/*** * * Copyright (c) 1996-2001, 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" #include "soundent.h" #include "gamerules.h" enum ap9_e { AP9_IDLE = 0, AP9_RELOAD, AP9_DRAW, AP9_SHOOT1, AP9_SHOOT2, AP9_SHOOT3 }; LINK_ENTITY_TO_CLASS( weapon_th_ap9, CWeaponEinarAP9 ) void CWeaponEinarAP9::Spawn() { Precache(); SET_MODEL( ENT( pev ), "models/w_ap9.mdl" ); m_iId = WEAPON_AP9; m_iDefaultAmmo = AP9_DEFAULT_GIVE; m_iBurstShots = 0; FallInit();// get ready to fall down. } void CWeaponEinarAP9::Precache() { PRECACHE_MODEL( "models/v_ap9.mdl" ); PRECACHE_MODEL( "models/w_ap9.mdl" ); PRECACHE_MODEL( "models/p_ap9.mdl" ); m_iShell = PRECACHE_MODEL( "models/shell.mdl" );// brass shellTE_MODEL PRECACHE_MODEL( "models/w_ap9clip.mdl" ); PRECACHE_SOUND( "items/9mmclip1.wav" ); PRECACHE_SOUND( "weapons/ap9_bolt.wav" ); PRECACHE_SOUND( "weapons/ap9_clipin.wav" ); PRECACHE_SOUND( "weapons/ap9_clipout.wav" ); PRECACHE_SOUND( "weapons/ap9_fire.wav" ); m_usFireAP9 = PRECACHE_EVENT( 1, "events/ap9.sc" ); } int CWeaponEinarAP9::GetItemInfo( ItemInfo *p ) { p->pszName = STRING( pev->classname ); p->pszAmmo1 = "ap9"; p->iMaxAmmo1 = AP9_MAX_CARRY; p->pszAmmo2 = NULL; p->iMaxAmmo2 = -1; p->iMaxClip = AP9_MAX_CLIP; p->iSlot = 1; p->iPosition = 2; p->iFlags = 0; p->iId = m_iId = WEAPON_AP9; p->iWeight = AP9_WEIGHT; return 1; } int CWeaponEinarAP9::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 CWeaponEinarAP9::Deploy() { return DefaultDeploy( "models/v_ap9.mdl", "models/p_ap9.mdl", AP9_DRAW, "onehanded" ); } void CWeaponEinarAP9::SecondaryAttack() { m_iBurstShots += 2; AP9Fire( 0.035f, 0.6f, FALSE ); m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.04f; } void CWeaponEinarAP9::PrimaryAttack() { AP9Fire( 0.07f, 0.125f, TRUE ); } void CWeaponEinarAP9::AP9Fire( float flSpread, float flCycleTime, BOOL fUseAutoAim ) { int iBulletType; if( m_iClip <= 0 ) { if( m_fFireOnEmpty ) { PlayEmptySound(); m_flNextPrimaryAttack = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.2f; } return; } m_iClip--; m_pPlayer->pev->effects = (int)( m_pPlayer->pev->effects ) | EF_MUZZLEFLASH; int flags; #if defined( CLIENT_WEAPONS ) flags = FEV_NOTHOST; #else flags = 0; #endif // player "shoot" animation m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME; m_pPlayer->m_iWeaponFlash = NORMAL_GUN_FLASH; Vector vecSrc = m_pPlayer->GetGunPosition(); Vector vecAiming; if( fUseAutoAim ) { vecAiming = m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES ); } else { vecAiming = gpGlobals->v_forward; } #ifdef CLIENT_DLL if( bIsMultiplayer() ) #else if( g_pGameRules->IsMultiplayer() ) #endif iBulletType = BULLET_PLAYER_9MM; else iBulletType = BULLET_PLAYER_MP5; Vector vecDir = m_pPlayer->FireBulletsPlayer( 1, vecSrc, vecAiming, Vector( flSpread, flSpread, flSpread ), 8192, iBulletType, 0, 0, m_pPlayer->pev, m_pPlayer->random_seed ); PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usFireAP9, 0.0, g_vecZero, g_vecZero, vecDir.x, vecDir.y, 0, 0, fUseAutoAim, 0 ); 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_flNextPrimaryAttack = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + flCycleTime; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); } void CWeaponEinarAP9::Reload() { if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 || m_iClip == AP9_MAX_CLIP ) return; if( DefaultReload( AP9_MAX_CLIP, AP9_RELOAD, 1.8 ) ) { #ifdef CLIENT_DLL if( !bIsMultiplayer() ) #else if( !g_pGameRules->IsMultiplayer() ) #endif m_flNextPrimaryAttack = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 2.9f; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); } } void CWeaponEinarAP9::WeaponIdle() { ResetEmptySound(); m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES ); if( m_iBurstShots >= 2 ) { if( m_pPlayer->m_flNextAttack > UTIL_WeaponTimeBase() ) return; SecondaryAttack(); if( m_iBurstShots >= 6 ) m_iBurstShots = 0; } if( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() ) return; if( m_iClip ) { SendWeaponAnim( AP9_IDLE ); m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 20.0f; // how long till we do this again. } } class CAP9Ammo : public CBasePlayerAmmo { void Spawn() { Precache(); SET_MODEL( ENT( pev ), "models/w_ap9clip.mdl" ); CBasePlayerAmmo::Spawn(); } void Precache(void) { PRECACHE_MODEL( "models/w_ap9clip.mdl" ); PRECACHE_SOUND( "items/9mmclip1.wav" ); } BOOL AddAmmo( CBaseEntity *pOther ) { int bResult = ( pOther->GiveAmmo( AMMO_AP9_GIVE, "ap9", AP9_MAX_CARRY ) != -1 ); if( bResult ) { EMIT_SOUND( ENT( pev ), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM ); } return bResult; } }; LINK_ENTITY_TO_CLASS( ammo_th_ap9, CAP9Ammo )