/*** * * 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 mp5_e { MP5_LONGIDLE = 0, MP5_IDLE1, MP5_LAUNCH, MP5_RELOAD, MP5_DEPLOY, MP5_FIRE1, MP5_FIRE2, MP5_FIRE3 }; LINK_ENTITY_TO_CLASS( weapon_mp5, CMP5 ) LINK_ENTITY_TO_CLASS( weapon_9mmAR, CMP5 ) //========================================================= //========================================================= int CMP5::SecondaryAmmoIndex( void ) { return m_iSecondaryAmmoType; } void CMP5::Spawn() { pev->classname = MAKE_STRING( "weapon_9mmAR" ); // hack to allow for old names Precache(); SET_MODEL( ENT( pev ), "models/w_AK47.mdl" ); SetClipModel( "models/w_akclip.mdl" ); m_iId = WEAPON_MP5; // ========================================== // Code changes for- Night at the Office: // ========================================== // // -Randomised Ammo. Picking up a gun from a fallen terrorist // will not give you a pre-defined amount of bullets. The exact // number is random (depending on the gun and clip size), which // means the player will constantly need to keep a check on the // ammo as it will no longer be 'comfortable' for the player to // waste ammo. m_iDefaultAmmo = DefaultAmmoBySkill( MP5_MAX_CLIP, gSkillData.iSkillLevel ); FallInit();// get ready to fall down. } void CMP5::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/shell.mdl" );// brass shellTE_MODEL PRECACHE_MODEL( "models/grenade.mdl" ); // grenade PRECACHE_MODEL( "models/w_akclip.mdl" ); PRECACHE_SOUND( "items/9mmclip1.wav" ); PRECACHE_SOUND( "items/clipinsert1.wav" ); PRECACHE_SOUND( "items/cliprelease1.wav" ); PRECACHE_SOUND( "weapons/hks1.wav" );// H to the K PRECACHE_SOUND( "weapons/hks2.wav" );// H 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/357_cock1.wav" ); m_usMP5 = PRECACHE_EVENT( 1, "events/mp5.sc" ); m_usMP52 = PRECACHE_EVENT( 1, "events/mp52.sc" ); } int CMP5::GetItemInfo( ItemInfo *p ) { p->pszName = STRING( pev->classname ); p->pszAmmo1 = "ak47"; p->iMaxAmmo1 = AK47_MAX_CARRY; p->pszAmmo2 = NULL; p->iMaxAmmo2 = -1; p->iMaxClip = MP5_MAX_CLIP; p->iSlot = 0; p->iPosition = 4; p->iFlags = 0; p->iId = m_iId = WEAPON_MP5; p->iWeight = MP5_WEIGHT; return 1; } int CMP5::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 CMP5::Deploy() { return DefaultDeploy( "models/v_AK47.mdl", "models/p_AK47.mdl", MP5_DEPLOY, "mp5" ); } void CMP5::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 = 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; #ifdef 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_MP5, 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_MP5, 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_usMP5, 0.0, (float *)&g_vecZero, (float *)&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() + 0.1; if( m_flNextPrimaryAttack < UTIL_WeaponTimeBase() ) m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.1; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); } void CMP5::SecondaryAttack( void ) { } void CMP5::Reload( void ) { if( m_pPlayer->ammo_ak47 <= 0 ) return; DefaultReload( MP5_MAX_CLIP, MP5_RELOAD, 1.5 ); } void CMP5::WeaponIdle( void ) { ResetEmptySound(); m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES ); if( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() ) return; int iAnim; switch( RANDOM_LONG( 0, 1 ) ) { case 0: iAnim = MP5_LONGIDLE; break; default: case 1: iAnim = MP5_IDLE1; break; } SendWeaponAnim( iAnim ); m_flTimeWeaponIdle = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); // how long till we do this again. } class CMP5AmmoClip : public CBasePlayerAmmo { void Spawn( void ) { Precache(); SET_MODEL( ENT( pev ), "models/w_akclip.mdl" ); CBasePlayerAmmo::Spawn(); } void Precache( void ) { PRECACHE_MODEL( "models/w_akclip.mdl" ); PRECACHE_SOUND( "items/9mmclip1.wav" ); } BOOL AddAmmo( CBaseEntity *pOther ) { int bResult = ( pOther->GiveAmmo( AMMO_MP5CLIP_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_mp5clip, CMP5AmmoClip ) LINK_ENTITY_TO_CLASS( ammo_9mmAR, CMP5AmmoClip )