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CR LF to LF.
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nekonomicon committed Dec 28, 2023
1 parent 356cfb3 commit 112892a
Showing 1 changed file with 113 additions and 113 deletions.
226 changes: 113 additions & 113 deletions dlls/clcampaign/needle.cpp
Original file line number Diff line number Diff line change
@@ -1,113 +1,113 @@
/***
*
* Copyright (c) 1996-2002, 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 "monsters.h"
#include "weapons.h"
#include "nodes.h"
#include "player.h"
#include "gamerules.h"

#define NEEDLE_BODYHIT_VOLUME 128
#define NEEDLE_WALLHIT_VOLUME 512

class CNeedle : public CBasePlayerWeapon
{
public:
void Spawn( void );
void Precache( void );
int iItemSlot( void ) { return 1; }
int GetItemInfo(ItemInfo *p);

void PrimaryAttack( void );
BOOL Deploy( void );
void Holster( int skiplocal = 0 );

virtual BOOL UseDecrement( void )
{
#if defined( CLIENT_WEAPONS )
return TRUE;
#else
return FALSE;
#endif
}
private:
};


LINK_ENTITY_TO_CLASS( weapon_needle, CNeedle )

enum needle_e
{
NEEDLE_IDLE1,
NEEDLE_GIVESHOT,
NEEDLE_DRAW
};


void CNeedle::Spawn( )
{
Precache();
m_iId = WEAPON_NEEDLE;
SET_MODEL( ENT( pev ), "models/w_needle.mdl" );
m_iClip = -1;

FallInit();// get ready to fall down.
}

void CNeedle::Precache( void )
{
PRECACHE_MODEL( "models/v_needle.mdl" );
PRECACHE_MODEL( "models/w_needle.mdl" );
PRECACHE_MODEL( "models/p_needle.mdl" );
PRECACHE_SOUND( "weapons/needleshot.wav" );
}

int CNeedle::GetItemInfo( ItemInfo *p )
{
p->pszName = STRING( pev->classname );
p->pszAmmo1 = NULL;
p->iMaxAmmo1 = -1;
p->pszAmmo2 = NULL;
p->iMaxAmmo2 = -1;
p->iMaxClip = WEAPON_NOCLIP;
p->iSlot = 0;
p->iPosition = 1;
p->iId = WEAPON_NEEDLE;
p->iWeight = CROWBAR_WEIGHT;
return 1;
}

BOOL CNeedle::Deploy()
{
return DefaultDeploy( "models/v_needle.mdl", "models/p_needle.mdl", NEEDLE_DRAW, "needle" );
}

void CNeedle::Holster( int skiplocal /* = 0 */ )
{
m_pPlayer->m_flNextAttack = gpGlobals->time + 1;
SendWeaponAnim( NEEDLE_IDLE1 );
}

void CNeedle::PrimaryAttack()
{
SendWeaponAnim( NEEDLE_GIVESHOT );
EMIT_SOUND( ENT( pev ), CHAN_ITEM, "weapons/needleshot.wav", 1, ATTN_NORM );

m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 8;
}

/***
*
* Copyright (c) 1996-2002, 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 "monsters.h"
#include "weapons.h"
#include "nodes.h"
#include "player.h"
#include "gamerules.h"

#define NEEDLE_BODYHIT_VOLUME 128
#define NEEDLE_WALLHIT_VOLUME 512

class CNeedle : public CBasePlayerWeapon
{
public:
void Spawn( void );
void Precache( void );
int iItemSlot( void ) { return 1; }
int GetItemInfo(ItemInfo *p);

void PrimaryAttack( void );
BOOL Deploy( void );
void Holster( int skiplocal = 0 );

virtual BOOL UseDecrement( void )
{
#if defined( CLIENT_WEAPONS )
return TRUE;
#else
return FALSE;
#endif
}
private:
};


LINK_ENTITY_TO_CLASS( weapon_needle, CNeedle )

enum needle_e
{
NEEDLE_IDLE1,
NEEDLE_GIVESHOT,
NEEDLE_DRAW
};


void CNeedle::Spawn( )
{
Precache();
m_iId = WEAPON_NEEDLE;
SET_MODEL( ENT( pev ), "models/w_needle.mdl" );
m_iClip = -1;

FallInit();// get ready to fall down.
}

void CNeedle::Precache( void )
{
PRECACHE_MODEL( "models/v_needle.mdl" );
PRECACHE_MODEL( "models/w_needle.mdl" );
PRECACHE_MODEL( "models/p_needle.mdl" );
PRECACHE_SOUND( "weapons/needleshot.wav" );
}

int CNeedle::GetItemInfo( ItemInfo *p )
{
p->pszName = STRING( pev->classname );
p->pszAmmo1 = NULL;
p->iMaxAmmo1 = -1;
p->pszAmmo2 = NULL;
p->iMaxAmmo2 = -1;
p->iMaxClip = WEAPON_NOCLIP;
p->iSlot = 0;
p->iPosition = 1;
p->iId = WEAPON_NEEDLE;
p->iWeight = CROWBAR_WEIGHT;
return 1;
}

BOOL CNeedle::Deploy()
{
return DefaultDeploy( "models/v_needle.mdl", "models/p_needle.mdl", NEEDLE_DRAW, "needle" );
}

void CNeedle::Holster( int skiplocal /* = 0 */ )
{
m_pPlayer->m_flNextAttack = gpGlobals->time + 1;
SendWeaponAnim( NEEDLE_IDLE1 );
}

void CNeedle::PrimaryAttack()
{
SendWeaponAnim( NEEDLE_GIVESHOT );
EMIT_SOUND( ENT( pev ), CHAN_ITEM, "weapons/needleshot.wav", 1, ATTN_NORM );

m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 8;
}

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