/*** * * 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 mac10_e { MAC10_LONGIDLE = 0, MAC10_IDLE1, MAC10_LAUNCH, MAC10_RELOAD, MAC10_DEPLOY, MAC10_FIRE1, MAC10_FIRE2, MAC10_FIRE3, }; LINK_ENTITY_TO_CLASS(weapon_mac10, CMac10); void CMac10::Spawn() { Precache(); SET_MODEL(ENT(pev), "models/w_mac10.mdl"); m_iId = WEAPON_MAC10; m_iDefaultAmmo = MAC10_DEFAULT_GIVE; FallInit();// get ready to fall down. } void CMac10::Precache(void) { PRECACHE_MODEL("models/v_mac10.mdl"); PRECACHE_MODEL("models/w_mac10.mdl"); PRECACHE_MODEL("models/p_9mmAR.mdl"); m_iShell = PRECACHE_MODEL("models/shell.mdl");// brass shellTE_MODEL PRECACHE_MODEL("models/w_mac10clip.mdl"); PRECACHE_SOUND("items/9mmclip1.wav"); PRECACHE_SOUND("items/mac10clipinsert1.wav"); PRECACHE_SOUND("items/mac10cliprelease1.wav"); PRECACHE_SOUND("weapons/mac1.wav"); PRECACHE_SOUND("weapons/mac2.wav"); PRECACHE_SOUND("weapons/mac3.wav"); PRECACHE_SOUND("weapons/357_cock1.wav"); m_usMac10 = PRECACHE_EVENT(1, "events/mac10.sc"); } int CMac10::GetItemInfo(ItemInfo *p) { p->pszName = STRING(pev->classname); p->pszAmmo1 = "mac10"; p->iMaxAmmo1 = MAC10_MAX_CARRY; p->pszAmmo2 = NULL; p->iMaxAmmo2 = -1; p->iMaxClip = MAC10_MAX_CLIP; p->iSlot = 1; p->iPosition = 1; p->iFlags = 0; p->iId = m_iId = WEAPON_MAC10; p->iWeight = MAC10_WEIGHT; return 1; } BOOL CMac10::Deploy() { BOOL bResult = DefaultDeploy("models/v_mac10.mdl", "models/p_9mmAR.mdl", MAC10_DEPLOY, "mac10"); if ( bResult ) { m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.8; } return bResult; } void CMac10::PrimaryAttack() { // don't fire underwater if (m_pPlayer->pev->waterlevel == 3) { PlayEmptySound(); m_flNextPrimaryAttack = 0.15; return; } if (m_iClip <= 0) { PlayEmptySound(); m_flNextPrimaryAttack = 0.15; return; } m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME; m_pPlayer->m_iWeaponFlash = NORMAL_GUN_FLASH; m_iClip--; m_pPlayer->pev->effects = (int)(m_pPlayer->pev->effects) | EF_MUZZLEFLASH; // player "shoot" animation m_pPlayer->SetAnimation(PLAYER_ATTACK1); Vector vecSrc = m_pPlayer->GetGunPosition(); Vector vecAiming = m_pPlayer->GetAutoaimVector(AUTOAIM_5DEGREES); Vector vecDir; Vector vecSpread; // Allow for higher accuracy when the player is crouching. if (m_pPlayer->pev->flags & FL_DUCKING) { vecSpread = VECTOR_CONE_1DEGREES; } else { vecSpread = VECTOR_CONE_4DEGREES; } // single player spread vecDir = m_pPlayer->FireBulletsPlayer(1, vecSrc, vecAiming, vecSpread, 8192, BULLET_PLAYER_MAC10, 2, 0, m_pPlayer->pev, m_pPlayer->random_seed); int flags; #if defined( CLIENT_WEAPONS ) flags = FEV_NOTHOST; #else flags = 0; #endif PLAYBACK_EVENT_FULL(flags, m_pPlayer->edict(), m_usMac10, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, 0, 0, 0, 0); m_flNextPrimaryAttack = GetNextAttackDelay(0.1); if (m_flNextPrimaryAttack < UTIL_WeaponTimeBase()) m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.1; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15); } void CMac10::Reload(void) { if (m_pPlayer->ammo_mac10 <= 0) return; DefaultReload(MAC10_MAX_CLIP, MAC10_RELOAD, 2.7); } void CMac10::WeaponIdle(void) { ResetEmptySound(); m_pPlayer->GetAutoaimVector(AUTOAIM_5DEGREES); if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase()) return; int iAnim; switch (RANDOM_LONG(0, 1)) { case 0: iAnim = MAC10_LONGIDLE; break; default: case 1: iAnim = MAC10_IDLE1; break; } SendWeaponAnim(iAnim); m_flTimeWeaponIdle = UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15); // how long till we do this again. } class CMac10AmmoClip : public CBasePlayerAmmo { void Spawn(void) { Precache(); SET_MODEL(ENT(pev), "models/w_mac10clip.mdl"); CBasePlayerAmmo::Spawn(); } void Precache(void) { PRECACHE_MODEL("models/w_mac10clip.mdl"); PRECACHE_SOUND("items/9mmclip1.wav"); } BOOL AddAmmo(CBaseEntity *pOther) { int bResult = (pOther->GiveAmmo(AMMO_MAC10_GIVE, "mac10", MAC10_MAX_CARRY) != -1); if (bResult) { EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM); } return bResult; } }; LINK_ENTITY_TO_CLASS(ammo_mac10, CMac10AmmoClip);