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/*** | ||
* | ||
* 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. | ||
* | ||
****/ | ||
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||
#include "extdll.h" | ||
#include "util.h" | ||
#include "cbase.h" | ||
#include "monsters.h" | ||
#include "weapons.h" | ||
#include "nodes.h" | ||
#include "player.h" | ||
#include "gamerules.h" | ||
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||
#define NEEDLE_BODYHIT_VOLUME 128 | ||
#define NEEDLE_WALLHIT_VOLUME 512 | ||
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class CNeedle : public CBasePlayerWeapon | ||
{ | ||
public: | ||
void Spawn( void ); | ||
void Precache( void ); | ||
int iItemSlot( void ) { return 1; } | ||
int GetItemInfo(ItemInfo *p); | ||
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void PrimaryAttack( void ); | ||
BOOL Deploy( void ); | ||
void Holster( int skiplocal = 0 ); | ||
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virtual BOOL UseDecrement( void ) | ||
{ | ||
#if defined( CLIENT_WEAPONS ) | ||
return TRUE; | ||
#else | ||
return FALSE; | ||
#endif | ||
} | ||
private: | ||
}; | ||
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||
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LINK_ENTITY_TO_CLASS( weapon_needle, CNeedle ) | ||
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enum needle_e | ||
{ | ||
NEEDLE_IDLE1, | ||
NEEDLE_GIVESHOT, | ||
NEEDLE_DRAW | ||
}; | ||
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||
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void CNeedle::Spawn( ) | ||
{ | ||
Precache(); | ||
m_iId = WEAPON_NEEDLE; | ||
SET_MODEL( ENT( pev ), "models/w_needle.mdl" ); | ||
m_iClip = -1; | ||
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FallInit();// get ready to fall down. | ||
} | ||
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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" ); | ||
} | ||
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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; | ||
} | ||
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BOOL CNeedle::Deploy() | ||
{ | ||
return DefaultDeploy( "models/v_needle.mdl", "models/p_needle.mdl", NEEDLE_DRAW, "needle" ); | ||
} | ||
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void CNeedle::Holster( int skiplocal /* = 0 */ ) | ||
{ | ||
m_pPlayer->m_flNextAttack = gpGlobals->time + 1; | ||
SendWeaponAnim( NEEDLE_IDLE1 ); | ||
} | ||
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void CNeedle::PrimaryAttack() | ||
{ | ||
SendWeaponAnim( NEEDLE_GIVESHOT ); | ||
EMIT_SOUND( ENT( pev ), CHAN_ITEM, "weapons/needleshot.wav", 1, ATTN_NORM ); | ||
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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 ); | ||
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||
virtual BOOL UseDecrement( void ) | ||
{ | ||
#if defined( CLIENT_WEAPONS ) | ||
return TRUE; | ||
#else | ||
return FALSE; | ||
#endif | ||
} | ||
private: | ||
}; | ||
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||
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LINK_ENTITY_TO_CLASS( weapon_needle, CNeedle ) | ||
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||
enum needle_e | ||
{ | ||
NEEDLE_IDLE1, | ||
NEEDLE_GIVESHOT, | ||
NEEDLE_DRAW | ||
}; | ||
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||
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||
void CNeedle::Spawn( ) | ||
{ | ||
Precache(); | ||
m_iId = WEAPON_NEEDLE; | ||
SET_MODEL( ENT( pev ), "models/w_needle.mdl" ); | ||
m_iClip = -1; | ||
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FallInit();// get ready to fall down. | ||
} | ||
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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" ); | ||
} | ||
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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; | ||
} | ||
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BOOL CNeedle::Deploy() | ||
{ | ||
return DefaultDeploy( "models/v_needle.mdl", "models/p_needle.mdl", NEEDLE_DRAW, "needle" ); | ||
} | ||
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void CNeedle::Holster( int skiplocal /* = 0 */ ) | ||
{ | ||
m_pPlayer->m_flNextAttack = gpGlobals->time + 1; | ||
SendWeaponAnim( NEEDLE_IDLE1 ); | ||
} | ||
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void CNeedle::PrimaryAttack() | ||
{ | ||
SendWeaponAnim( NEEDLE_GIVESHOT ); | ||
EMIT_SOUND( ENT( pev ), CHAN_ITEM, "weapons/needleshot.wav", 1, ATTN_NORM ); | ||
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 8; | ||
} | ||
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