549 lines
12 KiB
C++
549 lines
12 KiB
C++
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/***
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*
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* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* Use, distribution, and modification of this source code and/or resulting
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* object code is restricted to non-commercial enhancements to products from
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* Valve LLC. All other use, distribution, or modification is prohibited
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* without written permission from Valve LLC.
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*
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****/
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#if !defined( OEM_BUILD ) && !defined( HLDEMO_BUILD )
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#include "extdll.h"
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#include "util.h"
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#include "cbase.h"
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#include "monsters.h"
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#include "weapons.h"
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#include "nodes.h"
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#include "player.h"
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#include "gamerules.h"
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#ifndef CLIENT_DLL
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#define BOLT_AIR_VELOCITY 2000
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#define BOLT_WATER_VELOCITY 1000
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// UNDONE: Save/restore this? Don't forget to set classname and LINK_ENTITY_TO_CLASS()
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//
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// OVERLOADS SOME ENTVARS:
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//
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// speed - the ideal magnitude of my velocity
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class CCrossbowBolt : public CBaseEntity
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{
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void Spawn( void );
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void Precache( void );
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int Classify ( void );
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void EXPORT BubbleThink( void );
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void EXPORT BoltTouch( CBaseEntity *pOther );
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void EXPORT ExplodeThink( void );
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int m_iTrail;
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public:
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static CCrossbowBolt *BoltCreate( void );
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};
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LINK_ENTITY_TO_CLASS( crossbow_bolt, CCrossbowBolt );
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CCrossbowBolt *CCrossbowBolt::BoltCreate( void )
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{
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// Create a new entity with CCrossbowBolt private data
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CCrossbowBolt *pBolt = GetClassPtr( (CCrossbowBolt *)NULL );
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pBolt->pev->classname = MAKE_STRING("bolt");
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pBolt->Spawn();
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return pBolt;
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}
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void CCrossbowBolt::Spawn( )
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{
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Precache( );
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pev->movetype = MOVETYPE_FLY;
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pev->solid = SOLID_BBOX;
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pev->gravity = 0.5;
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SET_MODEL(ENT(pev), "models/crossbow_bolt.mdl");
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UTIL_SetOrigin( pev, pev->origin );
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UTIL_SetSize(pev, Vector(0, 0, 0), Vector(0, 0, 0));
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SetTouch( &CCrossbowBolt::BoltTouch );
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SetThink( &CCrossbowBolt::BubbleThink );
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pev->nextthink = gpGlobals->time + 0.2;
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}
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void CCrossbowBolt::Precache( )
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{
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PRECACHE_MODEL ("models/crossbow_bolt.mdl");
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PRECACHE_SOUND("weapons/xbow_hitbod1.wav");
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PRECACHE_SOUND("weapons/xbow_hitbod2.wav");
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PRECACHE_SOUND("weapons/xbow_fly1.wav");
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PRECACHE_SOUND("weapons/xbow_hit1.wav");
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PRECACHE_SOUND("fvox/beep.wav");
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m_iTrail = PRECACHE_MODEL("sprites/streak.spr");
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}
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int CCrossbowBolt :: Classify ( void )
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{
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return CLASS_NONE;
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}
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void CCrossbowBolt::BoltTouch( CBaseEntity *pOther )
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{
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SetTouch( NULL );
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SetThink( NULL );
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if (pOther->pev->takedamage)
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{
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TraceResult tr = UTIL_GetGlobalTrace( );
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entvars_t *pevOwner;
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pevOwner = VARS( pev->owner );
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// UNDONE: this needs to call TraceAttack instead
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ClearMultiDamage( );
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if ( pOther->IsPlayer() )
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{
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pOther->TraceAttack(pevOwner, gSkillData.plrDmgCrossbowClient, pev->velocity.Normalize(), &tr, DMG_NEVERGIB );
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}
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else
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{
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pOther->TraceAttack(pevOwner, gSkillData.plrDmgCrossbowMonster, pev->velocity.Normalize(), &tr, DMG_BULLET | DMG_NEVERGIB );
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}
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ApplyMultiDamage( pev, pevOwner );
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pev->velocity = Vector( 0, 0, 0 );
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// play body "thwack" sound
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switch( RANDOM_LONG(0,1) )
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{
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case 0:
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EMIT_SOUND(ENT(pev), CHAN_BODY, "weapons/xbow_hitbod1.wav", 1, ATTN_NORM); break;
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case 1:
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EMIT_SOUND(ENT(pev), CHAN_BODY, "weapons/xbow_hitbod2.wav", 1, ATTN_NORM); break;
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}
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if ( !g_pGameRules->IsMultiplayer() )
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{
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Killed( pev, GIB_NEVER );
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}
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}
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else
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{
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EMIT_SOUND_DYN(ENT(pev), CHAN_BODY, "weapons/xbow_hit1.wav", RANDOM_FLOAT(0.95, 1.0), ATTN_NORM, 0, 98 + RANDOM_LONG(0,7));
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SetThink( &CBaseEntity::SUB_Remove );
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pev->nextthink = gpGlobals->time;// this will get changed below if the bolt is allowed to stick in what it hit.
