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"
#include "soundent.h"
#include "gamerules.h"
enum mp5_e
{
MP5_LONGIDLE = 0,
MP5_IDLE1,
MP5_LAUNCH,
MP5_RELOAD,
MP5_DEPLOY,
MP5_FIRE1,
MP5_FIRE2,
MP5_FIRE3
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};
LINK_ENTITY_TO_CLASS( weapon_mp5, CMP5 )
LINK_ENTITY_TO_CLASS( weapon_9mmAR, CMP5 )
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//=========================================================
//=========================================================
int CMP5::SecondaryAmmoIndex( void )
{
return m_iSecondaryAmmoType;
}
void CMP5::Spawn()
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{
pev->classname = MAKE_STRING( "weapon_9mmAR" ); // hack to allow for old names
Precache();
SET_MODEL( ENT( pev ), "models/w_9mmAR.mdl" );
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m_iId = WEAPON_MP5;
m_iDefaultAmmo = MP5_DEFAULT_GIVE;
FallInit();// get ready to fall down.
}
void CMP5::Precache( void )
{
PRECACHE_MODEL( "models/v_9mmAR.mdl" );
PRECACHE_MODEL( "models/w_9mmAR.mdl" );
PRECACHE_MODEL( "models/p_9mmAR.mdl" );
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m_iShell = PRECACHE_MODEL( "models/shell.mdl" );// brass shellTE_MODEL
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PRECACHE_MODEL( "models/grenade.mdl" ); // grenade
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PRECACHE_MODEL( "models/w_9mmARclip.mdl" );
PRECACHE_SOUND( "items/9mmclip1.wav" );
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PRECACHE_SOUND( "items/clipinsert1.wav" );
PRECACHE_SOUND( "items/cliprelease1.wav" );
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PRECACHE_SOUND( "weapons/hks1.wav" );// H to the K
PRECACHE_SOUND( "weapons/hks2.wav" );// H to the K
PRECACHE_SOUND( "weapons/hks3.wav" );// H to the K
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PRECACHE_SOUND( "weapons/glauncher.wav" );
PRECACHE_SOUND( "weapons/glauncher2.wav" );
PRECACHE_SOUND( "weapons/357_cock1.wav" );
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m_usMP5 = PRECACHE_EVENT( 1, "events/mp5.sc" );
m_usMP52 = PRECACHE_EVENT( 1, "events/mp52.sc" );
}
int CMP5::GetItemInfo( ItemInfo *p )
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{
p->pszName = STRING( pev->classname );
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p->pszAmmo1 = "9mm";
p->iMaxAmmo1 = _9MM_MAX_CARRY;
p->pszAmmo2 = "ARgrenades";
p->iMaxAmmo2 = M203_GRENADE_MAX_CARRY;
p->iMaxClip = MP5_MAX_CLIP;
p->iSlot = 2;
p->iPosition = 0;
p->iFlags = 0;
p->iId = m_iId = WEAPON_MP5;
p->iWeight = MP5_WEIGHT;
return 1;
}
int CMP5::AddToPlayer( CBasePlayer *pPlayer )
{
if( CBasePlayerWeapon::AddToPlayer( pPlayer ) )
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{
MESSAGE_BEGIN( MSG_ONE, gmsgWeapPickup, NULL, pPlayer->pev );
WRITE_BYTE( m_iId );
MESSAGE_END();
return TRUE;
}
return FALSE;
}
BOOL CMP5::Deploy()
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{
return DefaultDeploy( "models/v_9mmAR.mdl", "models/p_9mmAR.mdl", MP5_DEPLOY, "mp5" );
}
void CMP5::PrimaryAttack()
{
// don't fire underwater
if( m_pPlayer->pev->waterlevel == 3 )
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{
PlayEmptySound();
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m_flNextPrimaryAttack = 0.15;
return;
}
if( m_iClip <= 0 )
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{
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;
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// player "shoot" animation
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
Vector vecSrc = m_pPlayer->GetGunPosition();
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Vector vecAiming = m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES );
Vector vecDir;
#ifdef CLIENT_DLL
if( !bIsMultiplayer() )
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#else
if( !g_pGameRules->IsMultiplayer() )
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#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_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 );
}
int flags;
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#if defined( CLIENT_WEAPONS )
flags = FEV_NOTHOST;
#else
flags = 0;
#endif
PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usMP5, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, 0, 0, 0, 0 );
if( !m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 )
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// HEV suit - indicate out of ammo condition
m_pPlayer->SetSuitUpdate( "!HEV_AMO0", FALSE, 0 );
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.1;
if( m_flNextPrimaryAttack < UTIL_WeaponTimeBase() )
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.1;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
}
void CMP5::SecondaryAttack( void )
{
// don't fire underwater
if( m_pPlayer->pev->waterlevel == 3 )
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{
PlayEmptySound( );
m_flNextPrimaryAttack = 0.15;
return;
}
if( m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType] == 0 )
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{
PlayEmptySound();
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return;
}
m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME;
m_pPlayer->m_iWeaponFlash = BRIGHT_GUN_FLASH;
m_pPlayer->m_iExtraSoundTypes = bits_SOUND_DANGER;
m_pPlayer->m_flStopExtraSoundTime = UTIL_WeaponTimeBase() + 0.2;
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m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType]--;
// player "shoot" animation
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
UTIL_MakeVectors( m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle );
// we don't add in player velocity anymore.
