hlsdk-portable/dlls/glock.cpp

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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 "nail.h"
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enum glock_e
{
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GLOCK_IDLE1 = 0,
GLOCK_IDLE2,
GLOCK_IDLE3,
GLOCK_SHOOT,
GLOCK_SHOOT_EMPTY,
GLOCK_RELOAD,
GLOCK_RELOAD_NOT_EMPTY,
GLOCK_DRAW,
GLOCK_HOLSTER,
GLOCK_ADD_SILENCER,
GLOCK_UPRIGHT_TO_TILT,
GLOCK_TILT_TO_UPRIGHT,
GLOCK_FASTSHOOT
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};
LINK_ENTITY_TO_CLASS( weapon_bradnailer, CGlock )
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void CGlock::Spawn()
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{
// pev->classname = MAKE_STRING( "weapon_9mmhandgun" ); // hack to allow for old names
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Precache();
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m_iId = WEAPON_GLOCK;
SET_MODEL( ENT( pev ), "models/w_bradnailer.mdl" );
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m_fInAttack = 0;
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m_iDefaultAmmo = GLOCK_DEFAULT_GIVE;
FallInit();// get ready to fall down.
}
void CGlock::Precache( void )
{
PRECACHE_MODEL( "models/v_bradnailer.mdl" );
PRECACHE_MODEL( "models/w_bradnailer.mdl" );
PRECACHE_MODEL( "models/p_bradnailer.mdl" );
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PRECACHE_SOUND( "items/9mmclip1.wav" );
PRECACHE_SOUND( "items/9mmclip2.wav" );
PRECACHE_SOUND( "weapons/bradnailer.wav" );
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// UTIL_PrecacheOther( "nailgun_nail" );
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}
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int CGlock::GetItemInfo( ItemInfo *p )
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{
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p->pszName = STRING( pev->classname );
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p->pszAmmo1 = "9mm";
p->iMaxAmmo1 = _9MM_MAX_CARRY;
p->pszAmmo2 = NULL;
p->iMaxAmmo2 = -1;
p->iMaxClip = GLOCK_MAX_CLIP;
p->iSlot = 1;
p->iPosition = 0;
p->iFlags = 0;
p->iId = m_iId = WEAPON_GLOCK;
p->iWeight = GLOCK_WEIGHT;
return 1;
}
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;
}
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BOOL CGlock::Deploy()
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{
// pev->body = 1;
return DefaultDeploy( "models/v_bradnailer.mdl", "models/p_bradnailer.mdl", GLOCK_DRAW, "onehanded", /*UseDecrement() ? 1 : 0*/ 0 );
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}
void CGlock::SecondaryAttack( void )
{
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GlockFire( 0.2f, FALSE );
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}
void CGlock::PrimaryAttack( void )
{
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GlockFire( 0.3f, TRUE );
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}
void CGlock::GlockFire( float flCycleTime, BOOL fUseAutoAim )
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{
// don't fire underwater
if( m_pPlayer->pev->waterlevel == 3 )
{
PlayEmptySound();
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.15f;
return;
}
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if( m_iClip <= 0 )
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{
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if( m_fFireOnEmpty )
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{
PlayEmptySound();
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.15f;
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}
return;
}
if( fUseAutoAim )
{
if( m_fInAttack )
{
SendWeaponAnim( GLOCK_TILT_TO_UPRIGHT );
m_fInAttack = 0;
m_flNextPrimaryAttack = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.3f;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
return;
}
SendWeaponAnim( GLOCK_SHOOT );
}
else
{
if( !m_fInAttack )
{
SendWeaponAnim( GLOCK_UPRIGHT_TO_TILT );
m_fInAttack = 1;
m_flNextPrimaryAttack = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.3f;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.0f;
return;
}
SendWeaponAnim( GLOCK_FASTSHOOT );
}
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m_iClip--;
m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME;
EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_WEAPON, "weapons/bradnailer.wav", 1.0, ATTN_NORM, 0, 98 + RANDOM_LONG( 0, 3 ) );
// m_pPlayer->pev->effects = (int)( m_pPlayer->pev->effects ) | EF_MUZZLEFLASH;
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// player "shoot" animation
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
Vector vecAngles = m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle;
UTIL_MakeVectors( vecAngles );
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vecAngles.x = -vecAngles.x;
Vector vecSrc = m_pPlayer->GetGunPosition() - gpGlobals->v_up * 3;