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if ( FClassnameIs( pOther->pev, "worldspawn" ) )
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{
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// if what we hit is static architecture, can stay around for a while.
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Vector vecDir = pev->velocity.Normalize( );
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UTIL_SetOrigin( pev, pev->origin - vecDir * 12 );
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pev->angles = UTIL_VecToAngles( vecDir );
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pev->solid = SOLID_NOT;
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pev->movetype = MOVETYPE_FLY;
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pev->velocity = Vector( 0, 0, 0 );
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pev->avelocity.z = 0;
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pev->angles.z = RANDOM_LONG(0,360);
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pev->nextthink = gpGlobals->time + 10.0;
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}
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if (UTIL_PointContents(pev->origin) != CONTENTS_WATER)
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{
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UTIL_Sparks( pev->origin );
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}
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}
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if ( g_pGameRules->IsMultiplayer() )
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{
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SetThink( &CCrossbowBolt::ExplodeThink );
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pev->nextthink = gpGlobals->time + 0.1;
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}
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}
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void CCrossbowBolt::BubbleThink( void )
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{
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pev->nextthink = gpGlobals->time + 0.1;
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if (pev->waterlevel == 0)
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return;
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UTIL_BubbleTrail( pev->origin - pev->velocity * 0.1, pev->origin, 1 );
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}
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void CCrossbowBolt::ExplodeThink( void )
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{
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int iContents = UTIL_PointContents ( pev->origin );
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int iScale;
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pev->dmg = 40;
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iScale = 10;
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MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, pev->origin );
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WRITE_BYTE( TE_EXPLOSION);
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WRITE_COORD( pev->origin.x );
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WRITE_COORD( pev->origin.y );
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WRITE_COORD( pev->origin.z );
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if (iContents != CONTENTS_WATER)
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{
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WRITE_SHORT( g_sModelIndexFireball );
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}
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else
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{
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WRITE_SHORT( g_sModelIndexWExplosion );
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}
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WRITE_BYTE( iScale ); // scale * 10
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WRITE_BYTE( 15 ); // framerate
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WRITE_BYTE( TE_EXPLFLAG_NONE );
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MESSAGE_END();
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entvars_t *pevOwner;
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if ( pev->owner )
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pevOwner = VARS( pev->owner );
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else
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pevOwner = NULL;
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pev->owner = NULL; // can't traceline attack owner if this is set
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::RadiusDamage( pev->origin, pev, pevOwner, pev->dmg, 128, CLASS_NONE, DMG_BLAST | DMG_ALWAYSGIB );
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UTIL_Remove(this);
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}
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#endif
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enum crossbow_e {
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CROSSBOW_IDLE1 = 0, // full
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CROSSBOW_IDLE2, // empty
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CROSSBOW_FIDGET1, // full
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CROSSBOW_FIDGET2, // empty
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CROSSBOW_FIRE1, // full
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CROSSBOW_FIRE2, // reload
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CROSSBOW_FIRE3, // empty
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CROSSBOW_RELOAD, // from empty
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CROSSBOW_DRAW1, // full
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CROSSBOW_DRAW2, // empty
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CROSSBOW_HOLSTER1, // full
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CROSSBOW_HOLSTER2, // empty
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};
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LINK_ENTITY_TO_CLASS( weapon_crossbow, CCrossbow );
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void CCrossbow::Spawn( )
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{
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Precache( );
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m_iId = WEAPON_CROSSBOW;
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SET_MODEL(ENT(pev), "models/w_crossbow.mdl");
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m_iDefaultAmmo = CROSSBOW_DEFAULT_GIVE;
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FallInit();// get ready to fall down.
