Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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/***
*
*****CREATED BY SOLEXID
*******legendary BIG_COCK
*ALL RIGHTS FUCKED
****/
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "weapons.h"
#include "nodes.h"
#include "player.h"
8 years ago
#define WEAPON_BIG_COCK 18
#define BIG_COCK_WEIGHT 21
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 CBig_Cock : public CBasePlayerWeapon
{
public:
void Spawn( void );
void Precache( void );
int iItemSlot( void ) { return 3; }
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 );
private:
int m_iShell;
unsigned short m_usFireGlock1;
unsigned short m_usFireGlock2;
};
LINK_ENTITY_TO_CLASS(weapon_big_cock, CBig_Cock);
LINK_ENTITY_TO_CLASS(weapon_90mhandcock, CBig_Cock);
void CBig_Cock::Spawn()
{
pev->classname = MAKE_STRING("weapon_big_cock"); // hack to allow for old names
Precache( );
m_iId = WEAPON_BIG_COCK;
SET_MODEL(ENT(pev), "models/w_9mmcockgunn.mdl");
m_iDefaultAmmo = GLOCK_DEFAULT_GIVE;
FallInit();// get ready to fall down.
}
void CBig_Cock::Precache(void)
{
PRECACHE_MODEL("models/v_9mmcockgunn.mdl");
PRECACHE_MODEL("models/w_9mmcockgunn.mdl");
PRECACHE_MODEL("models/p_9mmcockgunn.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/ck_gun3.wav");//handgun
m_usFireGlock1 = PRECACHE_EVENT( 1, "events/glock1.sc" );
m_usFireGlock2 = PRECACHE_EVENT( 1, "events/glock2.sc" );
}
int CBig_Cock::GetItemInfo(ItemInfo *p)
{
p->pszName = STRING(pev->classname);
p->pszAmmo1 = "9mm";
p->iMaxAmmo1 = _9MM_MAX_CARRY*5;
p->pszAmmo2 = NULL;
p->iMaxAmmo2 = -1;
p->iMaxClip = 14;
p->iSlot = 1;
p->iPosition = 3;
p->iFlags = 0;
p->iId = m_iId = WEAPON_BIG_COCK;
p->iWeight = BIG_COCK_WEIGHT;
return 1;
}
BOOL CBig_Cock::Deploy()
{
// pev->body = 1;
return DefaultDeploy( "models/v_9mmcockgunn.mdl", "models/p_9mmcockgunn.mdl", GLOCK_DRAW, "onehanded" );
}
void CBig_Cock::SecondaryAttack(void)
{
GlockFire( 0.02, 0.06, FALSE );
}
void CBig_Cock::PrimaryAttack(void)
{
GlockFire( 0, 0.9, TRUE );
}
void CBig_Cock::GlockFire(float flSpread, float flCycleTime, BOOL fUseAutoAim)
{
if (m_iClip <= 0)
{
if (m_fFireOnEmpty)
{
PlayEmptySound();
m_flNextPrimaryAttack = gpGlobals->time + 0.4;
}
return;
}
m_iClip--;
m_pPlayer->pev->effects = (int)(m_pPlayer->pev->effects) | EF_MUZZLEFLASH;
#if defined ( OLD_WEAPONS )
if (m_iClip != 0)
SendWeaponAnim( GLOCK_SHOOT );
else
SendWeaponAnim( GLOCK_SHOOT_EMPTY );
#endif
if ( fUseAutoAim )
{
PLAYBACK_EVENT_FULL( 0, m_pPlayer->edict(), m_usFireGlock1, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, 0, 0, ( m_iClip == 0 ) ? 1 : 0, 0 );
}
else
{
PLAYBACK_EVENT_FULL( 0, m_pPlayer->edict(), m_usFireGlock2, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, 0, 0, ( m_iClip == 0 ) ? 1 : 0, 0 );
}
// player "shoot" animation
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
#if defined ( OLD_WEAPONS )
UTIL_MakeVectors( m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle );
Vector vecShellVelocity = m_pPlayer->pev->velocity
+ gpGlobals->v_right * RANDOM_FLOAT(50,70)
+ gpGlobals->v_up * RANDOM_FLOAT(100,150)
+ gpGlobals->v_forward * 25;
EjectBrass ( pev->origin + m_pPlayer->pev->view_ofs + gpGlobals->v_up * -12 + gpGlobals->v_forward * 32 + gpGlobals->v_right * 6 , vecShellVelocity, pev->angles.y, m_iShell, TE_BOUNCE_SHELL );
#endif
// silenced
if (pev->body == 1)
{
m_pPlayer->m_iWeaponVolume = QUIET_GUN_VOLUME;
m_pPlayer->m_iWeaponFlash = DIM_GUN_FLASH;
#if defined ( OLD_WEAPONS )
switch(RANDOM_LONG(0,1))
{
case 0:
EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/pl_gun1.wav", RANDOM_FLOAT(0.9, 1.0), ATTN_NORM);
break;
case 1:
EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/pl_gun2.wav", RANDOM_FLOAT(0.9, 1.0), ATTN_NORM);
break;
}
#endif
}
else
{
// non-silenced
m_pPlayer->m_iWeaponVolume = BIG_EXPLOSION_VOLUME;
m_pPlayer->m_iWeaponFlash = NORMAL_GUN_FLASH;
#if defined ( OLD_WEAPONS )
EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/ck_gun3.wav", RANDOM_FLOAT(0.92, 1.0), ATTN_NORM, 0, 98 + RANDOM_LONG(0,3));
#endif
}
Vector vecSrc = m_pPlayer->GetGunPosition( );
Vector vecAiming;
if ( fUseAutoAim )
{
vecAiming = m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES );
}
else
{
vecAiming = gpGlobals->v_forward;
}
TraceResult tr;
if (flSpread > 0){
m_pPlayer->FireBullets(1, vecSrc, vecAiming, Vector(flSpread, flSpread, flSpread), 8192, BULLET_PLAYER_357, 5, 35);
m_pPlayer->pev->velocity = m_pPlayer->pev->velocity - gpGlobals->v_forward * 25 * 5;
}
else{
m_pPlayer->FireBullets(1, vecSrc, vecAiming, Vector(flSpread, flSpread, flSpread), 8192, BULLET_PLAYER_357, 5, 60);
m_pPlayer->pev->velocity = m_pPlayer->pev->velocity - gpGlobals->v_forward * 100 * 5;
//ApplyMultiDamage(m_pPlayer->pev, m_pPlayer->pev);
}
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 + RANDOM_FLOAT ( 10, 15 );
#if defined ( OLD_WEAPONS )
m_pPlayer->pev->punchangle.x -= 2;
#endif
}
void CBig_Cock::Reload(void)
{
int iResult;
if (m_iClip == 0)
iResult = DefaultReload( 17, GLOCK_RELOAD, 1.5 );
else
iResult = DefaultReload( 18, GLOCK_RELOAD_NOT_EMPTY, 1.5 );
if (iResult)
{
m_flTimeWeaponIdle = gpGlobals->time + RANDOM_FLOAT ( 10, 15 );
}
}
void CBig_Cock::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 = RANDOM_FLOAT(0, 1);
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 );
}
}
class CGlockAmmo : 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*5 ) != -1)
{
EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM);
return TRUE;
}
return FALSE;
}
};
LINK_ENTITY_TO_CLASS( ammo_cockclip, CGlockAmmo );
LINK_ENTITY_TO_CLASS( ammo_9mcocks, CGlockAmmo );