Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

276 lines
6.0 KiB

/***
*
* Copyright (c) 1996-2001, 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 "soundent.h"
#include "gamerules.h"
enum m249_e
{
M249_SLOWIDLE = 0,
M249_IDLE2,
M249_LAUNCH,
M249_RELOAD1,
M249_HOLSTER,
M249_DEPLOY,
M249_SHOOT1,
M249_SHOOT2,
M249_SHOOT3,
};
LINK_ENTITY_TO_CLASS(weapon_m249, CM249);
//=========================================================
//=========================================================
void CM249::Spawn()
{
Precache();
SET_MODEL(ENT(pev), "models/w_saw.mdl");
m_iId = WEAPON_M249;
m_iDefaultAmmo = M249_DEFAULT_GIVE;
m_iReloadState = RELOAD_STATE_NONE;
FallInit();// get ready to fall down.
}
void CM249::Precache(void)
{
PRECACHE_MODEL("models/v_saw.mdl");
PRECACHE_MODEL("models/w_saw.mdl");
PRECACHE_MODEL("models/p_saw.mdl");
m_iShell = PRECACHE_MODEL("models/saw_shell.mdl");// brass shellTE_MODEL
PRECACHE_MODEL("models/w_saw_clip.mdl");
PRECACHE_SOUND("items/9mmclip1.wav");
PRECACHE_SOUND("weapons/saw_fire1.wav");
PRECACHE_SOUND("weapons/saw_fire2.wav");
PRECACHE_SOUND("weapons/saw_fire3.wav");
PRECACHE_SOUND("weapons/saw_reload.wav");
PRECACHE_SOUND("weapons/saw_reload2.wav");
PRECACHE_SOUND("weapons/357_cock1.wav");
m_usM249 = PRECACHE_EVENT(1, "events/m249.sc");
}
int CM249::GetItemInfo(ItemInfo *p)
{
p->pszName = STRING(pev->classname);
p->pszAmmo1 = "556";
p->iMaxAmmo1 = _556_MAX_CARRY;
p->pszAmmo2 = NULL;
p->iMaxAmmo2 = -1;
p->iMaxClip = M249_MAX_CLIP;
p->iSlot = 5;
p->iPosition = 0;
p->iFlags = 0;
p->iId = m_iId = WEAPON_M249;
p->iWeight = M249_WEIGHT;
return 1;
}
int CM249::AddToPlayer(CBasePlayer *pPlayer)
{
if (CBasePlayerWeapon::AddToPlayer(pPlayer))
{
MESSAGE_BEGIN(MSG_ONE, gmsgWeapPickup, NULL, pPlayer->pev);
WRITE_BYTE(m_iId);
MESSAGE_END();
return TRUE;
}
return FALSE;
}
BOOL CM249::Deploy()
{
return DefaultDeploy("models/v_saw.mdl", "models/p_saw.mdl", M249_DEPLOY, "m249");
}
void CM249::PrimaryAttack()
{
// don't fire underwater
if (m_pPlayer->pev->waterlevel == 3)
{
PlayEmptySound();
m_flNextPrimaryAttack = 0.15;
return;
}
if (m_iClip <= 0)
{
PlayEmptySound();
m_flNextPrimaryAttack = 0.15;
return;
}
m_pPlayer->pev->punchangle.x = RANDOM_FLOAT( 1.0f, 1.5f );
m_pPlayer->pev->punchangle.y = RANDOM_FLOAT( -0.5f, -0.2f );
m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME;
m_pPlayer->m_iWeaponFlash = NORMAL_GUN_FLASH;
m_iClip--;
m_pPlayer->pev->effects = (int)(m_pPlayer->pev->effects) | EF_MUZZLEFLASH;
// player "shoot" animation
m_pPlayer->SetAnimation(PLAYER_ATTACK1);
Vector vecSrc = m_pPlayer->GetGunPosition();
Vector vecAiming = m_pPlayer->GetAutoaimVector(AUTOAIM_5DEGREES);
Vector vecDir;
#ifdef CLIENT_DLL
if (!bIsMultiplayer())
#else
if (!g_pGameRules->IsMultiplayer())
#endif
{
// optimized multiplayer. Widened to make it easier to hit a moving player
vecDir = m_pPlayer->FireBulletsPlayer(1, vecSrc, vecAiming, VECTOR_CONE_6DEGREES, 8192, BULLET_PLAYER_556, 2, 0, m_pPlayer->pev, m_pPlayer->random_seed);
}
else
{
// single player spread
vecDir = m_pPlayer->FireBulletsPlayer(1, vecSrc, vecAiming, VECTOR_CONE_3DEGREES, 8192, BULLET_PLAYER_556, 2, 0, m_pPlayer->pev, m_pPlayer->random_seed);
}
int flags;
#if defined( CLIENT_WEAPONS )
flags = FEV_NOTHOST;
#else
flags = 0;
#endif
PLAYBACK_EVENT_FULL(flags, m_pPlayer->edict(), m_usM249, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, 0, 0, 0, 0);
#ifndef CLIENT_DLL
// Add inverse impulse, but only if we are on the ground.
// This is mainly to avoid too-high air velocity.
if (m_pPlayer->pev->flags & FL_ONGROUND)
{
float flZVel = m_pPlayer->pev->velocity.z;
m_pPlayer->pev->velocity = m_pPlayer->pev->velocity - gpGlobals->v_forward * (40 + (RANDOM_LONG(1, 2) * 2));
// Add backward velocity
m_pPlayer->pev->velocity.z = flZVel;
}
#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 = GetNextAttackDelay(0.1);
if (m_flNextPrimaryAttack < UTIL_WeaponTimeBase())
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.1;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15);
}
void CM249::Reload(void)
{
if (m_pPlayer->ammo_556 <= 0)
return;
DefaultReload(M249_MAX_CLIP, M249_RELOAD1, 1.5);
}
void CM249::WeaponIdle(void)
{
ResetEmptySound();
m_pPlayer->GetAutoaimVector(AUTOAIM_5DEGREES);
if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase())
return;
int iAnim;
switch (RANDOM_LONG(0, 1))
{
case 0:
iAnim = M249_SLOWIDLE;
break;
default:
case 1:
iAnim = M249_IDLE2;
break;
}
SendWeaponAnim(iAnim);
m_flTimeWeaponIdle = UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15); // how long till we do this again.
}
void CM249::ReloadStart(void)
{
SendWeaponAnim(M249_RELOAD1, UseDecrement());
}
void CM249::ReloadInsert(void)
{
SendWeaponAnim(M249_RELOAD1, UseDecrement());
}
class CM249AmmoClip : public CBasePlayerAmmo
{
void Spawn(void)
{
Precache();
SET_MODEL(ENT(pev), "models/w_saw_clip.mdl");
CBasePlayerAmmo::Spawn();
}
void Precache(void)
{
PRECACHE_MODEL("models/w_saw_clip.mdl");
PRECACHE_SOUND("items/9mmclip1.wav");
}
BOOL AddAmmo(CBaseEntity *pOther)
{
int bResult = (pOther->GiveAmmo(AMMO_556CLIP_GIVE, "556", _556_MAX_CARRY) != -1);
if (bResult)
{
EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM);
}
return bResult;
}
};
LINK_ENTITY_TO_CLASS(ammo_556, CM249AmmoClip);