Solexid
8 years ago
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GitHub
1 changed files with 328 additions and 0 deletions
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/*** |
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* |
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*****CREATED BY SOLEXID |
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*******legendary BIG_COCK |
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*ALL RIGHTS FUCKED |
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****/ |
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#include "extdll.h" |
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#include "util.h" |
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#include "cbase.h" |
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#include "monsters.h" |
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#include "weapons.h" |
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#include "nodes.h" |
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#include "player.h" |
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enum glock_e { |
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GLOCK_IDLE1 = 0, |
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GLOCK_IDLE2, |
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GLOCK_IDLE3, |
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GLOCK_SHOOT, |
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GLOCK_SHOOT_EMPTY, |
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GLOCK_RELOAD, |
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GLOCK_RELOAD_NOT_EMPTY, |
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GLOCK_DRAW, |
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GLOCK_HOLSTER, |
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GLOCK_ADD_SILENCER |
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}; |
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class CBig_Cock : public CBasePlayerWeapon |
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{ |
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public: |
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void Spawn( void ); |
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void Precache( void ); |
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int iItemSlot( void ) { return 3; } |
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int GetItemInfo(ItemInfo *p); |
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void PrimaryAttack( void ); |
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void SecondaryAttack( void ); |
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void GlockFire( float flSpread, float flCycleTime, BOOL fUseAutoAim ); |
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BOOL Deploy( void ); |
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void Reload( void ); |
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void WeaponIdle( void ); |
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private: |
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int m_iShell; |
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unsigned short m_usFireGlock1; |
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unsigned short m_usFireGlock2; |
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}; |
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LINK_ENTITY_TO_CLASS(weapon_big_cock, CBig_Cock); |
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LINK_ENTITY_TO_CLASS(weapon_90mhandcock, CBig_Cock); |
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void CBig_Cock::Spawn() |
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{ |
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pev->classname = MAKE_STRING("weapon_big_cock"); // hack to allow for old names |
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Precache( ); |
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m_iId = WEAPON_BIG_COCK; |
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SET_MODEL(ENT(pev), "models/w_9mmcockgunn.mdl"); |
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m_iDefaultAmmo = GLOCK_DEFAULT_GIVE; |
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FallInit();// get ready to fall down. |
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} |
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void CBig_Cock::Precache(void) |
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{ |
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PRECACHE_MODEL("models/v_9mmcockgunn.mdl"); |
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PRECACHE_MODEL("models/w_9mmcockgunn.mdl"); |
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PRECACHE_MODEL("models/p_9mmcockgunn.mdl"); |
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m_iShell = PRECACHE_MODEL ("models/shell.mdl");// brass shell |
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PRECACHE_SOUND("items/9mmclip1.wav"); |
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PRECACHE_SOUND("items/9mmclip2.wav"); |
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PRECACHE_SOUND ("weapons/pl_gun1.wav");//silenced handgun |
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PRECACHE_SOUND ("weapons/pl_gun2.wav");//silenced handgun |
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PRECACHE_SOUND ("weapons/ck_gun3.wav");//handgun |
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m_usFireGlock1 = PRECACHE_EVENT( 1, "events/glock1.sc" ); |
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m_usFireGlock2 = PRECACHE_EVENT( 1, "events/glock2.sc" ); |
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} |
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int CBig_Cock::GetItemInfo(ItemInfo *p) |
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{ |
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p->pszName = STRING(pev->classname); |
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p->pszAmmo1 = "9mm"; |
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p->iMaxAmmo1 = _9MM_MAX_CARRY*5; |
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p->pszAmmo2 = NULL; |
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p->iMaxAmmo2 = -1; |
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p->iMaxClip = 14; |
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p->iSlot = 1; |
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p->iPosition = 3; |
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p->iFlags = 0; |
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p->iId = m_iId = WEAPON_BIG_COCK; |
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p->iWeight = BIG_COCK_WEIGHT; |
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return 1; |
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} |
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BOOL CBig_Cock::Deploy() |
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{ |
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// pev->body = 1; |
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return DefaultDeploy( "models/v_9mmcockgunn.mdl", "models/p_9mmcockgunn.mdl", GLOCK_DRAW, "onehanded" ); |
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} |
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void CBig_Cock::SecondaryAttack(void) |
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{ |
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GlockFire( 0.02, 0.06, FALSE ); |
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} |
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void CBig_Cock::PrimaryAttack(void) |
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{ |
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GlockFire( 0, 0.9, TRUE ); |
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} |
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void CBig_Cock::GlockFire(float flSpread, float flCycleTime, BOOL fUseAutoAim) |
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{ |
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if (m_iClip <= 0) |
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{ |
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if (m_fFireOnEmpty) |
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{ |
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PlayEmptySound(); |
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m_flNextPrimaryAttack = gpGlobals->time + 0.4; |
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} |
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return; |
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} |
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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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#if defined ( OLD_WEAPONS ) |
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if (m_iClip != 0) |
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SendWeaponAnim( GLOCK_SHOOT ); |
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else |
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SendWeaponAnim( GLOCK_SHOOT_EMPTY ); |
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#endif |
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if ( fUseAutoAim ) |
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{ |
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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 ); |
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} |
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else |
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{ |
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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 ); |
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} |
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// player "shoot" animation |
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m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); |
