/*** * * 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. Resident Evil 4 Handgun Hey it's that dog! * ****/ #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 }; LINK_ENTITY_TO_CLASS( weapon_glock, CGlock ) LINK_ENTITY_TO_CLASS( weapon_9mmhandgun, 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_re4handgun.mdl" ); m_iDefaultAmmo = GLOCK_DEFAULT_GIVE; FallInit();// get ready to fall down. //m_fSpotActive = 1; } void CGlock::Precache( void ) { PRECACHE_MODEL( "models/v_re4handgun.mdl" ); PRECACHE_MODEL( "models/w_re4handgun.mdl" ); PRECACHE_MODEL( "models/p_re4handgun.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/pl_gun3.wav" );//handgun PRECACHE_SOUND( "weapons/re4_fire.wav" ); m_usFireGlock1 = PRECACHE_EVENT( 1, "events/glock1.sc" ); m_usFireGlock2 = PRECACHE_EVENT( 1, "events/glock2.sc" ); } 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 = 2; 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_re4handgun.mdl", "models/p_re4handgun.mdl", GLOCK_DRAW, "onehanded", /*UseDecrement() ? 1 : 0*/ 0 ); } void CGlock::SecondaryAttack( void ) { // GlockFire( 0.1f, 0.2f, FALSE ); } void CGlock::PrimaryAttack( void ) { GlockFire( 0.02f, 0.425f, FALSE ); } void CGlock::GlockFire( float flSpread, float flCycleTime, BOOL fUseAutoAim ) { if( m_iClip <= 0 ) { if( m_fFireOnEmpty ) { PlayEmptySound(); m_flNextPrimaryAttack = GetNextAttackDelay( 0.2f ); } return; } m_iClip--; m_pPlayer->pev->effects = (int)( m_pPlayer->pev->effects ) | EF_MUZZLEFLASH; int flags; #if CLIENT_WEAPONS flags = FEV_NOTHOST; #else flags = 0; #endif // player "shoot" animation m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); // silenced if( pev->body == 1 ) { m_pPlayer->m_iWeaponVolume = QUIET_GUN_VOLUME; m_pPlayer->m_iWeaponFlash = DIM_GUN_FLASH; } else { // non-silenced 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; } Vector vecDir; vecDir = m_pPlayer->FireBulletsPlayer( 1, vecSrc, vecAiming, Vector( flSpread, flSpread, flSpread ), 8192, BULLET_PLAYER_9MM, 0, 0, m_pPlayer->pev, m_pPlayer->random_seed ); PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), fUseAutoAim ? m_usFireGlock1 : m_usFireGlock2, 0.0, g_vecZero, g_vecZero, vecDir.x, vecDir.y, 0, 0, ( m_iClip == 0 ) ? 1 : 0, 0 ); m_flNextPrimaryAttack = m_flNextSecondaryAttack = GetNextAttackDelay( 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 = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); } void CGlock::Reload( void ) { if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 || m_iClip == GLOCK_MAX_CLIP ) return; int iResult; if( m_iClip == 0 ) iResult = DefaultReload( GLOCK_MAX_CLIP, GLOCK_RELOAD, 1.5f ); else iResult = DefaultReload( GLOCK_MAX_CLIP, GLOCK_RELOAD_NOT_EMPTY, 1.5f ); if( iResult ) { m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); } } void CGlock::WeaponIdle( void ) { ResetEmptySound(); m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES ); if( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() ) return; // only idle if the slid isn't back if( m_iClip != 0 ) { int iAnim; float flRand = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0.0, 1.0 ); if( flRand <= 0.3f + 0 * 0.75f ) { iAnim = GLOCK_IDLE3; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 49.0f / 16.0f; } else if( flRand <= 0.6f + 0 * 0.875f ) { iAnim = GLOCK_IDLE1; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 60.0f / 16.0f; } else { iAnim = GLOCK_IDLE2; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 40.0f / 16.0f; } SendWeaponAnim( iAnim, 1 ); } } 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 ) != -1 ) { EMIT_SOUND( ENT( pev ), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM ); return TRUE; } return FALSE; } }; LINK_ENTITY_TO_CLASS( ammo_glockclip, CGlockAmmo ) LINK_ENTITY_TO_CLASS( ammo_9mmclip, CGlockAmmo )