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}
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int CCrossbow::AddToPlayer( CBasePlayer *pPlayer )
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{
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if ( CBasePlayerWeapon::AddToPlayer( pPlayer ) )
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{
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MESSAGE_BEGIN( MSG_ONE, gmsgWeapPickup, NULL, pPlayer->pev );
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WRITE_BYTE( m_iId );
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MESSAGE_END();
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return TRUE;
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}
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return FALSE;
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}
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void CCrossbow::Precache( void )
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{
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PRECACHE_MODEL("models/w_crossbow.mdl");
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PRECACHE_MODEL("models/v_crossbow.mdl");
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PRECACHE_MODEL("models/p_crossbow.mdl");
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PRECACHE_SOUND("weapons/xbow_fire1.wav");
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PRECACHE_SOUND("weapons/xbow_reload1.wav");
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UTIL_PrecacheOther( "crossbow_bolt" );
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m_usCrossbow = PRECACHE_EVENT( 1, "events/crossbow1.sc" );
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m_usCrossbow2 = PRECACHE_EVENT( 1, "events/crossbow2.sc" );
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}
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int CCrossbow::GetItemInfo(ItemInfo *p)
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{
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p->pszName = STRING(pev->classname);
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p->pszAmmo1 = "bolts";
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p->iMaxAmmo1 = BOLT_MAX_CARRY;
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p->pszAmmo2 = NULL;
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p->iMaxAmmo2 = -1;
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p->iMaxClip = CROSSBOW_MAX_CLIP;
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p->iSlot = 2;
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p->iPosition = 2;
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p->iId = WEAPON_CROSSBOW;
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p->iFlags = 0;
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p->iWeight = CROSSBOW_WEIGHT;
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return 1;
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}
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BOOL CCrossbow::Deploy( )
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{
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if (m_iClip)
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return DefaultDeploy( "models/v_crossbow.mdl", "models/p_crossbow.mdl", CROSSBOW_DRAW1, "bow" );
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return DefaultDeploy( "models/v_crossbow.mdl", "models/p_crossbow.mdl", CROSSBOW_DRAW2, "bow" );
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}
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void CCrossbow::Holster( int skiplocal /* = 0 */ )
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{
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m_fInReload = FALSE;// cancel any reload in progress.
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if ( m_fInZoom )
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{
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SecondaryAttack( );
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}
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5;
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if (m_iClip)
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SendWeaponAnim( CROSSBOW_HOLSTER1 );
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else
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SendWeaponAnim( CROSSBOW_HOLSTER2 );
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}
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void CCrossbow::PrimaryAttack( void )
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{
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#ifdef CLIENT_DLL
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if ( m_fInZoom && bIsMultiplayer() )
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#else
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if ( m_fInZoom && g_pGameRules->IsMultiplayer() )
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#endif
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{
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FireSniperBolt();
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return;
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}
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FireBolt();
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}
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// this function only gets called in multiplayer
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void CCrossbow::FireSniperBolt()
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{
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.75;
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if (m_iClip == 0)
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{
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PlayEmptySound( );
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return;
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}
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TraceResult tr;
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m_pPlayer->m_iWeaponVolume = QUIET_GUN_VOLUME;
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m_iClip--;
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int flags;
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#if defined( CLIENT_WEAPONS )
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flags = FEV_NOTHOST;
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#else
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flags = 0;
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#endif
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PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usCrossbow2, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0, 0, m_iClip, m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType], 0, 0 );
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// player "shoot" animation
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m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
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Vector anglesAim = m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle;
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UTIL_MakeVectors( anglesAim );
