/*** * * 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_LONGIDLE = 0, UZI_IDLE1, UZI_RELOAD, UZI_DEPLOY, UZI_FIRE1, UZI_FIRE2, UZI_FIRE3 }; LINK_ENTITY_TO_CLASS( weapon_uzi, CUZI ) //========================================================= //========================================================= int CUZI::SecondaryAmmoIndex( void ) { return m_iSecondaryAmmoType; } void CUZI::Spawn( ) { pev->classname = MAKE_STRING("weapon_uzi"); // hack to allow for old names 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_uzi.mdl"); m_iShell = PRECACHE_MODEL ("models/9mm_shell.mdl");// brass shellTE_MODEL PRECACHE_MODEL("models/w_uziclip.mdl"); PRECACHE_SOUND("items/9mmclip1.wav"); PRECACHE_SOUND("items/clipinsert1.wav"); PRECACHE_SOUND("items/cliprelease1.wav"); PRECACHE_SOUND ("weapons/uzi1.wav");// H to the K PRECACHE_SOUND ("weapons/uzi2.wav");// H to the K PRECACHE_SOUND ("weapons/uzi3.wav");// H to the K PRECACHE_SOUND ("weapons/357_cock1.wav"); m_usUZI = PRECACHE_EVENT( 1, "events/uzi.sc" ); } int CUZI::GetItemInfo(ItemInfo *p) { p->pszName = STRING(pev->classname); p->pszAmmo1 = "9mm"; p->iMaxAmmo1 = _9MM_MAX_CARRY; p->iMaxClip = UZI_MAX_CLIP; p->iSlot = 1; p->iPosition = 3; p->iFlags = 0; p->iId = m_iId = WEAPON_UZI; p->iWeight = UZI_WEIGHT; p->weaponName = "9mm Uzi"; 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_uzi.mdl", UZI_DEPLOY, "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; #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_3DEGREES, 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_usUZI, 0.0, g_vecZero, 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 = GetNextAttackDelay( 0.1 ); if ( m_flNextPrimaryAttack < UTIL_WeaponTimeBase() ) m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.01; 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, 3.0); } void CUZI::WeaponIdle( void ) { ResetEmptySound( ); m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES ); if ( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() ) return; int iAnim; switch ( RANDOM_LONG( 0, 1 ) ) { case 0: iAnim = UZI_LONGIDLE; break; default: case 1: iAnim = UZI_IDLE1; break; } SendWeaponAnim( iAnim ); m_flTimeWeaponIdle = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); // how long till we do this again. }