Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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/*
Copyright (c) 1999, Cold Ice Modification.
This code has been written by SlimShady ( darcuri@optonline.net )
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 and from the Cold Ice team.
Please if you use this code in any public form, please give us credit.
*/
#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 uzi_e
{
M16_IDLE = 0,
M16_IDLE1,
M16_IDLE3,
M16_RIGHTSHOT,
M16_LEFTSHOT,
M16_NULL,
M16_NULL2,
M16_RELOAD,
M16_NULL3,
M16_DEPLOY,
};
class CDoubleUzi : public CBasePlayerWeapon
{
public:
void Spawn( void );
void Precache( void );
int iItemSlot( void ) { return 3; }
int GetItemInfo(ItemInfo *p);
int AddToPlayer( CBasePlayer *pPlayer );
void PrimaryAttack( void );
int m_iShotCount;
BOOL Deploy( void );
void Holster( );
void Reload( void );
void WeaponIdle( void );
float m_flNextAnimTime;
int m_iShell;
int m_fInZoom;
int m_iSideCount;
};
LINK_ENTITY_TO_CLASS( weapon_doubleuzi, CDoubleUzi );
LINK_ENTITY_TO_CLASS( ammo_9mmclip, CDoubleUzi );
//=========================================================
//=========================================================
void CDoubleUzi::Spawn( )
{
pev->classname = MAKE_STRING("weapon_doubleuzi");
Precache( );
SET_MODEL(ENT(pev), "models/wmodels/w_uzi.mdl");
m_iId = WEAPON_DOUBLEUZI;
m_iDefaultAmmo = DOUBLEUZI_DEFAULT_GIVE;
FallInit();
}
void CDoubleUzi::Precache( void )
{
PRECACHE_MODEL("models/vmodels/v_doubleuzi.mdl");
m_iShell = PRECACHE_MODEL ("models/shell.mdl");
}
int CDoubleUzi::GetItemInfo(ItemInfo *p)
{
p->pszName = STRING(pev->classname);
p->pszAmmo1 = "9mm";
p->iMaxAmmo1 = DOUBLEUZI_MAX_CARRY;
p->pszAmmo2 = NULL;
p->iMaxAmmo2 = -1;
p->iMaxClip = DOUBLEUZI_MAX_CLIP;
p->iSlot = 2;
p->iPosition = 4;
p->iFlags = 0;
p->iId = m_iId = WEAPON_DOUBLEUZI;
p->iWeight = DOUBLEUZI_WEIGHT;
return 1;
}
int CDoubleUzi::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 CDoubleUzi::Deploy( )
{
return DefaultDeploy( "models/vmodels/v_doubleuzi.mdl", "models/pmodels/p_uzi.mdl", M16_DEPLOY, "onehanded" );
}
void CDoubleUzi::Holster( )
{
m_pPlayer->m_flNextAttack = gpGlobals->time + 0.5;
}
void CDoubleUzi::PrimaryAttack()
{
if (m_pPlayer->pev->waterlevel == 3)
{
PlayEmptySound( );
m_flNextPrimaryAttack = gpGlobals->time + 0.15;
return;
}
if (m_iClip <= 0)
{
PlayEmptySound();
m_flNextPrimaryAttack = gpGlobals->time + 0.15;
return;
}
m_pPlayer->m_iWeaponVolume = LOUD_GUN_VOLUME;
m_pPlayer->m_iWeaponFlash = BRIGHT_GUN_FLASH;
m_iClip--;
m_iSideCount++;
m_pPlayer->pev->effects = (int)(m_pPlayer->pev->effects) | EF_MUZZLEFLASH;
if (m_iSideCount == 1)
{
SendWeaponAnim( M16_RIGHTSHOT );
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/uzi1.wav", 1, ATTN_NORM, 0, 94 + RANDOM_LONG(0,0xf));
UTIL_MakeVectors( m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle );
Vector vecShellVelocity = m_pPlayer->pev->velocity
+ gpGlobals->v_right * RANDOM_FLOAT(100,150)
+ gpGlobals->v_up * RANDOM_FLOAT(100,150) //x,y values?
+ gpGlobals->v_forward * 35;
EjectBrass ( pev->origin + m_pPlayer->pev->view_ofs
+ gpGlobals->v_up * -12
+ gpGlobals->v_forward * 35
+ gpGlobals->v_right * 6, vecShellVelocity, pev->angles.y, m_iShell, TE_BOUNCE_SHELL);
Vector vecSrc = m_pPlayer->GetGunPosition( );
Vector vecAiming = m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES );
m_pPlayer->FireBullets( 1, vecSrc, vecAiming, VECTOR_CONE_8DEGREES, 8192, BULLET_PLAYER_MP5, 0 );
}
if (m_iSideCount == 2)
{
SendWeaponAnim( M16_LEFTSHOT );
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/uzi1.wav", 1, ATTN_NORM, 0, 94 + RANDOM_LONG(0,0xf));
UTIL_MakeVectors( m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle );
Vector vecShellVelocity = m_pPlayer->pev->velocity
+ gpGlobals->v_right * RANDOM_FLOAT(100,150)
+ gpGlobals->v_up * RANDOM_FLOAT(100,150)
+ gpGlobals->v_forward * 35;
EjectBrass ( pev->origin + m_pPlayer->pev->view_ofs
+ gpGlobals->v_up * -12
+ gpGlobals->v_forward * 35
+ gpGlobals->v_right * -6, vecShellVelocity, pev->angles.y, m_iShell, TE_BOUNCE_SHELL);
Vector vecSrc = m_pPlayer->GetGunPosition( );
Vector vecAiming = m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES );
m_pPlayer->FireBullets( 1, vecSrc, vecAiming, VECTOR_CONE_8DEGREES, 8192, BULLET_PLAYER_MP5, 0 );
}
if (m_iSideCount == 2)
m_iSideCount = 0;
m_flNextPrimaryAttack = gpGlobals->time + 0.08;
m_flTimeWeaponIdle = gpGlobals->time + RANDOM_FLOAT ( 10, 15 );
m_pPlayer->pev->punchangle.x = RANDOM_FLOAT( -2, 2 );
}
void CDoubleUzi::Reload( void )
{
int iResult;
if (m_iClip == 0)
iResult = DefaultReload( 64, M16_RELOAD, 1.5 );
else
iResult = DefaultReload( 64, M16_RELOAD, 1.5 );
if (iResult)
{
m_flTimeWeaponIdle = gpGlobals->time + RANDOM_FLOAT ( 10, 15 );
}
}
void CDoubleUzi::WeaponIdle( void )
{
ResetEmptySound( );
m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES );
if (m_flTimeWeaponIdle > gpGlobals->time)
return;
int iAnim;
switch ( RANDOM_LONG( 0, 1 ) )
{
case 0:
iAnim = M16_IDLE;
break;
default:
case 1:
iAnim = M16_IDLE3;
break;
}
SendWeaponAnim( iAnim );
m_flTimeWeaponIdle = gpGlobals->time + RANDOM_FLOAT ( 10, 15 );
}