/*** * * 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 m41a_e { M41A_LONGIDLE = 0, M41A_IDLE1, M41A_LAUNCH, M41A_RELOAD, M41A_DEPLOY, M41A_FIRE1, M41A_FIRE2, M41A_FIRE3, M41A_HOLSTER }; LINK_ENTITY_TO_CLASS( weapon_9mmm41a, CM41A ) //========================================================= //========================================================= int CM41A::SecondaryAmmoIndex( void ) { return m_iSecondaryAmmoType; } void CM41A::Spawn( ) { pev->classname = MAKE_STRING("weapon_9mmm41a"); // hack to allow for old names Precache( ); SET_MODEL(ENT(pev), "models/w_9mmm41a.mdl"); m_iId = WEAPON_M41A; m_iDefaultAmmo = MP5_DEFAULT_GIVE; FallInit();// get ready to fall down. } void CM41A::Precache( void ) { PRECACHE_MODEL("models/v_9mmM41A.mdl"); PRECACHE_MODEL("models/w_9mmM41A.mdl"); PRECACHE_MODEL("models/p_9mmM41A.mdl"); m_iShell = PRECACHE_MODEL ("models/shell.mdl");// brass shellTE_MODEL PRECACHE_MODEL("models/grenade.mdl"); // grenade PRECACHE_MODEL("models/w_9mmARclip.mdl"); PRECACHE_SOUND("items/9mmclip1.wav"); PRECACHE_SOUND("items/clipinsert1.wav"); PRECACHE_SOUND("items/cliprelease1.wav"); PRECACHE_SOUND ("weapons/m41ahks1.wav");// H to the K PRECACHE_SOUND( "weapons/m41aglauncher.wav" ); PRECACHE_SOUND( "weapons/m41aglauncher2.wav" ); PRECACHE_SOUND ("weapons/357_cock1.wav"); m_usM41A = PRECACHE_EVENT( 1, "events/m41a.sc" ); } int CM41A::GetItemInfo(ItemInfo *p) { p->pszName = STRING(pev->classname); p->pszAmmo1 = "9mm"; p->iMaxAmmo1 = _9MM_MAX_CARRY; p->pszAmmo2 = "ARgrenades"; p->iMaxAmmo2 = M203_GRENADE_MAX_CARRY; p->iMaxClip = MP5_MAX_CLIP; p->iSlot = 2; p->iPosition = 5; p->iFlags = 0; p->iId = m_iId = WEAPON_M41A; p->iWeight = M41A_WEIGHT; return 1; } int CM41A::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 CM41A::Deploy( ) { return DefaultDeploy( "models/v_9mmm41a.mdl", "models/p_9mmm41a.mdl", M41A_DEPLOY, "M41A" ); } void CM41A::Holster( int skiplocal /* = 0 */ ) { DefaultHolster( M41A_HOLSTER, 0.9 ); } void CM41A::PrimaryAttack() { if( m_pPlayer->m_bIsHolster ) { WeaponIdle(); return; } // don't fire underwater if (m_pPlayer->pev->waterlevel == 3) { PlayEmptySound( ); m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.15f; return; } if (m_iClip <= 0) { PlayEmptySound(); m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.15f; 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; #if 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_M41A, 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_M41A, 2, 0, m_pPlayer->pev, m_pPlayer->random_seed ); } int flags; #if CLIENT_WEAPONS flags = FEV_NOTHOST; #else flags = 0; #endif PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usM41A, 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 = UTIL_WeaponTimeBase() + 0.1f; if( m_flNextPrimaryAttack < UTIL_WeaponTimeBase() ) m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.1f; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); } void CM41A::SecondaryAttack( void ) { if( m_pPlayer->m_bIsHolster ) { WeaponIdle(); return; } // don't fire underwater if (m_pPlayer->pev->waterlevel == 3) { PlayEmptySound( ); m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.15f; return; } if (m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType] == 0) { PlayEmptySound( ); return; } m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME; m_pPlayer->m_iWeaponFlash = BRIGHT_GUN_FLASH; m_pPlayer->m_iExtraSoundTypes = bits_SOUND_DANGER; m_pPlayer->m_flStopExtraSoundTime = UTIL_WeaponTimeBase() + 0.2f; m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType]--; SendWeaponAnim( M41A_LAUNCH ); // player "shoot" animation m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); // play this sound through BODY channel so we can hear it if player didn't stop firing MP3 EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_WEAPON, RANDOM_LONG( 0, 1 ) ? "weapons/m41aglauncher.wav" : "weapons/m41aglauncher2.wav", 0.8, ATTN_NORM ); UTIL_MakeVectors( m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle ); // we don't add in player velocity anymore. CGrenade::ShootContact( m_pPlayer->pev, m_pPlayer->pev->origin + m_pPlayer->pev->view_ofs + gpGlobals->v_forward * 16, gpGlobals->v_forward * 800, gSkillData.plrDmgM41AGrenade ); m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 1.0f; m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 1.0f; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 5.0f;// idle pretty soon after shooting. if (!m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType]) // HEV suit - indicate out of ammo condition m_pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0); m_pPlayer->pev->punchangle.x -= 10; } void CM41A::Reload( void ) { if( m_pPlayer->m_bIsHolster ) { WeaponIdle(); return; } if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 || m_iClip == MP5_MAX_CLIP ) return; DefaultReload( MP5_MAX_CLIP, M41A_RELOAD, 2.0f ); } void CM41A::WeaponIdle( void ) { if( m_pPlayer->m_bIsHolster ) { if( m_flTimeWeaponIdle <= UTIL_WeaponTimeBase() ) { m_pPlayer->m_bIsHolster = FALSE; Deploy(); } return; } ResetEmptySound( ); m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES ); if ( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() ) return; int iAnim; switch ( RANDOM_LONG( 0, 1 ) ) { case 0: iAnim = M41A_LONGIDLE; break; default: case 1: iAnim = M41A_IDLE1; break; } SendWeaponAnim( iAnim ); m_flTimeWeaponIdle = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); // how long till we do this again. }