/*** * * 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 m249_e { M249_SLOWIDLE = 0, M249_IDLE2, M249_LAUNCH, M249_RELOAD1, M249_HOLSTER, M249_DEPLOY, M249_SHOOT1, M249_SHOOT2, M249_SHOOT3, }; LINK_ENTITY_TO_CLASS(weapon_m249, CM249); //========================================================= //========================================================= void CM249::Spawn() { Precache(); SET_MODEL(ENT(pev), "models/w_saw.mdl"); m_iId = WEAPON_M249; m_iDefaultAmmo = M249_DEFAULT_GIVE; m_iReloadState = RELOAD_STATE_NONE; FallInit();// get ready to fall down. } void CM249::Precache(void) { PRECACHE_MODEL("models/v_saw.mdl"); PRECACHE_MODEL("models/w_saw.mdl"); PRECACHE_MODEL("models/p_saw.mdl"); m_iShell = PRECACHE_MODEL("models/saw_shell.mdl");// brass shellTE_MODEL PRECACHE_MODEL("models/w_saw_clip.mdl"); PRECACHE_SOUND("items/9mmclip1.wav"); PRECACHE_SOUND("weapons/saw_fire1.wav"); PRECACHE_SOUND("weapons/saw_fire2.wav"); PRECACHE_SOUND("weapons/saw_fire3.wav"); PRECACHE_SOUND("weapons/saw_reload.wav"); PRECACHE_SOUND("weapons/saw_reload2.wav"); PRECACHE_SOUND("weapons/357_cock1.wav"); m_usM249 = PRECACHE_EVENT(1, "events/m249.sc"); } int CM249::GetItemInfo(ItemInfo *p) { p->pszName = STRING(pev->classname); p->pszAmmo1 = "556"; p->iMaxAmmo1 = _556_MAX_CARRY; p->pszAmmo2 = NULL; p->iMaxAmmo2 = -1; p->iMaxClip = M249_MAX_CLIP; p->iSlot = 5; p->iPosition = 0; p->iFlags = 0; p->iId = m_iId = WEAPON_M249; p->iWeight = M249_WEIGHT; return 1; } int CM249::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 CM249::Deploy() { return DefaultDeploy("models/v_saw.mdl", "models/p_saw.mdl", M249_DEPLOY, "m249"); } void CM249::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->pev->punchangle.x = RANDOM_FLOAT( 1.0f, 1.5f ); m_pPlayer->pev->punchangle.y = RANDOM_FLOAT( -0.5f, -0.2f ); 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_556, 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_556, 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_usM249, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, 0, 0, 0, 0); #ifndef CLIENT_DLL // Add inverse impulse, but only if we are on the ground. // This is mainly to avoid too-high air velocity. if (m_pPlayer->pev->flags & FL_ONGROUND) { float flZVel = m_pPlayer->pev->velocity.z; m_pPlayer->pev->velocity = m_pPlayer->pev->velocity - gpGlobals->v_forward * (40 + (RANDOM_LONG(1, 2) * 2)); // Add backward velocity m_pPlayer->pev->velocity.z = flZVel; } #endif 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() + 0.1; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15); } void CM249::Reload(void) { if (m_pPlayer->ammo_556 <= 0) return; DefaultReload(M249_MAX_CLIP, M249_RELOAD1, 1.5); } void CM249::WeaponIdle(void) { ResetEmptySound(); m_pPlayer->GetAutoaimVector(AUTOAIM_5DEGREES); if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase()) return; int iAnim; switch (RANDOM_LONG(0, 1)) { case 0: iAnim = M249_SLOWIDLE; break; default: case 1: iAnim = M249_IDLE2; break; } SendWeaponAnim(iAnim); m_flTimeWeaponIdle = UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15); // how long till we do this again. } void CM249::ReloadStart(void) { SendWeaponAnim(M249_RELOAD1, UseDecrement()); } void CM249::ReloadInsert(void) { SendWeaponAnim(M249_RELOAD1, UseDecrement()); } class CM249AmmoClip : public CBasePlayerAmmo { void Spawn(void) { Precache(); SET_MODEL(ENT(pev), "models/w_saw_clip.mdl"); CBasePlayerAmmo::Spawn(); } void Precache(void) { PRECACHE_MODEL("models/w_saw_clip.mdl"); PRECACHE_SOUND("items/9mmclip1.wav"); } BOOL AddAmmo(CBaseEntity *pOther) { int bResult = (pOther->GiveAmmo(AMMO_556CLIP_GIVE, "556", _556_MAX_CARRY) != -1); if (bResult) { EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM); } return bResult; } }; LINK_ENTITY_TO_CLASS(ammo_556, CM249AmmoClip);