{
		Reload( );
		if (m_iClip == 0)
			PlayEmptySound( );
		return;
	}

	PLAYBACK_EVENT( 0, m_pPlayer->edict(), m_usSingleFire );

	m_pPlayer->m_iWeaponVolume = LOUD_GUN_VOLUME;
	m_pPlayer->Gunflash ();

	m_iClip--;

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

	Vector vecSrc	 = m_pPlayer->GetGunPosition( );
	Vector vecAiming = m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES );

	if ( g_pGameRules->IsDeathmatch() )
	{
		// altered deathmatch spread
		m_pPlayer->FireBullets( 4, vecSrc, vecAiming, VECTOR_CONE_DM_SHOTGUN, 2048, BULLET_PLAYER_BUCKSHOT, 0 );
	}
	else
	{
		// regular old, untouched spread. 
		m_pPlayer->FireBullets( 6, vecSrc, vecAiming, VECTOR_CONE_10DEGREES, 2048, BULLET_PLAYER_BUCKSHOT, 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);

	if (m_iClip != 0)
		m_flPumpTime = gpGlobals->time + 0.5;

	m_flNextPrimaryAttack = gpGlobals->time + 0.75;
	m_flNextSecondaryAttack = gpGlobals->time + 0.75;
	if (m_iClip != 0)
		m_flTimeWeaponIdle = gpGlobals->time + 5.0;
	else
		m_flTimeWeaponIdle = 0.75;
	m_fInReload = 0;
}
Exemplo n.º 2
0
void CShotgun::SecondaryAttack( void )
{
	// don't fire underwater
	if (m_pPlayer->pev->waterlevel == 3)
	{
		PlayEmptySound( );
		m_flNextPrimaryAttack = gpGlobals->time + 0.15;
		return;
	}

	if (m_iClip <= 1)
	{
		Reload( );
		PlayEmptySound( );
		return;
	}

	PLAYBACK_EVENT( 0, m_pPlayer->edict(), m_usDoubleFire );

	m_pPlayer->m_iWeaponVolume = LOUD_GUN_VOLUME;
	m_pPlayer->Gunflash ();

	m_iClip -= 2;

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

	Vector vecSrc	 = m_pPlayer->GetGunPosition( );
	Vector vecAiming = m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES );
	
	if ( g_pGameRules->IsDeathmatch() )
	{
		// tuned for deathmatch
		m_pPlayer->FireBullets( 8, vecSrc, vecAiming, VECTOR_CONE_DM_DOUBLESHOTGUN, 2048, BULLET_PLAYER_BUCKSHOT_DOUBLE, 0 );
	}
	else
	{
		// untouched default single player
		m_pPlayer->FireBullets( 12, vecSrc, vecAiming, VECTOR_CONE_10DEGREES, 2048, BULLET_PLAYER_BUCKSHOT_DOUBLE, 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);

	if (m_iClip != 0)
		m_flPumpTime = gpGlobals->time + 0.95;

	m_flNextPrimaryAttack = gpGlobals->time + 1.5;
	m_flNextSecondaryAttack = gpGlobals->time + 1.5;
	if (m_iClip != 0)
		m_flTimeWeaponIdle = gpGlobals->time + 6.0;
	else
		m_flTimeWeaponIdle = 1.5;

	m_fInReload = 0;
}
Exemplo n.º 3
0
void CMP5::SecondaryAttack( void )
{
	// don't fire underwater
	if (m_pPlayer->pev->waterlevel == 3)
	{
		PlayEmptySound( );
		m_flNextPrimaryAttack = 0.15;
		return;
	}

	if (m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType] == 0)
	{
		PlayEmptySound( );
		return;
	}

	m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME;
	m_pPlayer->m_iWeaponFlash = BRIGHT_GUN_FLASH;

	m_pPlayer->m_iExtraSoundTypes = bits_SOUND_DANGER;
	m_pPlayer->m_flStopExtraSoundTime = UTIL_WeaponTimeBase() + 0.2;
			
	m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType]--;

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

 	UTIL_MakeVectors( m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle );

	// we don't add in player velocity anymore.
	CGrenade::ShootContact( m_pPlayer->pev, 
							m_pPlayer->pev->origin + m_pPlayer->pev->view_ofs + gpGlobals->v_forward * 16, 
							gpGlobals->v_forward * 800 );

	int flags;
#if defined( CLIENT_WEAPONS )
	flags = FEV_NOTHOST;
#else
	flags = 0;
#endif

	PLAYBACK_EVENT( flags, m_pPlayer->edict(), m_usMP52 );
	
	m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 1;
	m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 1;
	m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 5;// idle pretty soon after shooting.

	if (!m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType])
		// HEV suit - indicate out of ammo condition
		m_pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0);
}
Exemplo n.º 4
0
void CTEST::PrimaryAttack()
{
// don''t fire underwater
if (m_pPlayer->pev->waterlevel == 3)
{
PlayEmptySound( );
m_flNextPrimaryAttack = gpGlobals->time + 0.15;
return;
}

if (m_iClip <= 0)
{
PlayEmptySound();
m_flNextPrimaryAttack = gpGlobals->time + 0.15;
return;
}

PLAYBACK_EVENT( 0, m_pPlayer->edict(), m_usTEST );

m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME;
m_pPlayer->m_iWeaponFlash = NORMAL_GUN_FLASH;

m_iClip--;

