Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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/***
*
* 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 ak47_e
{
AK47_LONGIDLE = 0,
AK47_IDLE1,
AK47_LAUNCH,
AK47_RELOAD,
AK47_DEPLOY,
AK47_FIRE1,
AK47_FIRE2,
AK47_FIRE3,
};
LINK_ENTITY_TO_CLASS(weapon_ak47, CAK47);
void CAK47::Spawn()
{
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_9mmAR.mdl");
m_iShell = PRECACHE_MODEL("models/shell.mdl");// brass shellTE_MODEL
PRECACHE_MODEL("models/w_ak47clip.mdl");
PRECACHE_SOUND("items/9mmclip1.wav");
PRECACHE_SOUND("items/akclipinsert1.wav");
PRECACHE_SOUND("items/akcliprelease1.wav");
PRECACHE_SOUND("weapons/ak1.wav");
PRECACHE_SOUND("weapons/ak2.wav");
PRECACHE_SOUND("weapons/ak3.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 = "ak47";
p->iMaxAmmo1 = AK47_MAX_CARRY;
p->pszAmmo2 = NULL;
p->iMaxAmmo2 = -1;
p->iMaxClip = AK47_MAX_CLIP;
p->iSlot = 2;
p->iPosition = 3;
p->iFlags = 0;
p->iId = m_iId = WEAPON_AK47;
p->iWeight = AK47_WEIGHT;
return 1;
}
BOOL 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_9mmAR.mdl", AK47_DEPLOY, "ak47");
}
void CAK47::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->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;
Vector vecSpread;
// Allow for higher accuracy when the player is crouching.
if( m_pPlayer->pev->flags & FL_DUCKING )
{
vecSpread = Vector( m_pPlayer->m_flBulletSpreadCoefficient * 1.6 + 0.01, m_pPlayer->m_flBulletSpreadCoefficient * 1.4 + 0.01, 0 );
if( m_pPlayer->m_flBulletSpreadCoefficient < 0.045 )
m_pPlayer->m_flBulletSpreadCoefficient += 0.006;
}
else
{
if( m_pPlayer->pev->button & IN_JUMP )
{
vecSpread = Vector( m_pPlayer->m_flBulletSpreadCoefficient * 2.4 + 0.065, m_pPlayer->m_flBulletSpreadCoefficient * 2.1 + 0.05, 0 );
if( m_pPlayer->m_flBulletSpreadCoefficient < 0.08 )
m_pPlayer->m_flBulletSpreadCoefficient += 0.009;
}
else
{
vecSpread = Vector( m_pPlayer->m_flBulletSpreadCoefficient * 8.0 + 0.3, m_pPlayer->m_flBulletSpreadCoefficient * 6.0 + 0.2, 0 );
if( m_pPlayer->m_flBulletSpreadCoefficient < 0.1 )
m_pPlayer->m_flBulletSpreadCoefficient += 0.012;
}
}
// single player spread
vecDir = m_pPlayer->FireBulletsPlayer(1, vecSrc, vecAiming, vecSpread, 8192, BULLET_PLAYER_AK47, 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_usAK47, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, 0, 0, 0, 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 CAK47::Reload(void)
{
if (m_pPlayer->ammo_ak47 <= 0)
return;
DefaultReload(AK47_MAX_CLIP, AK47_RELOAD, 2.0);
}
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_AK47_GIVE, "ak47", AK47_MAX_CARRY) != -1);
if (bResult)
{
EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM);
}
return bResult;
}
};
LINK_ENTITY_TO_CLASS(ammo_ak47, CAK47AmmoClip);