/* * The original Half-Life version of the Hornet Gun * Modified for the Crack-Life Sven Co-op conversion * * Original Crack-Life mod by: Siemka321 * Sven Co-op Re-conversion: Rafael "R4to0" Alves */ // Hornet projectile #include "proj_hornet" namespace CLHORNETGUN { enum hgun_e { HGUN_IDLE1 = 0, HGUN_FIDGETSWAY, HGUN_FIDGETSHAKE, HGUN_DOWN, HGUN_UP, HGUN_SHOOT }; // Models const string g_PeeMdl = g_bCrackLifeMode ? "models/cracklife/p_hgun.mdl" : "models/clcampaign/p_hgun.mdl"; const string g_VeeMdl = g_bCrackLifeMode ? "models/cracklife/v_hgun.mdl" : "models/clcampaign/v_hgun.mdl"; const string g_WeeMdl = g_bCrackLifeMode ? "models/cracklife/w_hgun.mdl" : "models/clcampaign/w_hgun.mdl"; // Sounds const string g_Fire1Snd = "cracklife/agrunt/ag_fire1.wav"; const string g_Fire2Snd = "cracklife/agrunt/ag_fire1.wav"; //ag_fire2.wav const string g_Fire3Snd = "cracklife/agrunt/ag_fire1.wav"; //ag_fire3.wav // Weapon Info const uint g_DefGivePri = 8; const uint g_MaxAmmoPri = 8; const uint g_Weight = 10; const string g_WeaponName = "weapon_clhornetgun"; // Weapon HUD uint g_Slot = 3; uint g_Position = 4; // Fire rate delay const float g_FRDelay = g_bCrackLifeMode ? 0.25f : 0.1f; const float g_RLDelay = g_bCrackLifeMode ? 0.5f : 0.15f; class weapon_clhornetgun : ScriptBasePlayerWeaponEntity { int m_iFirePhase; float m_flRechargeTime; float m_flTimeWeaponIdle; private CBasePlayer@ m_pPlayer { get const { return cast( self.m_hPlayer.GetEntity() ); } set { self.m_hPlayer = EHandle( @value ); } } bool IsUseable() { return true; } void Spawn() { Precache(); g_EntityFuncs.SetModel( self, g_WeeMdl ); self.m_iDefaultAmmo = g_DefGivePri; m_iFirePhase = 0; self.FallInit(); } void Precache() { // Models self.PrecacheCustomModels(); g_Game.PrecacheModel( g_VeeMdl ); g_Game.PrecacheModel( g_WeeMdl ); g_Game.PrecacheModel( g_PeeMdl ); // Sounds g_SoundSystem.PrecacheSound( g_Fire1Snd ); g_SoundSystem.PrecacheSound( g_Fire2Snd ); g_SoundSystem.PrecacheSound( g_Fire3Snd ); // Precache hornet projectile g_Game.PrecacheOther( "clhornet" ); } bool AddToPlayer( CBasePlayer@ pPlayer ) { if( BaseClass.AddToPlayer( pPlayer ) == true ) { @m_pPlayer = pPlayer; NetworkMessage clhornetgun( MSG_ONE, NetworkMessages::WeapPickup, pPlayer.edict() ); clhornetgun.WriteLong( g_ItemRegistry.GetIdForName( self.pev.classname ) ); clhornetgun.End(); return true; } return false; } bool GetItemInfo( ItemInfo& out info ) { info.iMaxAmmo1 = g_MaxAmmoPri; info.iMaxAmmo2 = -1; info.iMaxClip = -1; info.iSlot = g_Slot; info.iPosition = g_Position; info.iFlags = ITEM_FLAG_SELECTONEMPTY; // select even if is empty info.iId = g_ItemRegistry.GetIdForName( self.pev.classname ); info.iWeight = g_Weight; return true; } bool Deploy() { return self.DefaultDeploy( g_VeeMdl, g_PeeMdl, HGUN_UP, "hive" ); } void Holster( int skipLocal = 0 ) { //m_pPlayer.m_flNextAttack = g_Engine.time + g_RLDelay; // 0.5 SetThink( null ); BaseClass.Holster( skipLocal ); self.SendWeaponAnim( HGUN_DOWN ); // !!!HACKHACK - can't select hornetgun if it's empty! no way to get ammo for it, either. //if ( m_pPlayer.m_rgAmmo( self.m_iPrimaryAmmoType ) <= 0 ) // m_pPlayer.m_rgAmmo( self.m_iPrimaryAmmoType, m_pPlayer.m_rgAmmo( self.m_iPrimaryAmmoType ) - 1 ); } void PrimaryAttack() { self.Reload(); if( m_pPlayer.m_rgAmmo( self.m_iPrimaryAmmoType ) <= 0 ) return; //Math.MakeAngles( m_pPlayer.pev.v_angle ); // Shoot the hornet CBaseEntity@ pHornet = g_EntityFuncs.Create( "clhornet", m_pPlayer.GetGunPosition() + g_Engine.v_forward * 16 + g_Engine.v_right * 8 + g_Engine.v_up * -12, m_pPlayer.pev.v_angle, false, m_pPlayer.edict() ); pHornet.pev.velocity = g_Engine.v_forward * 300; m_flRechargeTime = g_Engine.time + g_RLDelay; // 0.5 m_pPlayer.m_rgAmmo( self.m_iPrimaryAmmoType, m_pPlayer.m_rgAmmo( self.m_iPrimaryAmmoType ) - 1 ); m_pPlayer.m_iWeaponVolume = QUIET_GUN_VOLUME; m_pPlayer.m_iWeaponFlash = DIM_GUN_FLASH; // Fire sound switch ( Math.RandomLong ( 0 , 2 ) ) { case 0: g_SoundSystem.EmitSoundDyn( m_pPlayer.edict(), CHAN_WEAPON, g_Fire1Snd, 1.0, ATTN_NORM, 0, 98 + Math.RandomLong( 0, 3 ) ); break; case 1: g_SoundSystem.EmitSoundDyn( m_pPlayer.edict(), CHAN_WEAPON, g_Fire2Snd, 1.0, ATTN_NORM, 0, 98 + Math.RandomLong( 0, 3 ) ); break; case 2: g_SoundSystem.EmitSoundDyn( m_pPlayer.edict(), CHAN_WEAPON, g_Fire3Snd, 1.0, ATTN_NORM, 0, 98 + Math.RandomLong( 0, 3 ) ); break; } // player "shoot" animation m_pPlayer.SetAnimation( PLAYER_ATTACK1 ); self.m_flNextPrimaryAttack = g_Engine.time + g_FRDelay; // 0.25 self.m_flTimeWeaponIdle = g_Engine.time + g_PlayerFuncs.SharedRandomFloat( m_pPlayer.random_seed, 10, 15 ); } void SecondaryAttack() { self.Reload(); if( m_pPlayer.m_rgAmmo( self.m_iPrimaryAmmoType ) <= 0 ) return; //Wouldn't be a bad idea to completely predict these, since they fly so fast... //CBaseEntity@ pHornet; Vector vecSrc; //Math.MakeAngles( m_pPlayer.pev.v_angle ); vecSrc = m_pPlayer.GetGunPosition() + g_Engine.v_forward * 16 + g_Engine.v_right * 8 + g_Engine.v_up * -12; m_iFirePhase++; switch ( m_iFirePhase ) { case 1: vecSrc = vecSrc + g_Engine.v_up * 8; break; case 2: vecSrc = vecSrc + g_Engine.v_up * 8; vecSrc = vecSrc + g_Engine.v_right * 8; break; case 3: vecSrc = vecSrc + g_Engine.v_right * 8; break; case 4: vecSrc = vecSrc + g_Engine.v_up * -8; vecSrc = vecSrc + g_Engine.v_right * 8; break; case 5: vecSrc = vecSrc + g_Engine.v_up * -8; break; case 6: