/*** * * 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 ak47_e { AK47_LONGIDLE = 0, AK47_IDLE1, AK47_LAUNCH, AK47_RELOAD, AK47_DEPLOY, AK47_FIRE1, AK47_FIRE2, AK47_FIRE3, }; LINK_ENTITY_TO_CLASS(weapon_ak47, CAK47); void CAK47::Spawn() { 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_9mmAR.mdl"); m_iShell = PRECACHE_MODEL("models/shell.mdl");// brass shellTE_MODEL PRECACHE_MODEL("models/w_ak47clip.mdl"); PRECACHE_SOUND("items/9mmclip1.wav"); PRECACHE_SOUND("items/akclipinsert1.wav"); PRECACHE_SOUND("items/akcliprelease1.wav"); PRECACHE_SOUND("weapons/ak1.wav"); PRECACHE_SOUND("weapons/ak2.wav"); PRECACHE_SOUND("weapons/ak3.wav"); PRECACHE_SOUND("weapons/357_cock1.wav"); m_usAK47 = PRECACHE_EVENT(1, "events/ak47.sc"); } int CAK47::GetItemInfo(ItemInfo *p) { p->pszName = STRING(pev->classname); p->pszAmmo1 = "ak47"; p->iMaxAmmo1 = AK47_MAX_CARRY; p->pszAmmo2 = NULL; p->iMaxAmmo2 = -1; p->iMaxClip = AK47_MAX_CLIP; p->iSlot = 2; p->iPosition = 3; p->iFlags = 0; p->iId = m_iId = WEAPON_AK47; p->iWeight = AK47_WEIGHT; return 1; } BOOL 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_9mmAR.mdl", AK47_DEPLOY, "ak47"); } void CAK47::PrimaryAttack() { // don't fire underwater if (m_pPlayer->pev->waterlevel == 3) { PlayEmptySound(); m_flNextPrimaryAttack = 0.15f; return; } if (m_iClip <= 0) { PlayEmptySound(); m_flNextPrimaryAttack = 0.15f; 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( m_pPlayer->m_flBulletSpreadCoefficient * 1.6f + 0.01f, m_pPlayer->m_flBulletSpreadCoefficient * 1.4f + 0.01f, 0 ); if( m_pPlayer->m_flBulletSpreadCoefficient < 0.045f ) m_pPlayer->m_flBulletSpreadCoefficient += 0.006f; } else { if( m_pPlayer->pev->button & IN_JUMP ) { vecSpread = Vector( m_pPlayer->m_flBulletSpreadCoefficient * 8.0f + 0.3f, m_pPlayer->m_flBulletSpreadCoefficient * 6.0f + 0.2f, 0 ); if( m_pPlayer->m_flBulletSpreadCoefficient < 0.1f ) m_pPlayer->m_flBulletSpreadCoefficient += 0.012f; } else { vecSpread = Vector( m_pPlayer->m_flBulletSpreadCoefficient * 2.4f + 0.065f, m_pPlayer->m_flBulletSpreadCoefficient * 2.1f + 0.05f, 0 ); if( m_pPlayer->m_flBulletSpreadCoefficient < 0.08f ) m_pPlayer->m_flBulletSpreadCoefficient += 0.009f; } } // single player spread vecDir = m_pPlayer->FireBulletsPlayer(1, vecSrc, vecAiming, vecSpread, 8192, BULLET_PLAYER_AK47, 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_usAK47, 0.0, g_vecZero, g_vecZero, vecDir.x, vecDir.y, 0, 0, 0, 0); m_flNextPrimaryAttack = GetNextAttackDelay(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, 2.0); } void CAK47::WeaponIdle(void) { ResetEmptySound(); m_pPlayer->GetAutoaimVector(AUTOAIM_5DEGREES); if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase()) return; int iAnim; switch (RANDOM_LONG(0, 1)) { case 0: iAnim = AK47_LONGIDLE; break; default: case 1: iAnim = AK47_IDLE1; break; } 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);