//goldengun.cpp //created with Gott`s weapon creator by Cid Highwind www.warineuropemod.com #include "extdll.h" #include "util.h" #include "cbase.h" #include "monsters.h" #include "weapons.h" #include "nodes.h" #include "player.h" enum GOLDENGUN_e { GOLDENGUN_LONGIDLE = 0, GOLDENGUN_IDLE1, GOLDENGUN_IDLE2, GOLDENGUN_FIRE1, GOLDENGUN_FIRE2, GOLDENGUN_RELOAD, GOLDENGUN_RELOAD2, GOLDENGUN_DEPLOY, GOLDENGUN_LAUNCH, }; LINK_ENTITY_TO_CLASS( weapon_goldengun, CGOLDENGUN ); void CGOLDENGUN::Spawn( ) { pev->classname = MAKE_STRING("weapon_goldengun"); Precache( ); m_iId = WEAPON_GOLDENGUN; SET_MODEL(ENT(pev), "models/w_goldengun.mdl"); m_iDefaultAmmo = GOLDENGUN_MAX_DEFAULT_GIVE; FallInit(); } void CGOLDENGUN::Precache( void ) { PRECACHE_MODEL("models/v_goldengun.mdl"); PRECACHE_MODEL("models/w_goldengun.mdl"); PRECACHE_MODEL("models/p_goldengun.mdl"); m_iShell = PRECACHE_MODEL ("models/shell.mdl"); //PRECACHE_SOUND("items/goldengunclip.wav"); PRECACHE_SOUND("weapons/ggun_fire.wav"); m_usFireGOLDENGUN = PRECACHE_EVENT( 1, "events/goldengun.sc" ); } int CGOLDENGUN::GetItemInfo(ItemInfo *p) { p->pszName = STRING(pev->classname); p->pszAmmo1 = "gold"; p->iMaxAmmo1 = GOLDENGUN_MAX_CARRY; // p->pszAmmo2 = "Nothing"; // p->iMaxAmmo2 = 0; p->iMaxClip = GOLDENGUN_MAX_CLIP; p->iSlot = 1; p->iPosition = 1; p->iFlags = 0; p->iId = m_iId = WEAPON_GOLDENGUN; p->iWeight = GOLDENGUN_WEIGHT; return 1; } BOOL CGOLDENGUN::Deploy( ) { return DefaultDeploy( "models/v_goldengun.mdl", "models/p_goldengun.mdl", GOLDENGUN_DEPLOY, "goldengun", 0 ); } void CGOLDENGUN::SecondaryAttack( void ) { //spaceholder } void CGOLDENGUN::PrimaryAttack( void ) { if (!(m_pPlayer->m_afButtonPressed & IN_ATTACK)) return; GOLDENGUNFire( 0.085,(60/600) , FALSE ); } void CGOLDENGUN::GOLDENGUNFire( float flSpread , float flCycleTime, BOOL fUseAutoAim ) { if (m_iClip <= 0) { if (m_fFireOnEmpty) { PlayEmptySound(); m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.2; } return; } m_iClip--; m_pPlayer->pev->effects = (int)(m_pPlayer->pev->effects) | EF_MUZZLEFLASH; int flags; #if defined( CLIENT_WEAPONS ) flags = FEV_NOTHOST; #else flags = 0; #endif PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), fUseAutoAim ? m_usFireGOLDENGUN : m_usFireGOLDENGUN, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, 0, 0, ( m_iClip == 0 ) ? 1 : 0, 0 ); m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); Vector vecSrc = m_pPlayer->GetGunPosition( ); Vector vecAiming; if ( fUseAutoAim ) { vecAiming = m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES ); } else { vecAiming = gpGlobals->v_forward; } m_pPlayer->FireBullets( 1, vecSrc, vecAiming, VECTOR_CONE_3DEGREES, 8192, BULLET_PLAYER_GOLDENGUN, 2 ); m_flNextPrimaryAttack = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + flCycleTime; if (!m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0) m_pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0); m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); if(m_pPlayer->pev->flags & FL_DUCKING) { switch (RANDOM_LONG(0,1)) { case 0: m_pPlayer->pev->punchangle.y -= 3; break; case 1: m_pPlayer->pev->punchangle.y += 3; break; } } else if (m_pPlayer->pev->velocity.Length() > .01) { switch (RANDOM_LONG(0,1)) { case 0: m_pPlayer->pev->punchangle.y -= 3; break; case 1: m_pPlayer->pev->punchangle.y += 3; break; } } else { switch (RANDOM_LONG(0,1)) { case 0: m_pPlayer->pev->punchangle.y -= 3; break; case 1: m_pPlayer->pev->punchangle.y += 3; break; } } } void CGOLDENGUN::Reload( void ) { int iResult; if (m_iClip == GOLDENGUN_MAX_CLIP) return; if (m_iClip == 0) { iResult = DefaultReload( GOLDENGUN_MAX_CLIP, GOLDENGUN_RELOAD2, 2.7, 0 ); } else { iResult = DefaultReload( GOLDENGUN_MAX_CLIP, GOLDENGUN_RELOAD2, 2.7, 0 ); } if (iResult) { m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); } } void CGOLDENGUN::WeaponIdle( void ) { ResetEmptySound( ); m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES ); if ( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() ) return; if (m_iClip != 0) { int iAnim; float flRand = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0.0, 1.0 ); if (flRand <= 0.3 + 0 * 0.75) { iAnim = GOLDENGUN_IDLE1; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1 / 16; } else if (flRand <= 0.6 + 0 * 0.875) { iAnim = GOLDENGUN_LONGIDLE; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1 / 16; } else { iAnim = GOLDENGUN_IDLE1; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1 / 16; } SendWeaponAnim( iAnim, 1 ); } } class CGOLDENGUNAmmoClip : public CBasePlayerAmmo { void Spawn( void ) { Precache( ); SET_MODEL(ENT(pev), "models/w_goldengunclip.mdl"); CBasePlayerAmmo::Spawn( ); } void Precache( void ) { PRECACHE_MODEL ("models/w_goldengunclip.mdl"); //PRECACHE_SOUND("items/goldengunclip.wav"); } BOOL AddAmmo( CBaseEntity *pOther ) { int bResult = (pOther->GiveAmmo( AMMO_GOLDENGUNCLIP_GIVE, "gold", GOLDENGUN_MAX_CARRY) != -1); if(bResult) { EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip2.wav", 1, ATTN_NORM); } return bResult; } }; LINK_ENTITY_TO_CLASS( ammo_goldengun, CGOLDENGUNAmmoClip );