/*** * * 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" #include "nail.h" enum mp5_e { MP5_LONGIDLE = 0, MP5_IDLE1, MP5_LAUNCH, MP5_RELOAD, MP5_DEPLOY, MP5_FIRE1, MP5_FIRE2, MP5_FIRE3, MP5_DEPLOY_EMPTY, MP5_LONGIDLE_EMPTY, MP5_IDLE1_EMPTY }; LINK_ENTITY_TO_CLASS( weapon_nailgun, CMP5 ) //========================================================= //========================================================= void CMP5::Spawn() { Precache(); SET_MODEL( ENT( pev ), "models/w_nailgun.mdl" ); m_iId = WEAPON_MP5; m_iDefaultAmmo = MP5_DEFAULT_GIVE; FallInit();// get ready to fall down. } void CMP5::Precache( void ) { PRECACHE_MODEL( "models/v_nailgun.mdl" ); PRECACHE_MODEL( "models/w_nailgun.mdl" ); PRECACHE_MODEL( "models/p_nailgun.mdl" ); PRECACHE_MODEL( "models/w_nailround.mdl" ); PRECACHE_SOUND( "items/9mmclip1.wav" ); PRECACHE_SOUND( "items/clipinsert1.wav" ); PRECACHE_SOUND( "items/cliprelease1.wav" ); PRECACHE_SOUND( "weapons/nailgun.wav" ); UTIL_PrecacheOther( "nailgun_nail" ); } int CMP5::GetItemInfo( ItemInfo *p ) { p->pszName = STRING( pev->classname ); p->pszAmmo1 = "9mm"; p->iMaxAmmo1 = _9MM_MAX_CARRY; p->pszAmmo2 = NULL; p->iMaxAmmo2 = -1; p->iMaxClip = MP5_MAX_CLIP; p->iSlot = 1; p->iPosition = 1; 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_nailgun.mdl", "models/p_nailgun.mdl", m_iClip ? MP5_DEPLOY : MP5_DEPLOY_EMPTY, "mp5" ); } void CMP5::PrimaryAttack() { // don't fire underwater if( m_pPlayer->pev->waterlevel == 3 ) { PlayEmptySound(); m_flNextPrimaryAttack = 0.3; return; } if( m_iClip <= 0 ) { PlayEmptySound(); m_flNextPrimaryAttack = 0.3; return; } m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME; m_iClip--; EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_WEAPON, "weapons/nailgun.wav", 1.0, ATTN_NORM, 0, 94 + RANDOM_LONG( 0, 15 ) ); SendWeaponAnim( MP5_FIRE1 + RANDOM_LONG( 0, 2 ) ); // m_pPlayer->pev->effects = (int)( m_pPlayer->pev->effects ) | EF_MUZZLEFLASH; // player "shoot" animation m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); Vector vecAngles = m_pPlayer->pev->punchangle + m_pPlayer->pev->v_angle; UTIL_MakeVectors( vecAngles ); vecAngles.x = -vecAngles.x; Vector vecSrc = m_pPlayer->GetGunPosition() - gpGlobals->v_up * 3 + gpGlobals->v_right * 3; float flSpread = 0.0349; float x, y; do{ x = RANDOM_FLOAT( -0.5, 0.5 ) + RANDOM_FLOAT( -0.5, 0.5 ); y = RANDOM_FLOAT( -0.5, 0.5 ) + RANDOM_FLOAT( -0.5, 0.5 ); } while( x * x + y * y > 1.0f ); Vector vecSpread = x * flSpread * gpGlobals->v_up + y * flSpread * gpGlobals->v_right + gpGlobals->v_forward; Vector vecDest = vecSrc + vecSpread * 2048.0f; UTIL_MakeTracer( vecSrc, vecDest ); CNailGunNail *pNail = CNailGunNail::NailCreate( FALSE ); pNail->pev->origin = vecSrc; pNail->pev->angles = vecAngles; pNail->pev->owner = m_pPlayer->edict(); pNail->pev->velocity = vecSpread * 1600.0f; pNail->pev->speed = 1600.0f; pNail->pev->avelocity.z = 30; m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.1f; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); if( !m_iClip ) SendWeaponAnim( MP5_LONGIDLE_EMPTY ); m_pPlayer->pev->punchangle.x -= 1.0f; } void CMP5::Reload( void ) { if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 || m_iClip == MP5_MAX_CLIP ) return; DefaultReload( MP5_MAX_CLIP, MP5_RELOAD, 1.5 ); } void CMP5::WeaponIdle( void ) { ResetEmptySound(); if( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() ) return; int iAnim; switch( RANDOM_LONG( 0, 1 ) ) { case 0: iAnim = m_iClip ? MP5_LONGIDLE : MP5_LONGIDLE_EMPTY; break; default: case 1: iAnim = m_iClip ? MP5_IDLE1 : MP5_IDLE1_EMPTY; 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_nailround.mdl" ); CBasePlayerAmmo::Spawn(); } void Precache( void ) { PRECACHE_MODEL( "models/w_nailround.mdl" ); PRECACHE_SOUND( "items/9mmclip1.wav" ); } BOOL AddAmmo( CBaseEntity *pOther ) { int bResult = ( pOther->GiveAmmo( AMMO_MP5CLIP_GIVE, "9mm", _9MM_MAX_CARRY ) != -1 ); if( bResult ) { EMIT_SOUND( ENT( pev ), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM ); } return bResult; } }; LINK_ENTITY_TO_CLASS( ammo_nailround, CMP5AmmoClip )