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Vector vecSrc = m_pPlayer->GetGunPosition( ) - gpGlobals->v_up * 2;
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Vector vecDir = gpGlobals->v_forward;
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UTIL_TraceLine(vecSrc, vecSrc + vecDir * 8192, dont_ignore_monsters, m_pPlayer->edict(), &tr);
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#ifndef CLIENT_DLL
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if ( tr.pHit->v.takedamage )
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{
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ClearMultiDamage( );
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CBaseEntity::Instance(tr.pHit)->TraceAttack(m_pPlayer->pev, 120, vecDir, &tr, DMG_BULLET | DMG_NEVERGIB );
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ApplyMultiDamage( pev, m_pPlayer->pev );
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}
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#endif
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}
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void CCrossbow::FireBolt()
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{
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TraceResult tr;
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if (m_iClip == 0)
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{
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PlayEmptySound( );
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return;
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}
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m_pPlayer->m_iWeaponVolume = QUIET_GUN_VOLUME;
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m_iClip--;
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int flags;
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#if defined( CLIENT_WEAPONS )
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flags = FEV_NOTHOST;
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#else
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flags = 0;
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#endif
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PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usCrossbow, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0, 0, m_iClip, m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType], 0, 0 );
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// player "shoot" animation
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m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
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Vector anglesAim = m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle;
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UTIL_MakeVectors( anglesAim );
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anglesAim.x = -anglesAim.x;
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Vector vecSrc = m_pPlayer->GetGunPosition( ) - gpGlobals->v_up * 2;
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Vector vecDir = gpGlobals->v_forward;
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#ifndef CLIENT_DLL
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CCrossbowBolt *pBolt = CCrossbowBolt::BoltCreate();
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pBolt->pev->origin = vecSrc;
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pBolt->pev->angles = anglesAim;
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pBolt->pev->owner = m_pPlayer->edict();
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if (m_pPlayer->pev->waterlevel == 3)
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{
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pBolt->pev->velocity = vecDir * BOLT_WATER_VELOCITY;
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pBolt->pev->speed = BOLT_WATER_VELOCITY;
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}
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else
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{
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pBolt->pev->velocity = vecDir * BOLT_AIR_VELOCITY;
|
||
|
pBolt->pev->speed = BOLT_AIR_VELOCITY;
|
||
|
}
|
||
|
pBolt->pev->avelocity.z = 10;
|
||
|
#endif
|
||
|
|
||
|
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 = UTIL_WeaponTimeBase() + 0.75;
|
||
|
|
||
|
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.75;
|
||
|
|
||
|
if (m_iClip != 0)
|
||
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 5.0;
|
||
|
else
|
||
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.75;
|
||
|
}
|
||
|
|
||
|
|
||
|
void CCrossbow::SecondaryAttack()
|
||
|
{
|
||
|
if ( m_pPlayer->pev->fov != 0 )
|
||
|
{
|
||
|
m_pPlayer->pev->fov = m_pPlayer->m_iFOV = 0; // 0 means reset to default fov
|
||
|
m_fInZoom = 0;
|
||
|
}
|
||
|
else if ( m_pPlayer->pev->fov != 20 )
|
||
|
{
|
||
|
m_pPlayer->pev->fov = m_pPlayer->m_iFOV = 20;
|
||
|
m_fInZoom = 1;
|
||
|
}
|
||
|
|
||
|
pev->nextthink = UTIL_WeaponTimeBase() + 0.1;
|
||
|
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 1.0;
|
||
|
}
|
||
|
|
||
|
|
||
|
void CCrossbow::Reload( void )
|
||
|
{
|
||
|
if ( m_pPlayer->ammo_bolts <= 0 )
|
||
|
return;
|
||
|
|
||
|
if ( m_pPlayer->pev->fov != 0 )
|
||
|
{
|
||
|
SecondaryAttack();
|
||
|
}
|
||
|
|
||
|
if ( DefaultReload( 5, CROSSBOW_RELOAD, 4.5 ) )
|
||
|
{
|
||
|
EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/xbow_reload1.wav", RANDOM_FLOAT(0.95, 1.0), ATTN_NORM, 0, 93 + RANDOM_LONG(0,0xF));
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
void CCrossbow::WeaponIdle( void )
|
||
|
{
|
||
|
m_pPlayer->GetAutoaimVector( AUTOAIM_2DEGREES ); // get the autoaim vector but ignore it; used for autoaim crosshair in DM
|
||
|
|
||
|
ResetEmptySound( );
|
||
|
|
||
|
if ( m_flTimeWeaponIdle < UTIL_WeaponTimeBase() )
|
||
|
{
|
||
|
float flRand = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0, 1 );
|
||
|
if (flRand <= 0.75)
|
||
|
{
|
||
|
if (m_iClip)
|
||
|
{
|
||
|
SendWeaponAnim( CROSSBOW_IDLE1 );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
SendWeaponAnim( CROSSBOW_IDLE2 );
|
||
|
}
|
||
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if (m_iClip)
|
||
|
{
|
||
|
SendWeaponAnim( CROSSBOW_FIDGET1 );
|
||
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 90.0 / 30.0;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
SendWeaponAnim( CROSSBOW_FIDGET2 );
|
||
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 80.0 / 30.0;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
class CCrossbowAmmo : public CBasePlayerAmmo
|
||
|
{
|
||
|
void Spawn( void )
|
||
|
{
|
||
|
Precache( );
|
||
|
SET_MODEL(ENT(pev), "models/w_crossbow_clip.mdl");
|
||
|
CBasePlayerAmmo::Spawn( );
|
||
|
}
|
||
|
void Precache( void )
|
||
|
{
|
||
|
PRECACHE_MODEL ("models/w_crossbow_clip.mdl");
|
||
|
PRECACHE_SOUND("items/9mmclip1.wav");
|
||
|
}
|
||
|
BOOL AddAmmo( CBaseEntity *pOther )
|
||
|
{
|
||
|
if (pOther->GiveAmmo( AMMO_CROSSBOWCLIP_GIVE, "bolts", BOLT_MAX_CARRY ) != -1)
|
||
|
{
|
||
|
EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM);
|
||
|
return TRUE;
|
||
|
}
|
||
|
return FALSE;
|
||
|
}
|
||
|
};
|
||
|
LINK_ENTITY_TO_CLASS( ammo_crossbow, CCrossbowAmmo );
|
||
|
|
||
|
|
||
|
|
||
|
#endif
|