/*** * * 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" enum p228_e { P228_IDLE1 = 0, P228_IDLE2, P228_FIRE1, P228_FIRE2, P228_FIRE_LOAD, P228_RELOAD, P228_RELOAD_EMPTY, P228_DRAW }; LINK_ENTITY_TO_CLASS( weapon_P228, CP228 ); void CP228::Spawn( ) { Precache( ); m_iId = WEAPON_P228; SET_MODEL(ENT(pev), "models/w_p228.mdl"); m_iDefaultAmmo = P228_DEFAULT_GIVE; FallInit();// get ready to fall down. } void CP228::Precache( void ) { PRECACHE_MODEL("models/v_p228.mdl"); PRECACHE_MODEL("models/w_p228.mdl"); PRECACHE_MODEL("models/p_9mmhandgun.mdl"); m_iShell = PRECACHE_MODEL ("models/shell.mdl");// brass shell PRECACHE_SOUND("items/9mmclip1.wav"); PRECACHE_SOUND("items/9mmclip2.wav"); PRECACHE_SOUND ("weapons/p228_fire.wav"); PRECACHE_SOUND ("weapons/p228_magin.wav"); PRECACHE_SOUND ("weapons/p228_magout.wav"); PRECACHE_SOUND ("weapons/p228_slideforward.wav"); m_usFireP228 = PRECACHE_EVENT( 1, "events/p228.sc" ); } int CP228::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; } int CP228::GetItemInfo(ItemInfo *p) { p->pszName = STRING(pev->classname); p->pszAmmo1 = "9mm"; p->iMaxAmmo1 = P228_MAX_CARRY; p->pszAmmo2 = NULL; p->iMaxAmmo2 = -1; p->iMaxClip = P228_MAX_CLIP; p->iSlot = 1; p->iPosition = 0; p->iFlags = 0; p->iId = m_iId = WEAPON_P228; p->iWeight = P228_WEIGHT; return 1; } BOOL CP228::Deploy( ) { // pev->body = 1; return DefaultDeploy( "models/v_p228.mdl", "models/p_9mmhandgun.mdl", P228_DRAW, "P228", /*UseDecrement() ? 1 : 0*/ 0 ); } void CP228::PrimaryAttack( void ) { float flSpread = 0.01; if( FBitSet( m_pPlayer->m_afButtonLast, IN_ATTACK ) ) return; if( m_iClip <= 0 || (m_pPlayer->pev->waterlevel == 3 && m_pPlayer->pev->watertype > CONTENT_FLYFIELD) ) { PlayEmptySound(); m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.15f; return; } m_iClip--; m_pPlayer->pev->effects = (int)(m_pPlayer->pev->effects) | EF_MUZZLEFLASH; int flags; #if CLIENT_WEAPONS flags = FEV_NOTHOST; #else flags = 0; #endif // player "shoot" animation m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); // non-silenced m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME; m_pPlayer->m_iWeaponFlash = NORMAL_GUN_FLASH; Vector vecSrc = m_pPlayer->GetGunPosition( ); Vector vecAiming = m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES ); Vector vecDir = m_pPlayer->FireBulletsPlayer( 1, vecSrc, vecAiming, Vector( flSpread, flSpread, flSpread ), 8192, BULLET_PLAYER_9MM, 0, gSkillData.plrDmgP228, m_pPlayer->pev, m_pPlayer->random_seed ); PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usFireP228, 0.0, g_vecZero, g_vecZero, vecDir.x, vecDir.y, 0, 0, ( m_iClip == 0 ) ? 1 : 0, 0 ); m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.2f; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); } void CP228::Reload( void ) { int iAnim; float fTime; if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 || m_iClip == P228_MAX_CLIP ) return; if( m_iClip ) { iAnim = P228_RELOAD; fTime = 1.93; } else { iAnim = P228_RELOAD_EMPTY; fTime = 2.1; } DefaultReload( P228_MAX_CLIP, iAnim, fTime ); } void CP228::WeaponIdle( void ) { ResetEmptySound( ); m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES ); if ( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() ) return; SendWeaponAnim( P228_IDLE1, 1 ); m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); // how long till we do this again. } class CP228Ammo : public CBasePlayerAmmo { void Spawn( void ) { Precache( ); SET_MODEL(ENT(pev), "models/w_weaponclips/w_p228clip.mdl"); CBasePlayerAmmo::Spawn( ); } void Precache( void ) { PRECACHE_MODEL ("models/w_weaponclips/w_p228clip.mdl"); PRECACHE_SOUND("items/9mmclip1.wav"); } BOOL AddAmmo( CBaseEntity *pOther ) { if (pOther->GiveAmmo( AMMO_P228CLIP_GIVE, "9mm", P228_MAX_CARRY ) != -1) { EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM); return TRUE; } return FALSE; } }; LINK_ENTITY_TO_CLASS( ammo_P228, CP228Ammo );