float flSpread;
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if( fUseAutoAim )
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{
vecSrc = vecSrc + gpGlobals->v_up + gpGlobals->v_right * 2;
flSpread = 0.008732f;
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}
else
{
flSpread = 0.06976f;
}
float x, y;
do{
x = RANDOM_FLOAT( -0.5, 0.5 ) + RANDOM_FLOAT( -0.5, 0.5 );
y = RANDOM_FLOAT( -0.5, 0.5 ) + RANDOM_FLOAT( -0.5, 0.5 );
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}
while( x * x + y * y > 1.0f );
Vector vecSpread = x * flSpread * gpGlobals->v_up + y * flSpread * gpGlobals->v_right + gpGlobals->v_forward;
Vector vecDest = vecSrc + vecSpread * 2048.0f;
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UTIL_MakeTracer( vecSrc, vecDest );
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CNailGunNail *pNail = CNailGunNail::NailCreate( TRUE );
pNail->pev->origin = vecSrc;
pNail->pev->angles = vecAngles;
pNail->pev->owner = m_pPlayer->edict();
pNail->pev->velocity = vecSpread * 1600.0f;
pNail->pev->speed = 1600.0f;
pNail->pev->avelocity.z = 10;
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m_flNextPrimaryAttack = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + flCycleTime;
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if( m_fInAttack )
{
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.0f;
}
else
{
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
}
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m_pPlayer->pev->punchangle.x -= 2.0f;
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}
void CGlock::Reload( void )
{
if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 || m_iClip == GLOCK_MAX_CLIP )
return;
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if( m_fInAttack )
{
if( !m_fInSpecialReload )
{
SendWeaponAnim( GLOCK_TILT_TO_UPRIGHT );
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SetThink( &CGlock::ReloadWait );
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pev->nextthink = gpGlobals->time + 0.4f;
m_fInSpecialReload = 1;
}
}
else if( DefaultReload( GLOCK_MAX_CLIP, m_iClip ? GLOCK_RELOAD : GLOCK_RELOAD_NOT_EMPTY, 2.3 ) )
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{
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
}
}
void CGlock::ReloadWait()
{
m_fInAttack = m_fInSpecialReload = 0;
SetThink( NULL );
Reload();
}
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void CGlock::WeaponIdle( void )
{
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ResetEmptySound();
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if( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() )
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return;
if( m_fInAttack )
{
m_fInAttack = 0;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.4f;
SendWeaponAnim( GLOCK_TILT_TO_UPRIGHT );
}
else
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{
int iAnim;
float flRand = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0.0, 1.0 );
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if( flRand <= 0.3f + 0 * 0.75f )
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{
iAnim = GLOCK_IDLE3;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 49.0f / 16.0f;
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}
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else if( flRand <= 0.6f + 0 * 0.875f )
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{
iAnim = GLOCK_IDLE1;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 60.0f / 16.0f;
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}
else
{
iAnim = GLOCK_IDLE2;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 40.0f / 16.0f;
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}
SendWeaponAnim( iAnim, 1 );
}
}
class CGlockAmmo : public CBasePlayerAmmo
{
void Spawn( void )
{
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Precache();
SET_MODEL( ENT( pev ), "models/w_nailclip.mdl" );
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CBasePlayerAmmo::Spawn();
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}
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void Precache( void )
{
PRECACHE_MODEL( "models/w_nailclip.mdl" );
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PRECACHE_SOUND( "items/9mmclip1.wav" );
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}
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BOOL AddAmmo( CBaseEntity *pOther )
{
if( pOther->GiveAmmo( AMMO_GLOCKCLIP_GIVE, "9mm", _9MM_MAX_CARRY ) != -1 )
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{
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EMIT_SOUND( ENT( pev ), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM );
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return TRUE;
}
return FALSE;
}
};
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LINK_ENTITY_TO_CLASS( ammo_nailclip, CGlockAmmo )