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#if defined ( OLD_WEAPONS ) |
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UTIL_MakeVectors( m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle ); |
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Vector vecShellVelocity = m_pPlayer->pev->velocity |
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+ gpGlobals->v_right * RANDOM_FLOAT(50,70) |
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+ gpGlobals->v_up * RANDOM_FLOAT(100,150) |
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+ gpGlobals->v_forward * 25; |
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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 ); |
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#endif |
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// silenced |
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if (pev->body == 1) |
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{ |
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m_pPlayer->m_iWeaponVolume = QUIET_GUN_VOLUME; |
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m_pPlayer->m_iWeaponFlash = DIM_GUN_FLASH; |
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#if defined ( OLD_WEAPONS ) |
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switch(RANDOM_LONG(0,1)) |
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{ |
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case 0: |
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EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/pl_gun1.wav", RANDOM_FLOAT(0.9, 1.0), ATTN_NORM); |
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break; |
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case 1: |
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EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/pl_gun2.wav", RANDOM_FLOAT(0.9, 1.0), ATTN_NORM); |
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break; |
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} |
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#endif |
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} |
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else |
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{ |
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// non-silenced |
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m_pPlayer->m_iWeaponVolume = BIG_EXPLOSION_VOLUME; |
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m_pPlayer->m_iWeaponFlash = NORMAL_GUN_FLASH; |
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#if defined ( OLD_WEAPONS ) |
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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)); |
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#endif |
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} |
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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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{ |
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vecAiming = m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES ); |
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} |
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else |
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{ |
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vecAiming = gpGlobals->v_forward; |
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} |
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TraceResult tr; |
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if (flSpread > 0){ |
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m_pPlayer->FireBullets(1, vecSrc, vecAiming, Vector(flSpread, flSpread, flSpread), 8192, BULLET_PLAYER_357, 5, 35); |
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m_pPlayer->pev->velocity = m_pPlayer->pev->velocity - gpGlobals->v_forward * 25 * 5; |
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} |
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else{ |
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m_pPlayer->FireBullets(1, vecSrc, vecAiming, Vector(flSpread, flSpread, flSpread), 8192, BULLET_PLAYER_357, 5, 60); |
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m_pPlayer->pev->velocity = m_pPlayer->pev->velocity - gpGlobals->v_forward * 100 * 5; |
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//ApplyMultiDamage(m_pPlayer->pev, m_pPlayer->pev); |
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} |
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m_flNextPrimaryAttack = m_flNextSecondaryAttack = gpGlobals->time + 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 = gpGlobals->time + RANDOM_FLOAT ( 10, 15 ); |
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#if defined ( OLD_WEAPONS ) |
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m_pPlayer->pev->punchangle.x -= 2; |
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#endif |
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} |
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void CBig_Cock::Reload(void) |
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{ |
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int iResult; |
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if (m_iClip == 0) |
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iResult = DefaultReload( 17, GLOCK_RELOAD, 1.5 ); |
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else |
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iResult = DefaultReload( 18, GLOCK_RELOAD_NOT_EMPTY, 1.5 ); |
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if (iResult) |
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{ |
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m_flTimeWeaponIdle = gpGlobals->time + RANDOM_FLOAT ( 10, 15 ); |
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} |
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} |
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void CBig_Cock::WeaponIdle(void) |
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{ |
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ResetEmptySound( ); |
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m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES ); |
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if (m_flTimeWeaponIdle > gpGlobals->time) |
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return; |
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// only idle if the slid isn't back |
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if (m_iClip != 0) |
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{ |
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int iAnim; |
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float flRand = RANDOM_FLOAT(0, 1); |
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if (flRand <= 0.3 + 0 * 0.75) |
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{ |
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iAnim = GLOCK_IDLE3; |
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m_flTimeWeaponIdle = gpGlobals->time + 49.0 / 16; |
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} |
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else if (flRand <= 0.6 + 0 * 0.875) |
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{ |
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iAnim = GLOCK_IDLE1; |
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m_flTimeWeaponIdle = gpGlobals->time + 60.0 / 16.0; |
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} |
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else |
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{ |
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iAnim = GLOCK_IDLE2; |
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m_flTimeWeaponIdle = gpGlobals->time + 40.0 / 16.0; |
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} |
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SendWeaponAnim( iAnim ); |
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} |
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} |
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class CGlockAmmo : public CBasePlayerAmmo |
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{ |
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void Spawn( void ) |
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{ |
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Precache( ); |
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SET_MODEL(ENT(pev), "models/w_9mmclip.mdl"); |
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CBasePlayerAmmo::Spawn( ); |
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} |
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void Precache( void ) |
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{ |
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PRECACHE_MODEL ("models/w_9mmclip.mdl"); |
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PRECACHE_SOUND("items/9mmclip1.wav"); |
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} |
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BOOL AddAmmo( CBaseEntity *pOther ) |
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{ |
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if (pOther->GiveAmmo( AMMO_GLOCKCLIP_GIVE, "9mm", _9MM_MAX_CARRY*5 ) != -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; |
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} |
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return FALSE; |
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} |
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}; |
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LINK_ENTITY_TO_CLASS( ammo_cockclip, CGlockAmmo ); |
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LINK_ENTITY_TO_CLASS( ammo_9mcocks, CGlockAmmo ); |
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