diff --git a/dlls/big_cock b/dlls/big_cock new file mode 100644 index 00000000..67628661 --- /dev/null +++ b/dlls/big_cock @@ -0,0 +1,328 @@ +/*** +* +*****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" + +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 ); + + + + + + + + + + + + + +