/*** * * 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" #include "nail.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, GLOCK_UPRIGHT_TO_TILT, GLOCK_TILT_TO_UPRIGHT, GLOCK_FASTSHOOT }; LINK_ENTITY_TO_CLASS( weapon_bradnailer, CGlock ) void CGlock::Spawn() { // pev->classname = MAKE_STRING( "weapon_9mmhandgun" ); // hack to allow for old names Precache(); m_iId = WEAPON_GLOCK; SET_MODEL( ENT( pev ), "models/w_bradnailer.mdl" ); m_fInAttack = 0; m_iDefaultAmmo = GLOCK_DEFAULT_GIVE; FallInit();// get ready to fall down. } void CGlock::Precache( void ) { PRECACHE_MODEL( "models/v_bradnailer.mdl" ); PRECACHE_MODEL( "models/w_bradnailer.mdl" ); PRECACHE_MODEL( "models/p_bradnailer.mdl" ); PRECACHE_SOUND( "items/9mmclip1.wav" ); PRECACHE_SOUND( "items/9mmclip2.wav" ); PRECACHE_SOUND( "weapons/bradnailer.wav" ); // UTIL_PrecacheOther( "nailgun_nail" ); } int CGlock::GetItemInfo( ItemInfo *p ) { p->pszName = STRING( pev->classname ); p->pszAmmo1 = "9mm"; p->iMaxAmmo1 = _9MM_MAX_CARRY; p->pszAmmo2 = NULL; p->iMaxAmmo2 = -1; p->iMaxClip = GLOCK_MAX_CLIP; p->iSlot = 1; p->iPosition = 0; 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; } BOOL CGlock::Deploy() { // pev->body = 1; return DefaultDeploy( "models/v_bradnailer.mdl", "models/p_bradnailer.mdl", GLOCK_DRAW, "onehanded", /*UseDecrement() ? 1 : 0*/ 0 ); } void CGlock::SecondaryAttack( void ) { GlockFire( 0.2, FALSE ); } void CGlock::PrimaryAttack( void ) { GlockFire( 0.3, TRUE ); } void CGlock::GlockFire( float flCycleTime, BOOL fUseAutoAim ) { // don't fire underwater if( m_pPlayer->pev->waterlevel == 3 ) { PlayEmptySound(); m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.15; return; } if( m_iClip <= 0 ) { if( m_fFireOnEmpty ) { PlayEmptySound(); m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.15; } return; } if( fUseAutoAim ) { if( m_fInAttack ) { SendWeaponAnim( GLOCK_TILT_TO_UPRIGHT ); m_fInAttack = 0; m_flNextPrimaryAttack = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.3f; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); return; } SendWeaponAnim( GLOCK_SHOOT ); } else { if( !m_fInAttack ) { SendWeaponAnim( GLOCK_UPRIGHT_TO_TILT ); m_fInAttack = 1; m_flNextPrimaryAttack = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.3f; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.0f; return; } SendWeaponAnim( GLOCK_FASTSHOOT ); } m_iClip--; m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME; EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_WEAPON, "weapons/bradnailer.wav", 1.0, ATTN_NORM, 0, 98 + RANDOM_LONG( 0, 3 ) ); // m_pPlayer->pev->effects = (int)( m_pPlayer->pev->effects ) | EF_MUZZLEFLASH; // player "shoot" animation m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); Vector vecAngles = m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle; UTIL_MakeVectors( vecAngles ); vecAngles.x = -vecAngles.x; Vector vecSrc = m_pPlayer->GetGunPosition() - gpGlobals->v_up * 3; float flSpread; if( fUseAutoAim ) { vecSrc = vecSrc + gpGlobals->v_up + gpGlobals->v_right * 2; flSpread = 0.008732f; } else { flSpread = 0.06976f; } float x, y; do{ x = RANDOM_FLOAT( -0.5, 0.5 ) + RANDOM_FLOAT( -0.5, 0.5 ); y = RANDOM_FLOAT( -0.5, 0.5 ) + RANDOM_FLOAT( -0.5, 0.5 ); } while( x * x + y * y > 1.0f ); Vector vecSpread = x * flSpread * gpGlobals->v_up + y * flSpread * gpGlobals->v_right + gpGlobals->v_forward; Vector vecDest = vecSrc + vecSpread * 2048.0f; UTIL_MakeTracer( vecSrc, vecDest ); CNailGunNail *pNail = CNailGunNail::NailCreate( TRUE ); pNail->pev->origin = vecSrc; pNail->pev->angles = vecAngles; pNail->pev->owner = m_pPlayer->edict(); pNail->pev->velocity = vecSpread * 1600.0f; pNail->pev->speed = 1600.0f; pNail->pev->avelocity.z = 10; m_flNextPrimaryAttack = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + flCycleTime; if( m_fInAttack ) { m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.0f; } else { m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); } m_pPlayer->pev->punchangle.x -= 2.0f; } void CGlock::Reload( void ) { if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 || m_iClip == GLOCK_MAX_CLIP ) return; if( m_fInAttack ) { if( !m_fInSpecialReload ) { SendWeaponAnim( GLOCK_TILT_TO_UPRIGHT ); SetThink( &CGlock::ReloadWait ); pev->nextthink = gpGlobals->time + 0.4; m_fInSpecialReload = 1; } } else if( DefaultReload( GLOCK_MAX_CLIP, m_iClip ? GLOCK_RELOAD : GLOCK_RELOAD_NOT_EMPTY, 2.3 ) ) { m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); } } void CGlock::ReloadWait() { m_fInAttack = m_fInSpecialReload = 0; SetThink( NULL ); Reload(); } void CGlock::WeaponIdle( void ) { ResetEmptySound(); if( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() ) return; if( m_fInAttack ) { m_fInAttack = 0; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.4f; SendWeaponAnim( GLOCK_TILT_TO_UPRIGHT ); } else { int iAnim; float flRand = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0.0, 1.0 ); if( flRand <= 0.3 + 0 * 0.75 ) { iAnim = GLOCK_IDLE3; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 49.0 / 16; } else if( flRand <= 0.6 + 0 * 0.875 ) { 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 ) { Precache(); SET_MODEL( ENT( pev ), "models/w_nailclip.mdl" ); CBasePlayerAmmo::Spawn(); } void Precache( void ) { PRECACHE_MODEL( "models/w_nailclip.mdl" ); PRECACHE_SOUND( "items/9mmclip1.wav" ); } BOOL AddAmmo( CBaseEntity *pOther ) { if( pOther->GiveAmmo( AMMO_GLOCKCLIP_GIVE, "9mm", _9MM_MAX_CARRY ) != -1 ) { EMIT_SOUND( ENT( pev ), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM ); return TRUE; } return FALSE; } }; LINK_ENTITY_TO_CLASS( ammo_nailclip, CGlockAmmo )