/*** * * 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 "soundent.h" #include "gamerules.h" enum uzi_e { UZI_IDLE = 0, UZI_RELOAD, UZI_DRAW, UZI_FIRE1, UZI_FIRE2, UZI_FIRE3 }; LINK_ENTITY_TO_CLASS( weapon_uzi, CUzi ); //========================================================= //========================================================= void CUzi::Spawn( ) { Precache( ); SET_MODEL(ENT(pev), "models/w_uzi.mdl"); m_iId = WEAPON_UZI; m_iDefaultAmmo = UZI_DEFAULT_GIVE; FallInit();// get ready to fall down. } void CUzi::Precache( void ) { PRECACHE_MODEL("models/v_uzi.mdl"); PRECACHE_MODEL("models/w_uzi.mdl"); PRECACHE_MODEL("models/p_9mmAR.mdl"); m_iShell = PRECACHE_MODEL ("models/shell.mdl");// brass shellTE_MODEL PRECACHE_SOUND("items/9mmclip1.wav"); PRECACHE_SOUND("items/clipinsert1.wav"); PRECACHE_SOUND("items/cliprelease1.wav"); PRECACHE_SOUND ("weapons/uzi_boltpull.wav"); PRECACHE_SOUND ("weapons/uzi_fire.wav"); PRECACHE_SOUND ("weapons/uzi_magin.wav"); PRECACHE_SOUND ("weapons/uzi_magout.wav"); PRECACHE_SOUND ("weapons/357_cock1.wav"); m_usUzi = PRECACHE_EVENT( 1, "events/mp5.sc" ); } int CUzi::GetItemInfo(ItemInfo *p) { p->pszName = STRING(pev->classname); p->pszAmmo1 = "9mmar"; p->iMaxAmmo1 = UZI_MAX_CARRY; p->pszAmmo2 = NULL; p->iMaxAmmo2 = -1; p->iMaxClip = UZI_MAX_CLIP; p->iSlot = 2; p->iPosition = 1; p->iFlags = 0; p->iId = m_iId = WEAPON_UZI; p->iWeight = UZI_WEIGHT; return 1; } int CUzi::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 CUzi::Deploy( ) { return DefaultDeploy( "models/v_uzi.mdl", "models/p_9mmAR.mdl", UZI_DRAW, "Uzi" ); } void CUzi::PrimaryAttack() { // don't fire underwater if (m_pPlayer->pev->waterlevel == 3 && m_pPlayer->pev->watertype > CONTENT_FLYFIELD) { 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 = m_pPlayer->FireBulletsPlayer( 1, vecSrc, vecAiming, VECTOR_CONE_3DEGREES, 8192, BULLET_PLAYER_MP5, 2, gSkillData.plrDmgUzi, 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_usUzi, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, 0, 0, 0, 0 ); m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.08; if ( m_flNextPrimaryAttack < UTIL_WeaponTimeBase() ) m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.08; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); } void CUzi::Reload( void ) { if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 || m_iClip == UZI_MAX_CLIP ) return; DefaultReload( UZI_MAX_CLIP, UZI_RELOAD, 2.6 ); } void CUzi::WeaponIdle( void ) { ResetEmptySound( ); m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES ); if ( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() ) return; SendWeaponAnim( UZI_IDLE ); m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); // how long till we do this again. } class CUziAmmoClip : public CBasePlayerAmmo { void Spawn( void ) { Precache( ); SET_MODEL(ENT(pev), "models/w_weaponclips/w_uziclip.mdl"); CBasePlayerAmmo::Spawn( ); } void Precache( void ) { PRECACHE_MODEL ("models/w_weaponclips/w_uziclip.mdl"); PRECACHE_SOUND("items/9mmclip1.wav"); } BOOL AddAmmo( CBaseEntity *pOther ) { int bResult = (pOther->GiveAmmo( AMMO_UZICLIP_GIVE, "9mmar", UZI_MAX_CARRY) != -1); if (bResult) { EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM); } return bResult; } }; LINK_ENTITY_TO_CLASS( ammo_uzi, CUziAmmoClip );