vecSrc = vecSrc + g_Engine.v_up * -8; vecSrc = vecSrc + g_Engine.v_right * -8; break; case 7: vecSrc = vecSrc + g_Engine.v_right * -8; break; case 8: vecSrc = vecSrc + g_Engine.v_up * 8; vecSrc = vecSrc + g_Engine.v_right * -8; m_iFirePhase = 0; break; } CBaseEntity@ cbeclhornet = g_EntityFuncs.Create( "clhornet", vecSrc, m_pPlayer.pev.v_angle, false, m_pPlayer.edict() ); CLHORNET::clhornet@ pHornet = cast( CastToScriptClass( cbeclhornet ) ); g_EntityFuncs.DispatchSpawn( pHornet.self.edict() ); pHornet.pev.velocity = g_Engine.v_forward * 1200; pHornet.pev.angles = Math.VecToAngles( pHornet.pev.velocity ); pHornet.SetThink( ThinkFunction( pHornet.StartDart ) ); m_flRechargeTime = g_Engine.time + g_RLDelay; // 0.5 m_pPlayer.m_rgAmmo( self.m_iPrimaryAmmoType, m_pPlayer.m_rgAmmo( self.m_iPrimaryAmmoType ) - 1 ); m_pPlayer.m_iWeaponVolume = NORMAL_GUN_VOLUME; m_pPlayer.m_iWeaponFlash = DIM_GUN_FLASH; // Fire sound switch ( Math.RandomLong ( 0 , 2 ) ) { case 0: g_SoundSystem.EmitSoundDyn( m_pPlayer.edict(), CHAN_WEAPON, g_Fire1Snd, 1.0, ATTN_NORM, 0, 98 + Math.RandomLong( 0, 3 ) ); break; case 1: g_SoundSystem.EmitSoundDyn( m_pPlayer.edict(), CHAN_WEAPON, g_Fire2Snd, 1.0, ATTN_NORM, 0, 98 + Math.RandomLong( 0, 3 ) ); break; case 2: g_SoundSystem.EmitSoundDyn( m_pPlayer.edict(), CHAN_WEAPON, g_Fire3Snd, 1.0, ATTN_NORM, 0, 98 + Math.RandomLong( 0, 3 ) ); break; } // player "shoot" animation m_pPlayer.SetAnimation( PLAYER_ATTACK1 ); self.m_flNextPrimaryAttack = self.m_flNextSecondaryAttack = g_Engine.time + 0.1; self.m_flTimeWeaponIdle = g_Engine.time + g_PlayerFuncs.SharedRandomFloat( m_pPlayer.random_seed, 10, 15 ); } void Reload() { if( m_pPlayer.m_rgAmmo( self.m_iPrimaryAmmoType )>= g_MaxAmmoPri ) return; while( m_pPlayer.m_rgAmmo( self.m_iPrimaryAmmoType ) < g_MaxAmmoPri && m_flRechargeTime < g_Engine.time ) { m_pPlayer.m_rgAmmo( self.m_iPrimaryAmmoType, m_pPlayer.m_rgAmmo( self.m_iPrimaryAmmoType ) + 1 ); m_flRechargeTime += 0.5; } } void WeaponIdle() { self.Reload(); if( m_flTimeWeaponIdle > g_Engine.time ) return; int iAnim; float flRand = g_PlayerFuncs.SharedRandomFloat( m_pPlayer.random_seed, 0, 1 ); if (flRand <= 0.75) { iAnim = HGUN_IDLE1; m_flTimeWeaponIdle = g_Engine.time + 30.0 / 16 * (2); } else if (flRand <= 0.875) { iAnim = HGUN_FIDGETSWAY; m_flTimeWeaponIdle = g_Engine.time + 40.0 / 16.0; } else { iAnim = HGUN_FIDGETSHAKE; m_flTimeWeaponIdle = g_Engine.time + 35.0 / 16.0; } self.SendWeaponAnim( iAnim ); } } void Register() { CLHORNET::Register(); g_CustomEntityFuncs.RegisterCustomEntity( "CLHORNETGUN::weapon_clhornetgun", g_WeaponName ); g_ItemRegistry.RegisterWeapon( g_WeaponName, "cracklife", "Hornet" ); } } // End of namespace