Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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#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_IDLE3,
GLOCK_SHOOT,
GLOCK_SHOOT_EMPTY,
GLOCK_RELOAD,
GLOCK_RELOAD_NOT_EMPTY,
GLOCK_DRAW,
GLOCK_HOLSTER,
GLOCK_ADD_SILENCER
};
class CGlock2 : public CBasePlayerWeapon
{
public:
void Spawn( void );
void Precache( void );
int iItemSlot( void ) { return 2; }
int GetItemInfo(ItemInfo *p);
void PrimaryAttack( void );
void SecondaryAttack( void );
void GlockFire( float flSpread, float flCycleTime, BOOL fUseAutoAim );
BOOL Deploy( void );
void Reload( void );
void WeaponIdle( void );
virtual BOOL UseDecrement( void )
{
return FALSE;
}
private:
int m_iShell;
unsigned short m_usFireGlock1;
unsigned short m_usFireGlock2;
};
LINK_ENTITY_TO_CLASS( weapon_glock2, CGlock2 )
void CGlock2::Spawn()
{
pev->classname = MAKE_STRING( "weapon_glock2" ); // hack to allow for old names
Precache();
m_iId = WEAPON_GLOCK2;
SET_MODEL( ENT( pev ), "models/w_9mmhandgun.mdl" );
m_iDefaultAmmo = GLOCK_DEFAULT_GIVE;
FallInit();// get ready to fall down.
}
void CGlock2::Precache( void )
{
PRECACHE_MODEL( "models/v_9mmhandgun.mdl" );
PRECACHE_MODEL( "models/w_9mmhandgun.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/pl_gun1.wav" );//silenced handgun
PRECACHE_SOUND( "weapons/pl_gun2.wav" );//silenced handgun
PRECACHE_SOUND( "weapons/pl_gun3.wav" );//handgun
m_usFireGlock1 = PRECACHE_EVENT( 1, "events/glock1.sc" );
m_usFireGlock2 = PRECACHE_EVENT( 1, "events/glock2.sc" );
}
int CGlock2::GetItemInfo( ItemInfo *p )
{
p->pszName = STRING( pev->classname );
p->pszAmmo1 = "snipars";
p->iMaxAmmo1 = _9MM_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_GLOCK2;
p->iWeight = GLOCK_WEIGHT;
return 1;
}
BOOL CGlock2::Deploy()
{
// pev->body = 1;
return DefaultDeploy( "models/v_9mmhandgun.mdl", "models/p_9mmhandgun.mdl", GLOCK_DRAW, "onehanded", /*UseDecrement() ? 1 : 0*/ 0 );
}
void CGlock2::SecondaryAttack( void )
{
GlockFire( 0.1, 0.2, FALSE );
}
void CGlock2::PrimaryAttack( void )
{
GlockFire( 0.01, 0.3, TRUE );
}
void CGlock2::GlockFire( float flSpread, float flCycleTime, BOOL fUseAutoAim )
{
if( m_iClip <= 0 )
{
if( m_fFireOnEmpty )
{
PlayEmptySound();
m_flNextPrimaryAttack = gpGlobals->time + 0.2;
}
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 );
// silenced
if( pev->body == 1 )
{
m_pPlayer->m_iWeaponVolume = QUIET_GUN_VOLUME;
m_pPlayer->m_iWeaponFlash = DIM_GUN_FLASH;
}
else
{
// non-silenced
m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME;
m_pPlayer->m_iWeaponFlash = NORMAL_GUN_FLASH;
}
Vector vecSrc = m_pPlayer->GetGunPosition();
Vector vecAiming;
if( fUseAutoAim )
{
vecAiming = m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES );
}
else
{
vecAiming = gpGlobals->v_forward;
}
Vector vecDir;
vecDir = m_pPlayer->FireBulletsPlayer( 1, vecSrc, vecAiming, Vector( flSpread, flSpread, flSpread ), 8192, BULLET_PLAYER_9MM, 0, 0, m_pPlayer->pev, m_pPlayer->random_seed );
PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), fUseAutoAim ? 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 = gpGlobals->time + flCycleTime;
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_flTimeWeaponIdle = gpGlobals->time + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
}
void CGlock2::Reload( void )
{
if( m_pPlayer->ammo_snipars <= 0 )
return;
int iResult;
if( m_iClip == 0 )
iResult = DefaultReload( 17, GLOCK_RELOAD, 1.5 );
else
iResult = DefaultReload( 17, GLOCK_RELOAD_NOT_EMPTY, 1.5 );
if( iResult )
{
m_flTimeWeaponIdle = gpGlobals->time + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
}
}
void CGlock2::WeaponIdle( void )
{
ResetEmptySound();
m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES );
if( m_flTimeWeaponIdle > gpGlobals->time )
return;
// only idle if the slid isn't back
if( m_iClip != 0 )
{
int iAnim;
float flRand = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0.0, 1.0 );
if( flRand <= 0.3 + 0 * 0.75 )
{
iAnim = GLOCK_IDLE3;
m_flTimeWeaponIdle = gpGlobals->time + 49.0 / 16;
}
else if( flRand <= 0.6 + 0 * 0.875 )
{
iAnim = GLOCK_IDLE1;
m_flTimeWeaponIdle = gpGlobals->time + 60.0 / 16.0;
}
else
{
iAnim = GLOCK_IDLE2;
m_flTimeWeaponIdle = gpGlobals->time + 40.0 / 16.0;
}
SendWeaponAnim( iAnim, 1 );
}
}
class CGlock2Ammo : public CBasePlayerAmmo
{
void Spawn( void )
{
Precache();
SET_MODEL( ENT( pev ), "models/w_9mmclip.mdl" );
CBasePlayerAmmo::Spawn();
}
void Precache( void )
{
PRECACHE_MODEL( "models/w_9mmclip.mdl" );
PRECACHE_SOUND( "items/9mmclip1.wav" );
}
BOOL AddAmmo( CBaseEntity *pOther )
{
if( pOther->GiveAmmo( AMMO_GLOCKCLIP_GIVE, "9mm", _9MM_MAX_CARRY ) != -1 )
{
EMIT_SOUND( ENT( pev ), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM );
return TRUE;
}
return FALSE;
}
};
LINK_ENTITY_TO_CLASS( ammo_snipars, CGlock2Ammo )