/*** * * 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. * ****/ // The Following is Based on Counter-Strike's AK-47 Weapon // In no way am I trying to break the law // I am simply practicing. // Valve or anyone will authority, please don't sue me. #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 ak47_e { AK47_IDLE1 = 0, AK47_RELOAD, AK47_DRAW, AK47_SHOOT1, AK47_SHOOT2, AK47_SHOOT3, }; LINK_ENTITY_TO_CLASS( weapon_ak47, CAK47 ); //LINK_ENTITY_TO_CLASS( weapon_9mmAR, CMP5 ); //========================================================= //========================================================= void CAK47::Spawn( ) { pev->classname = MAKE_STRING("weapon_ak47"); // hack to allow for old names Precache( ); SET_MODEL(ENT(pev), "models/w_ak47.mdl"); m_iId = WEAPON_AK47; m_iDefaultAmmo = AK47_DEFAULT_GIVE; FallInit();// get ready to fall down. } void CAK47::Precache( void ) { PRECACHE_MODEL("models/v_ak47.mdl"); PRECACHE_MODEL("models/w_ak47.mdl"); PRECACHE_MODEL("models/p_ak47.mdl"); m_iShell = PRECACHE_MODEL ("models/rshell.mdl");// brass shellTE_MODEL //PRECACHE_MODEL("models/grenade.mdl"); // grenade //PRECACHE_MODEL("models/w_ak47.mdl"); //PRECACHE_SOUND("items/9mmclip1.wav"); PRECACHE_SOUND("weapons/ak47_clipin.wav"); PRECACHE_SOUND("weapons/ak47_clipin.wav"); PRECACHE_MODEL ("models/w_ak47clip.mdl"); PRECACHE_SOUND ("weapons/ak47-1.wav");// A to the K PRECACHE_SOUND ("weapons/ak47-2.wav");// A to the K //PRECACHE_SOUND ("weapons/hks3.wav");// H to the K //PRECACHE_SOUND( "weapons/glauncher.wav" ); //PRECACHE_SOUND( "weapons/glauncher2.wav" ); PRECACHE_SOUND ("weapons/ak47_boltpull.wav"); m_usAK47 = PRECACHE_EVENT( 1, "events/ak47.sc" ); //m_usMP52 = PRECACHE_EVENT( 1, "events/mp52.sc" ); } int CAK47::GetItemInfo(ItemInfo *p) { p->pszName = STRING(pev->classname); p->pszAmmo1 = "ak47"; p->iMaxAmmo1 = AK47_MAX_CARRY; //p->pszAmmo2 = "ARgrenades"; //p->iMaxAmmo2 = M203_GRENADE_MAX_CARRY; p->iMaxClip = AK47_MAX_CLIP; p->iSlot = 2; p->iPosition = 2; p->iFlags = 0; p->iId = m_iId = WEAPON_AK47; p->iWeight = AK47_WEIGHT; return 1; } int CAK47::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 CAK47::Deploy( ) { return DefaultDeploy( "models/v_ak47.mdl", "models/p_ak47.mdl", AK47_DRAW, "mp5" ); } void CAK47::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 = LOUD_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; #if CLIENT_DLL if ( bIsMultiplayer() ) #else if ( g_pGameRules->IsMultiplayer() ) #endif { // optimized multiplayer. Widened to make it easier to hit a moving player vecDir = m_pPlayer->FireBulletsPlayer( 1, vecSrc, vecAiming, VECTOR_CONE_6DEGREES, 8192, BULLET_PLAYER_AK47, 2, 0, m_pPlayer->pev, m_pPlayer->random_seed ); } else { // single player spread vecDir = m_pPlayer->FireBulletsPlayer( 1, vecSrc, vecAiming, VECTOR_CONE_3DEGREES, 8192, BULLET_PLAYER_AK47, 2, 0, m_pPlayer->pev, m_pPlayer->random_seed ); } int flags; #if CLIENT_WEAPONS flags = FEV_NOTHOST; #else flags = 0; #endif PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usAK47, 0.0, g_vecZero, g_vecZero, vecDir.x, vecDir.y, 0, 0, 0, 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 = UTIL_WeaponTimeBase() + 0.1f; if ( m_flNextPrimaryAttack < UTIL_WeaponTimeBase() ) m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.1f; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); } void CAK47::Reload( void ) { if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 || m_iClip == AK47_MAX_CLIP ) return; DefaultReload( AK47_MAX_CLIP, AK47_RELOAD, 3.0 ); } void CAK47::WeaponIdle( void ) { ResetEmptySound( ); m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES ); if ( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() ) return; int iAnim; iAnim = AK47_IDLE1; SendWeaponAnim( iAnim ); m_flTimeWeaponIdle = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); // how long till we do this again. } class CAK47AmmoClip : public CBasePlayerAmmo { void Spawn( void ) { Precache( ); SET_MODEL(ENT(pev), "models/w_ak47clip.mdl"); CBasePlayerAmmo::Spawn( ); } void Precache( void ) { PRECACHE_MODEL ("models/w_ak47clip.mdl"); PRECACHE_SOUND("items/9mmclip1.wav"); } BOOL AddAmmo( CBaseEntity *pOther ) { int bResult = (pOther->GiveAmmo( AMMO_AK47_GIVE, "ak47", AK47_MAX_CARRY) != -1); if (bResult) { EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM); } return bResult; } }; LINK_ENTITY_TO_CLASS( ammo_ak47, CAK47AmmoClip ); //LINK_ENTITY_TO_CLASS( ammo_ak47, CAk47AmmoClip );