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

Vector vecSrc = m_pPlayer->GetGunPosition( );
Vector vecAiming = m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES );

if ( g_pGameRules->IsDeathmatch() )
{
// optimized multiplayer. Widened to make it easier to hit a moving player
m_pPlayer->FireBullets( 1, vecSrc, vecAiming, VECTOR_CONE_6DEGREES, 8192, BULLET_PLAYER_MP5, 2 );
}
else
{
m_pPlayer->FireBullets( 1, vecSrc, vecAiming, VECTOR_CONE_3DEGREES, 8192, BULLET_PLAYER_MP5, 2 );
}

m_flNextPrimaryAttack = m_flNextPrimaryAttack + 0.1;
if (m_flNextPrimaryAttack < gpGlobals->time)
m_flNextPrimaryAttack = gpGlobals->time + 0.1;

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

UpdateSpot( );
}
Exemplo n.º 5
0
void CFSniper::PrimaryAttack()
{
	// don't fire underwater
	if (m_pPlayer->pev->waterlevel == 3)
	{
		PlayEmptySound( );
		m_flNextPrimaryAttack = gpGlobals->time + 0.15;
		return;
	}

	if (m_iClip <= 0)
	{
		PlayEmptySound();
		m_flNextPrimaryAttack = gpGlobals->time + 0.15;
		return;
	}
	
	PLAYBACK_EVENT( 0, m_pPlayer->edict(), m_usFSniper );
	//avec un délai pour l ejection de la cartouche
	PLAYBACK_EVENT_FULL ( 0, m_pPlayer->edict(), m_usFSniper, 27 / 25.0, (float *)&g_vecZero, (float *)&g_vecZero, 0, 0, 0, 0, 1, 0 );


	m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME;
	m_pPlayer->Gunflash ();

	m_iClip--;

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

	Vector vecSrc	 = m_pPlayer->GetGunPosition( );
	Vector vecAiming = m_pPlayer->GetAutoaimVector( AUTOAIM_8DEGREES );
	
	m_pPlayer->FireBullets( 1, vecSrc, vecAiming, Vector ( 0, 0, 0 )/*VECTOR_CONE_1DEGREES*/, 8192, BULLET_PLAYER_SNIPER, 1 );

	
	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 = gpGlobals->time + 52 / 25.0;
	
	
	m_flTimeWeaponIdle = gpGlobals->time + RANDOM_FLOAT ( 10, 15 );

}
Exemplo n.º 6
0
void CRpg::PrimaryAttack()
{
	if ( m_iClip )
	{
		m_pPlayer->m_iWeaponVolume = LOUD_GUN_VOLUME;
		m_pPlayer->m_iWeaponFlash = BRIGHT_GUN_FLASH;

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

		UTIL_MakeVectors( m_pPlayer->pev->v_angle );
		Vector vecSrc = m_pPlayer->GetGunPosition( ) + gpGlobals->v_forward * 16 + gpGlobals->v_right * 8 + gpGlobals->v_up * -8;
		
		CRpgRocket *pRocket = CRpgRocket::CreateRpgRocket( vecSrc, m_pPlayer->pev->v_angle, m_pPlayer, this );

		UTIL_MakeVectors( m_pPlayer->pev->v_angle );// RpgRocket::Create stomps on globals, so remake.
		pRocket->pev->velocity = pRocket->pev->velocity + gpGlobals->v_forward * DotProduct( m_pPlayer->pev->velocity, gpGlobals->v_forward );
#endif

		// firing RPG no longer turns on the designator. ALT fire is a toggle switch for the LTD.
		// Ken signed up for this as a global change (sjb)

		int flags;
#if defined( CLIENT_WEAPONS )
	flags = FEV_NOTHOST;
#else
	flags = 0;
#endif

		PLAYBACK_EVENT( flags, m_pPlayer->edict(), m_usRpg );

		// Fograin92
		EMIT_SOUND(ENT(pev), CHAN_WEAPON, "weapons/rocketfire1.wav", 0.80, ATTN_NORM);

		m_iClip--; 
				
		m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 1.5;
		m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.5;
	}
	else
	{
		PlayEmptySound( );
		m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.2;
	}
	UpdateSpot( );
}
Exemplo n.º 7
0
void CM16::PrimaryAttack()
{
	// don't fire underwater
	if (m_pPlayer->pev->waterlevel == 3)
	{
		PlayEmptySound( );
		m_flNextPrimaryAttack = gpGlobals->time + 0.15;
		return;
	}

	if (m_iClip <= 0)
	{
		PlayEmptySound();
		m_flNextPrimaryAttack = gpGlobals->time + 0.15;
		return;
	}
	
	PLAYBACK_EVENT( 0, m_pPlayer->edict(), m_usM16 );

	m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME;
	m_pPlayer->Gunflash ();

	m_iClip--;

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

	Vector vecSrc	 = m_pPlayer->GetGunPosition( );
	Vector vecAiming = m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES );
	
	// single player spread
	m_pPlayer->FireBullets( 1, vecSrc, vecAiming, VECTOR_CONE_4DEGREES, 8192, BULLET_PLAYER_M16, 2 );

	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 = m_flNextPrimaryAttack + 0.1;
	if (m_flNextPrimaryAttack < gpGlobals->time)
		m_flNextPrimaryAttack = gpGlobals->time + 0.1;
	
	
	m_flTimeWeaponIdle = gpGlobals->time + RANDOM_FLOAT ( 10, 15 );

}