Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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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.
*
****/
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "weapons.h"
#include "nodes.h"
#include "player.h"
enum glock_e {
GLOCK_IDLE1 = 0,
GLOCK_IDLE2,
GLOCK_FIRE1,
GLOCK_FIRE2,
GLOCK_FIRE_LOAD,
GLOCK_RELOAD,
GLOCK_RELOAD_EMPTY,
GLOCK_DRAW
};
LINK_ENTITY_TO_CLASS( weapon_glock, CGlock );
LINK_ENTITY_TO_CLASS( weapon_9mmhandgun, CGlock );
void CGlock::Spawn( )
{
Precache( );
m_iId = WEAPON_GLOCK;
SET_MODEL(ENT(pev), "models/w_glock.mdl");
m_iDefaultAmmo = GLOCK_DEFAULT_GIVE;
FallInit();// get ready to fall down.
}
void CGlock::Precache( void )
{
PRECACHE_MODEL("models/v_glock.mdl");
PRECACHE_MODEL("models/w_glock.mdl");
PRECACHE_MODEL("models/p_9mmhandgun.mdl");
m_iShell = PRECACHE_MODEL ("models/shell.mdl");// brass shell
PRECACHE_SOUND("items/9mmclip1.wav");
PRECACHE_SOUND("items/9mmclip2.wav");
PRECACHE_SOUND ("weapons/glock_clipin.wav");
PRECACHE_SOUND ("weapons/glock_clipout.wav");
PRECACHE_SOUND ("weapons/glock_fire.wav");
PRECACHE_SOUND ("weapons/glock_magin.wav");
PRECACHE_SOUND ("weapons/glock_magout.wav");
PRECACHE_SOUND ("weapons/glock_slide.wav");
PRECACHE_SOUND ("weapons/glock_slideforward.wav");
m_usFireGlock1 = PRECACHE_EVENT( 1, "events/glock21.sc" );
m_usFireGlock2 = PRECACHE_EVENT( 1, "events/glock22.sc" );
}
int CGlock::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;
}
int CGlock::GetItemInfo(ItemInfo *p)
{
p->pszName = STRING(pev->classname);
p->pszAmmo1 = "9mm";
p->iMaxAmmo1 = GLOCK_MAX_CARRY;
p->pszAmmo2 = NULL;
p->iMaxAmmo2 = -1;
p->iMaxClip = GLOCK_MAX_CLIP;
p->iSlot = 1;
p->iPosition = 2;
p->iFlags = 0;
p->iId = m_iId = WEAPON_GLOCK;
p->iWeight = GLOCK_WEIGHT;
return 1;
}
BOOL CGlock::Deploy( )
{
// pev->body = 1;
return DefaultDeploy( "models/v_glock.mdl", "models/p_9mmhandgun.mdl", GLOCK_DRAW, "Glock", /*UseDecrement() ? 1 : 0*/ 0 );
}
void CGlock::SecondaryAttack( void )
{
GlockFire( 0.01, 0.06, TRUE );
}
void CGlock::PrimaryAttack( void )
{
GlockFire( 0.01, 0.2, FALSE );
}
void CGlock::GlockFire( float flSpread, float flCycleTime, BOOL fUseBurst )
{
if( !fUseBurst )
{
if( FBitSet( m_pPlayer->m_afButtonLast, IN_ATTACK ) )
return;
}
if( m_iClip <= 0 || (m_pPlayer->pev->waterlevel == 3 && m_pPlayer->pev->watertype > CONTENT_FLYFIELD) )
{
PlayEmptySound();
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.15;
return;
}
m_iClip--;
m_pPlayer->pev->effects = (int)(m_pPlayer->pev->effects) | EF_MUZZLEFLASH;
int flags;
#if defined( CLIENT_WEAPONS )
flags = FEV_NOTHOST;
#else
flags = 0;
#endif
// player "shoot" animation
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
// non-silenced
m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME;
m_pPlayer->m_iWeaponFlash = NORMAL_GUN_FLASH;
Vector vecSrc = m_pPlayer->GetGunPosition( );
Vector vecAiming = m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES );
Vector vecDir = m_pPlayer->FireBulletsPlayer( 1, vecSrc, vecAiming, Vector( flSpread, flSpread, flSpread ), 8192, BULLET_PLAYER_9MM, 0, !fUseBurst ? gSkillData.plrDmgGlock : 0, m_pPlayer->pev, m_pPlayer->random_seed );
PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), !fUseBurst ? m_usFireGlock1 : m_usFireGlock2, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, 0, 0, ( m_iClip == 0 ) ? 1 : 0, 0 );
m_flNextPrimaryAttack = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + flCycleTime;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
}
void CGlock::Reload( void )
{
int iAnim;
float fTime;
if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 || m_iClip == GLOCK_MAX_CLIP )
return;
if( m_iClip )
{
iAnim = GLOCK_RELOAD;
fTime = 1.93;
}
else
{
iAnim = GLOCK_RELOAD_EMPTY;
fTime = 2.1;
}
DefaultReload( GLOCK_MAX_CLIP, iAnim, fTime );
}
void CGlock::WeaponIdle( void )
{
ResetEmptySound( );
m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES );
if ( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() )
return;
SendWeaponAnim( GLOCK_IDLE1, 1 );
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); // how long till we do this again.
}
class CGlockAmmo : public CBasePlayerAmmo
{
void Spawn( void )
{
Precache( );
SET_MODEL(ENT(pev), "models/w_weaponclips/w_glockclip.mdl");
CBasePlayerAmmo::Spawn( );
}
void Precache( void )
{
PRECACHE_MODEL ("models/w_weaponclips/w_glockclip.mdl");
PRECACHE_SOUND("items/9mmclip1.wav");
}
BOOL AddAmmo( CBaseEntity *pOther )
{
if (pOther->GiveAmmo( AMMO_GLOCKCLIP_GIVE, "9mm", GLOCK_MAX_CARRY ) != -1)
{
EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM);
return TRUE;
}
return FALSE;
}
};
LINK_ENTITY_TO_CLASS( ammo_glock, CGlockAmmo );
LINK_ENTITY_TO_CLASS( ammo_9mmclip, CGlockAmmo );