Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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/***
*
* Copyright (c) 2007-2010, Hammermaps.de All rights reserved.
****/
#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 ak47_e
{
AK47_LONGIDLE = 0,
AK47_IDLE1,
AK47_GRENADE,
AK47_RELOAD,
AK47_DEPLOY_1,
AK47_SHOOT_1,
AK47_SHOOT_2,
AK47_SHOOT_3
};
LINK_ENTITY_TO_CLASS( weapon_ak47, Cak47 )
//=========================================================
//=========================================================
int Cak47::SecondaryAmmoIndex( void )
{
return m_iSecondaryAmmoType;
}
void Cak47::Spawn( )
{
pev->classname = MAKE_STRING("weapon_ak47"); // hack to allow for old names
Precache( );
SET_MODEL(ENT(pev), "models/w_ak47.mdl");
m_iId = WEAPON_AK47;
m_iDefaultAmmo = AK47_DEFAULT_GIVE;
FallInit();// get ready to fall down.
}
void Cak47::Precache( void )
{
PRECACHE_MODEL("models/v_ak47.mdl");
PRECACHE_MODEL("models/w_ak47.mdl");
PRECACHE_MODEL("models/p_ak47.mdl");
m_iShell = PRECACHE_MODEL ("models/ak47_shell.mdl");// brass shellTE_MODEL
PRECACHE_MODEL("models/w_ak47clip.mdl");
PRECACHE_SOUND("items/9mmclip1.wav");
PRECACHE_SOUND("items/clipinsert1.wav");
PRECACHE_SOUND("items/cliprelease1.wav");
PRECACHE_SOUND ("weapons/ak471.wav");
PRECACHE_SOUND ("weapons/ak472.wav");
PRECACHE_SOUND ("weapons/ak473.wav");
PRECACHE_SOUND ("weapons/357_cock1.wav");
m_usak47 = PRECACHE_EVENT( 1, "events/ak47.sc" );
}
int Cak47::GetItemInfo(ItemInfo *p)
{
p->pszName = STRING(pev->classname);
p->pszAmmo1 = "9mm";
p->iMaxAmmo1 = _9MM_MAX_CARRY;
p->iMaxClip = AK47_MAX_CLIP;
p->iSlot = 3;
p->iPosition = 0;
p->iFlags = 0;
p->iId = m_iId = WEAPON_AK47;
p->iWeight = AK47_WEIGHT;
p->weaponName = "Kalashnikov Automatic 47";
return 1;
}
int Cak47::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 Cak47::Deploy( )
{
return DefaultDeploy( "models/v_ak47.mdl", "models/p_ak47.mdl", AK47_DEPLOY_1, "ak47" );
}
void Cak47::PrimaryAttack()
{
// don't fire underwater
if (m_pPlayer->pev->waterlevel == 3 && m_pPlayer->pev->watertype > CONTENT_FLYFIELD)
{
PlayEmptySound( );
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.15f;
return;
}
if (m_iClip <= 0)
{
PlayEmptySound();
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.15f;
return;
}
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;
4 years ago
#if 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_3DEGREES, 8192, BULLET_PLAYER_MP5, 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_MP5, 2, 0, m_pPlayer->pev, m_pPlayer->random_seed );
}
4 years ago
int flags;
#if CLIENT_WEAPONS
flags = FEV_NOTHOST;
#else
flags = 0;
#endif
PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usak47, 0.0, g_vecZero, g_vecZero, vecDir.x, vecDir.y, 0, 0, 0, 0 );
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() + GetNextAttackDelay( 0.1f );
if ( m_flNextPrimaryAttack < UTIL_WeaponTimeBase() )
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.1f;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
}
void Cak47::SecondaryAttack( void )
{
// don't fire underwater
if (m_pPlayer->pev->waterlevel == 3 && m_pPlayer->pev->watertype > CONTENT_FLYFIELD)
{
PlayEmptySound( );
m_flNextSecondaryAttack = 0.15;
return;
}
if (m_iClip <= 0)
{
PlayEmptySound();
m_flNextSecondaryAttack = 0.15;
return;
}
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;
4 years ago
#if 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_1DEGREES, 8192, BULLET_PLAYER_MP5, 1, 0, m_pPlayer->pev, m_pPlayer->random_seed );
}
else
{
// single player spread
vecDir = m_pPlayer->FireBulletsPlayer( 1, vecSrc, vecAiming, VECTOR_CONE_1DEGREES, 8192, BULLET_PLAYER_MP5, 1, 0, m_pPlayer->pev, m_pPlayer->random_seed );
}
4 years ago
int flags;
#if CLIENT_WEAPONS
flags = FEV_NOTHOST;
#else
flags = 0;
#endif
PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usak47, 0.0, g_vecZero, g_vecZero, vecDir.x, vecDir.y, 0, 0, 0, 0 );
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_flNextSecondaryAttack = GetNextAttackDelay( 0.3f );
if ( m_flNextSecondaryAttack < UTIL_WeaponTimeBase() )
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.3f;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
}
void Cak47::Reload( void )
{
if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 || m_iClip == AK47_MAX_CLIP )
return;
DefaultReload( AK47_MAX_CLIP, AK47_RELOAD, 2.3 );
}
void Cak47::WeaponIdle( void )
{
ResetEmptySound( );
m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES );
if ( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() )
return;
int iAnim;
switch ( RANDOM_LONG( 0, 1 ) )
{
case 0:
iAnim = AK47_LONGIDLE;
break;
default:
case 1:
iAnim = AK47_IDLE1;
break;
}
SendWeaponAnim( iAnim );
m_flTimeWeaponIdle = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); // how long till we do this again.
}
class Cak47AmmoClip : public CBasePlayerAmmo
{
void Spawn( void )
{
Precache( );
SET_MODEL(ENT(pev), "models/w_ak47clip.mdl");
CBasePlayerAmmo::Spawn( );
}
void Precache( void )
{
PRECACHE_MODEL ("models/w_ak47clip.mdl");
PRECACHE_SOUND("items/9mmclip1.wav");
}
BOOL AddAmmo( CBaseEntity *pOther )
{
int bResult = (pOther->GiveAmmo( AMMO_AK47CLIP_GIVE, "9mm", _9MM_MAX_CARRY) != -1);
if (bResult)
{
EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM);
}
return bResult;
}
};
LINK_ENTITY_TO_CLASS( ammo_ak47clip, Cak47AmmoClip );