CGrenade::ShootContact( m_pPlayer->pev,
m_pPlayer->pev->origin + m_pPlayer->pev->view_ofs + gpGlobals->v_forward * 16,
gpGlobals->v_forward * 800 );
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int flags;
#if defined( CLIENT_WEAPONS )
flags = FEV_NOTHOST;
#else
flags = 0;
#endif
PLAYBACK_EVENT( flags, m_pPlayer->edict(), m_usMP52 );
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 1;
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 1;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 5;// idle pretty soon after shooting.
if( !m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType] )
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// HEV suit - indicate out of ammo condition
m_pPlayer->SetSuitUpdate( "!HEV_AMO0", FALSE, 0 );
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}
void CMP5::Reload( void )
{
if( m_pPlayer->ammo_9mm <= 0 )
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return;
DefaultReload( MP5_MAX_CLIP, MP5_RELOAD, 1.5 );
}
void CMP5::WeaponIdle( void )
{
ResetEmptySound();
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m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES );
if( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() )
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return;
int iAnim;
switch( RANDOM_LONG( 0, 1 ) )
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{
case 0:
iAnim = MP5_LONGIDLE;
break;
default:
case 1:
iAnim = MP5_IDLE1;
break;
}
SendWeaponAnim( iAnim );
m_flTimeWeaponIdle = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); // how long till we do this again.
}
class CMP5AmmoClip : public CBasePlayerAmmo
{
void Spawn( void )
{
Precache();
SET_MODEL( ENT( pev ), "models/w_9mmARclip.mdl" );
CBasePlayerAmmo::Spawn();
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}
void Precache( void )
{
PRECACHE_MODEL( "models/w_9mmARclip.mdl" );
PRECACHE_SOUND( "items/9mmclip1.wav" );
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}
BOOL AddAmmo( CBaseEntity *pOther )
{
int bResult = ( pOther->GiveAmmo( AMMO_MP5CLIP_GIVE, "9mm", _9MM_MAX_CARRY ) != -1 );
if( bResult )
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{
EMIT_SOUND( ENT( pev ), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM );
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}
return bResult;
}
};
LINK_ENTITY_TO_CLASS( ammo_mp5clip, CMP5AmmoClip )
LINK_ENTITY_TO_CLASS( ammo_9mmAR, CMP5AmmoClip )
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class CMP5Chainammo : public CBasePlayerAmmo
{
void Spawn( void )
{
Precache();
SET_MODEL( ENT( pev ), "models/w_chainammo.mdl" );
CBasePlayerAmmo::Spawn();
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}
void Precache( void )
{
PRECACHE_MODEL( "models/w_chainammo.mdl" );
PRECACHE_SOUND( "items/9mmclip1.wav" );
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}
BOOL AddAmmo( CBaseEntity *pOther )
{
int bResult = ( pOther->GiveAmmo( AMMO_CHAINBOX_GIVE, "9mm", _9MM_MAX_CARRY ) != -1 );
if( bResult )
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{
EMIT_SOUND( ENT( pev ), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM );
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}
return bResult;
}
};
LINK_ENTITY_TO_CLASS( ammo_9mmbox, CMP5Chainammo )
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class CMP5AmmoGrenade : public CBasePlayerAmmo
{
void Spawn( void )
{
Precache();
SET_MODEL( ENT( pev ), "models/w_ARgrenade.mdl" );
CBasePlayerAmmo::Spawn();
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}
void Precache( void )
{
PRECACHE_MODEL( "models/w_ARgrenade.mdl" );
PRECACHE_SOUND( "items/9mmclip1.wav" );
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}
BOOL AddAmmo( CBaseEntity *pOther )
{
int bResult = ( pOther->GiveAmmo( AMMO_M203BOX_GIVE, "ARgrenades", M203_GRENADE_MAX_CARRY ) != -1 );
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if( bResult )
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{
EMIT_SOUND( ENT( pev ), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM );
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}
return bResult;
}
};
LINK_ENTITY_TO_CLASS( ammo_mp5grenades, CMP5AmmoGrenade )
LINK_ENTITY_TO_CLASS( ammo_ARgrenades, CMP5AmmoGrenade )