/****************************************** * * * Fichier m16 par Julien * * * ******************************************/ //10/03/01 cr //11/03/01 force de recul et ralentissement / retrait du lance-grenades / ajout dans le hud #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 m16_e { M16_LONGIDLE = 0, M16_IDLE1, // modif de Julien 12/03/01 M16_RELOAD, M16_DEPLOY, M16_FIRE1, M16_LAUNCH, }; class CM16 : public CBasePlayerWeapon { public: void Spawn( void ); void Precache( void ); int iItemSlot( void ) { return 3; } int GetItemInfo(ItemInfo *p); int AddToPlayer( CBasePlayer *pPlayer ); void PrimaryAttack( void ); void SecondaryAttack( void ); int SecondaryAmmoIndex( void ); BOOL Deploy( void ); void Reload( void ); void WeaponIdle( void ); float m_flNextAnimTime; int m_iShell; private: unsigned short m_usM16; }; LINK_ENTITY_TO_CLASS( weapon_m16, CM16 ); //========================================================= //========================================================= int CM16::SecondaryAmmoIndex( void ) { return m_iSecondaryAmmoType; } void CM16::Spawn( ) { pev->classname = MAKE_STRING("weapon_m16"); // hack to allow for old names Precache( ); SET_MODEL(ENT(pev), "models/w_m16.mdl"); m_iId = WEAPON_M16; m_iDefaultAmmo = M16_DEFAULT_GIVE; FallInit();// get ready to fall down. } void CM16::Precache( void ) { //modif de Julien 12/03/01 PRECACHE_MODEL("models/v_m16.mdl"); // PRECACHE_MODEL("models/w_m16.mdl"); PRECACHE_MODEL("models/p_9mmAR.mdl"); m_iShell = PRECACHE_MODEL ("models/m16_shell.mdl");// brass shellTE_MODEL PRECACHE_MODEL("models/grenade.mdl"); PRECACHE_MODEL("models/w_m16clip.mdl"); PRECACHE_SOUND("items/9mmclip1.wav"); PRECACHE_SOUND("items/clipinsert1.wav"); PRECACHE_SOUND("items/cliprelease1.wav"); PRECACHE_SOUND ("weapons/m16_shoot_1.wav"); PRECACHE_SOUND ("weapons/m16_shoot_2.wav"); PRECACHE_SOUND ("weapons/m16_reload.wav"); PRECACHE_SOUND ("weapons/357_cock1.wav"); PRECACHE_SOUND( "weapons/glauncher.wav" ); PRECACHE_SOUND( "weapons/glauncher2.wav" ); m_usM16 = PRECACHE_EVENT( 1, "events/m16.sc" ); } int CM16::GetItemInfo(ItemInfo *p) { p->pszName = STRING(pev->classname); p->pszAmmo1 = "m16"; p->iMaxAmmo1 = M16_MAX_CARRY; p->iMaxClip = M16_MAX_CLIP; p->pszAmmo2 = "ARgrenades"; p->iMaxAmmo2 = M203_GRENADE_MAX_CARRY; p->iSlot = 2; p->iPosition = 3; p->iFlags = 0; p->iId = m_iId = WEAPON_M16; p->iWeight = M16_WEIGHT; return 1; } int CM16::AddToPlayer( CBasePlayer *pPlayer ) { if ( CBasePlayerWeapon::AddToPlayer( pPlayer ) ) { MESSAGE_BEGIN( MSG_ONE, gmsgWeapPickup, NULL, pPlayer->pev ); WRITE_BYTE( m_iId ); MESSAGE_END(); m_pPlayer->TextAmmo( TA_M16 ); return TRUE; } return FALSE; } BOOL CM16::Deploy( ) { //modifi BOOL bResult = DefaultDeploy( "models/v_m16.mdl", "models/p_9mmAR.mdl", M16_DEPLOY, "m16" ); m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 60 / 70.0; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 60 / 70.0; return bResult; } void CM16::PrimaryAttack() { // don't fire underwater if (m_pPlayer->pev->waterlevel == 3) { PlayEmptySound( ); m_flNextPrimaryAttack = gpGlobals->time + 0.15; return; } if (m_iClip <= 0) { PlayEmptySound(); m_flNextPrimaryAttack = gpGlobals->time + 0.15; return; } PLAYBACK_EVENT( 0, m_pPlayer->edict(), m_usM16 ); m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME; m_pPlayer->Gunflash (); m_iClip--; // player "shoot" animation m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); Vector vecSrc = m_pPlayer->GetGunPosition( ); Vector vecAiming = m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES ); // single player spread m_pPlayer->FireBullets( 1, vecSrc, vecAiming, VECTOR_CONE_4DEGREES, 8192, BULLET_PLAYER_M16, 2 ); 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 = m_flNextPrimaryAttack + 0.1; if (m_flNextPrimaryAttack < gpGlobals->time) m_flNextPrimaryAttack = gpGlobals->time + 0.1; m_flTimeWeaponIdle = gpGlobals->time + RANDOM_FLOAT ( 10, 15 ); } void CM16::SecondaryAttack(void) { // don't fire underwater if (m_pPlayer->pev->waterlevel == 3) { PlayEmptySound( ); m_flNextPrimaryAttack = gpGlobals->time + 0.15; 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 = gpGlobals->time + 0.2; m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType]--; SendWeaponAnim( M16_LAUNCH ); // player "shoot" animation m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); if ( RANDOM_LONG(0,1) ) EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/glauncher.wav", 0.8, ATTN_NORM); else EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/glauncher2.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 ); m_flNextPrimaryAttack = gpGlobals->time + 1; m_flNextSecondaryAttack = gpGlobals->time + 1; m_flTimeWeaponIdle = gpGlobals->time + 5;// 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 CM16::Reload( void ) { // EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/m16_reload.wav", 0.8, ATTN_NORM); DefaultReload( M16_MAX_CLIP, M16_RELOAD, 93 / 32.0 ); } void CM16::WeaponIdle( void ) { ResetEmptySound( ); m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES ); if (m_flTimeWeaponIdle > gpGlobals->time) return; int iAnim; switch ( RANDOM_LONG( 0, 2 ) ) { case 0: case 1: iAnim = M16_LONGIDLE; m_flTimeWeaponIdle = gpGlobals->time + 70 / 14.0; break; default: case 2: iAnim = M16_IDLE1; m_flTimeWeaponIdle = gpGlobals->time + 62 / 8.0; break; } SendWeaponAnim( iAnim ); // m_flTimeWeaponIdle = gpGlobals->time + RANDOM_FLOAT ( 10, 15 );// how long till we do this again. } class CM16AmmoClip : public CBasePlayerAmmo { void Spawn( void ) { Precache( ); SET_MODEL(ENT(pev), "models/w_m16clip.mdl"); CBasePlayerAmmo::Spawn( ); } void Precache( void ) { PRECACHE_MODEL ("models/w_m16clip.mdl"); PRECACHE_SOUND("items/9mmclip1.wav"); } BOOL AddAmmo( CBaseEntity *pOther ) { int bResult = (pOther->GiveAmmo( AMMO_M16CLIP_GIVE, "m16", M16_MAX_CARRY) != -1); if (bResult) { EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM); } return bResult; } }; LINK_ENTITY_TO_CLASS( ammo_m16, CM16AmmoClip ); class CMP5AmmoGrenade : public CBasePlayerAmmo { void Spawn( void ) { Precache( ); SET_MODEL(ENT(pev), "models/w_ARgrenade.mdl"); CBasePlayerAmmo::Spawn( ); } void Precache( void ) { PRECACHE_MODEL ("models/w_ARgrenade.mdl"); PRECACHE_SOUND("items/9mmclip1.wav"); } BOOL AddAmmo( CBaseEntity *pOther ) { int bResult = (pOther->GiveAmmo( AMMO_M203BOX_GIVE, "ARgrenades", M203_GRENADE_MAX_CARRY ) != -1); if (bResult) { EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM); } return bResult; } }; LINK_ENTITY_TO_CLASS( ammo_mp5grenades, CMP5AmmoGrenade ); LINK_ENTITY_TO_CLASS( ammo_ARgrenades, CMP5AmmoGrenade );