/*** * * 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 mw2_e { MW2_LONGIDLE = 0, MW2_IDLE1, MW2_GRENADE, MW2_RELOAD, MW2_DRAW, MW2_SHOOT1, MW2_SHOOT2, MW2_SHOOT3, MW2_DEPLOY, }; LINK_ENTITY_TO_CLASS( weapon_mw2, CMW2 ); LINK_ENTITY_TO_CLASS( weapon_gauss, CMW2 ); LINK_ENTITY_TO_CLASS( ammo_gaussclip, CMW2 ); //========================================================= //========================================================= void CMW2::Spawn( ) { pev->classname = MAKE_STRING("weapon_mw2"); // hack to allow for old names Precache( ); SET_MODEL(ENT(pev), "models/w_mw2.mdl"); m_iId = WEAPON_MW2; m_iDefaultAmmo = MW2_DEFAULT_GIVE; FallInit();// get ready to fall down. } void CMW2::Precache( void ) { PRECACHE_MODEL("models/v_mw2.mdl"); PRECACHE_MODEL("models/w_mw2.mdl"); PRECACHE_MODEL("models/p_mw2.mdl"); m_iShell = PRECACHE_MODEL ("models/rshell.mdl");// brass shell PRECACHE_SOUND("weapons/m4a1_clipin.wav"); PRECACHE_MODEL ("models/w_9mmclip.mdl"); PRECACHE_SOUND ("weapons/m4a1_unsil-1.wav"); PRECACHE_SOUND ("weapons/m4a1_unsil-2.wav"); PRECACHE_SOUND ("weapons/m4a1_boltpull.wav"); m_usMW2 = PRECACHE_EVENT( 1, "events/mw2.sc" ); } int CMW2::GetItemInfo(ItemInfo *p) { p->pszName = STRING(pev->classname); p->pszAmmo1 = "mw2"; p->iMaxAmmo1 = MW2_MAX_CARRY; p->iMaxClip = MW2_MAX_CLIP; p->iSlot = 2; p->iPosition = 3; p->iFlags = 0; p->iId = m_iId = WEAPON_MW2; p->iWeight = MW2_WEIGHT; return 1; } int CMW2::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 CMW2::Deploy( ) { return DefaultDeploy( "models/v_mw2.mdl", "models/p_mw2.mdl", MW2_DRAW, "mp5" ); } void CMW2::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; #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_9DEGREES, 8192, BULLET_PLAYER_MW2, 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_MW2, 2, 0, m_pPlayer->pev, m_pPlayer->random_seed ); } int flags; #if defined( CLIENT_WEAPONS ) flags = FEV_NOTHOST; #else flags = 0; #endif #ifndef CLIENT_DLL UTIL_ScreenShake( m_pPlayer->pev->origin, 250.0, 200.0, 2.5, 1 ); #endif PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usMW2, 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 CMW2::Reload( void ) { DefaultReload( MW2_MAX_CLIP, MW2_RELOAD, 3.0 ); } void CMW2::WeaponIdle( void ) { ResetEmptySound( ); m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES ); if ( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() ) return; int iAnim; iAnim = MW2_IDLE1; SendWeaponAnim( iAnim ); m_flTimeWeaponIdle = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); // how long till we do this again. } class CMW2AmmoClip : public CBasePlayerAmmo { void Spawn( void ) { Precache( ); SET_MODEL(ENT(pev), "models/w_9mmclip.mdl"); CBasePlayerAmmo::Spawn( ); } void Precache( void ) { PRECACHE_MODEL ("models/w_9mmclip.mdl"); PRECACHE_SOUND("items/9mmclip1.wav"); } BOOL AddAmmo( CBaseEntity *pOther ) { int bResult = (pOther->GiveAmmo( AMMO_MW2_GIVE, "mw2", MW2_MAX_CARRY) != -1); if (bResult) { EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM); } return bResult; } }; LINK_ENTITY_TO_CLASS( ammo_mw2, CMW2AmmoClip );