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"
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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
};
LINK_ENTITY_TO_CLASS( weapon_glock, CGlock )
LINK_ENTITY_TO_CLASS( weapon_9mmhandgun, CGlock )
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void CGlock::Spawn()
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{
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pev->classname = MAKE_STRING( "weapon_9mmhandgun" ); // hack to allow for old names
Precache();
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m_iId = WEAPON_GLOCK;
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SET_MODEL( ENT( pev ), "models/w_9mmhandgun.mdl" );
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SetClipModel( "models/w_9mmclip.mdl" );
// ==========================================
// Code changes for- Night at the Office:
// ==========================================
//
// -Randomised Ammo. Picking up a gun from a fallen terrorist
// will not give you a pre-defined amount of bullets. The exact
// number is random (depending on the gun and clip size), which
// means the player will constantly need to keep a check on the
// ammo as it will no longer be 'comfortable' for the player to
// waste ammo.
m_iDefaultAmmo = DefaultAmmoBySkill( GLOCK_MAX_CLIP, gSkillData.iSkillLevel );
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FallInit();// get ready to fall down.
}
void CGlock::Precache( void )
{
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PRECACHE_MODEL( "models/v_9mmhandgun.mdl" );
PRECACHE_MODEL( "models/w_9mmhandgun.mdl" );
PRECACHE_MODEL( "models/p_9mmhandgun.mdl" );
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m_iShell = PRECACHE_MODEL( "models/shell.mdl" );// brass shell
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PRECACHE_SOUND( "items/9mmclip1.wav" );
PRECACHE_SOUND( "items/9mmclip2.wav" );
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PRECACHE_SOUND( "weapons/pl_gun1.wav" );//silenced handgun
PRECACHE_SOUND( "weapons/pl_gun2.wav" );//silenced handgun
PRECACHE_SOUND( "weapons/pl_gun3.wav" );//handgun
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m_usFireGlock1 = PRECACHE_EVENT( 1, "events/glock1.sc" );
m_usFireGlock2 = PRECACHE_EVENT( 1, "events/glock2.sc" );
}
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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 = 0;
p->iPosition = 3;
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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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{
BOOL bResult = DefaultDeploy( "models/v_9mmhandgun.mdl", "models/p_9mmhandgun.mdl", GLOCK_DRAW, "onehanded", /*UseDecrement() ? 1 : 0*/ 0 );
if( bResult )
{
m_fInAttack = 0;
}
return bResult;
}
void CGlock::Holster( int skiplocal /*= 0*/ )
{
m_fInReload = FALSE;// cancel any reload in progress.
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5;
SendWeaponAnim( GLOCK_HOLSTER );
m_fInAttack = 0;
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}
void CGlock::SecondaryAttack( void )
{
}
void CGlock::PrimaryAttack( void )
{
GlockFire( 0.01, 0.2, TRUE );
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}
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void CGlock::GlockFire( float flSpread, float flCycleTime, BOOL fUseAutoAim )
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{
// Do not allow attack unless primary attack key was released.
if( m_fInAttack )
return;
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if( m_iClip <= 0 )
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{
if( !m_fFireOnEmpty )
Reload();
else
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{
PlayEmptySound();
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.2;
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}
return;
}
// Prevent from continuously refire.
m_fInAttack = 1;
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m_iClip--;
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m_pPlayer->pev->effects = (int)( m_pPlayer->pev->effects ) | EF_MUZZLEFLASH;
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int flags;
#if defined( CLIENT_WEAPONS )
flags = FEV_NOTHOST;
#else
flags = 0;
#endif
// player "shoot" animation
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
// silenced
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if( pev->body == 1 )
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{
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;
}
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Vector vecSrc = m_pPlayer->GetGunPosition();
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Vector vecAiming;
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if( fUseAutoAim )
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{
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, g_vecZero, g_vecZero, vecDir.x, vecDir.y, 0, 0, ( m_iClip == 0 ) ? 1 : 0, 0 );
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m_flNextPrimaryAttack = m_flNextSecondaryAttack = GetNextAttackDelay( flCycleTime );
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if( !m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 )
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// HEV suit - indicate out of ammo condition
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m_pPlayer->SetSuitUpdate( "!HEV_AMO0", FALSE, 0 );
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
}
void CGlock::Reload( void )
{
if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 || m_iClip == GLOCK_MAX_CLIP )
return;
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int iResult;
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if( m_iClip == 0 )
iResult = DefaultReload( GLOCK_MAX_CLIP, GLOCK_RELOAD, 1.5 );
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else
iResult = DefaultReload( GLOCK_MAX_CLIP, GLOCK_RELOAD_NOT_EMPTY, 1.5 );
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if( iResult )
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{
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
// Unblock primary attack.
m_fInAttack = 0;
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}
}
void CGlock::WeaponIdle( void )
{
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ResetEmptySound();
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m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES );
//
// Unblock primary attack.
// This will only occur if players released primary attack key.
//
m_fInAttack = 0;
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if( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() )
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return;
// only idle if the slid isn't back
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if( m_iClip != 0 )
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{
int iAnim;
float flRand = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0.0, 1.0 );
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if( flRand <= 0.3 + 0 * 0.75 )
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{
iAnim = GLOCK_IDLE3;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 49.0 / 16;
}
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else if( flRand <= 0.6 + 0 * 0.875 )
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{
iAnim = GLOCK_IDLE1;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 60.0 / 16.0;
}
else
{
iAnim = GLOCK_IDLE2;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 40.0 / 16.0;
}
SendWeaponAnim( iAnim, 1 );
}
}
class CGlockAmmo : public CBasePlayerAmmo
{
void Spawn( void )
{
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Precache();
SET_MODEL( ENT( pev ), "models/w_9mmclip.mdl" );
CBasePlayerAmmo::Spawn();
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}
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void Precache( void )
{
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PRECACHE_MODEL( "models/w_9mmclip.mdl" );
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_glockclip, CGlockAmmo )
LINK_ENTITY_TO_CLASS( ammo_9mmclip, CGlockAmmo )