/*** * * Copyright (c) 2007-2010, Hammermaps.de All rights reserved. ****/ #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 ak47_e { AK47_LONGIDLE = 0, AK47_IDLE1, AK47_GRENADE, AK47_RELOAD, AK47_DEPLOY_1, AK47_SHOOT_1, AK47_SHOOT_2, AK47_SHOOT_3 }; LINK_ENTITY_TO_CLASS( weapon_ak47, Cak47 ) //========================================================= //========================================================= int Cak47::SecondaryAmmoIndex( void ) { return m_iSecondaryAmmoType; } void Cak47::Spawn( ) { pev->classname = MAKE_STRING("weapon_ak47"); // hack to allow for old names Precache( ); SET_MODEL(ENT(pev), "models/w_ak47.mdl"); m_iId = WEAPON_AK47; m_iDefaultAmmo = AK47_DEFAULT_GIVE; FallInit();// get ready to fall down. } void Cak47::Precache( void ) { PRECACHE_MODEL("models/v_ak47.mdl"); PRECACHE_MODEL("models/w_ak47.mdl"); PRECACHE_MODEL("models/p_ak47.mdl"); m_iShell = PRECACHE_MODEL ("models/ak47_shell.mdl");// brass shellTE_MODEL PRECACHE_MODEL("models/w_ak47clip.mdl"); PRECACHE_SOUND("items/9mmclip1.wav"); PRECACHE_SOUND("items/clipinsert1.wav"); PRECACHE_SOUND("items/cliprelease1.wav"); PRECACHE_SOUND ("weapons/ak471.wav"); PRECACHE_SOUND ("weapons/ak472.wav"); PRECACHE_SOUND ("weapons/ak473.wav"); PRECACHE_SOUND ("weapons/357_cock1.wav"); m_usak47 = PRECACHE_EVENT( 1, "events/ak47.sc" ); } int Cak47::GetItemInfo(ItemInfo *p) { p->pszName = STRING(pev->classname); p->pszAmmo1 = "9mm"; p->iMaxAmmo1 = _9MM_MAX_CARRY; p->iMaxClip = AK47_MAX_CLIP; p->iSlot = 3; p->iPosition = 0; p->iFlags = 0; p->iId = m_iId = WEAPON_AK47; p->iWeight = AK47_WEIGHT; p->weaponName = "Kalashnikov Automatic 47"; return 1; } int Cak47::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 Cak47::Deploy( ) { return DefaultDeploy( "models/v_ak47.mdl", "models/p_ak47.mdl", AK47_DEPLOY_1, "ak47" ); } void Cak47::PrimaryAttack() { // don't fire underwater if (m_pPlayer->pev->waterlevel == 3 && m_pPlayer->pev->watertype > CONTENT_FLYFIELD) { 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_3DEGREES, 8192, BULLET_PLAYER_MP5, 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_MP5, 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_usak47, 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() + GetNextAttackDelay( 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 Cak47::SecondaryAttack( void ) { // don't fire underwater if (m_pPlayer->pev->waterlevel == 3 && m_pPlayer->pev->watertype > CONTENT_FLYFIELD) { PlayEmptySound( ); m_flNextSecondaryAttack = 0.15; return; } if (m_iClip <= 0) { PlayEmptySound(); m_flNextSecondaryAttack = 0.15; 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_1DEGREES, 8192, BULLET_PLAYER_MP5, 1, 0, m_pPlayer->pev, m_pPlayer->random_seed ); } else { // single player spread vecDir = m_pPlayer->FireBulletsPlayer( 1, vecSrc, vecAiming, VECTOR_CONE_1DEGREES, 8192, BULLET_PLAYER_MP5, 1, 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_usak47, 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_flNextSecondaryAttack = GetNextAttackDelay( 0.3f ); if ( m_flNextSecondaryAttack < UTIL_WeaponTimeBase() ) m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.3f; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); } void Cak47::Reload( void ) { if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 || m_iClip == AK47_MAX_CLIP ) return; DefaultReload( AK47_MAX_CLIP, AK47_RELOAD, 2.3 ); } void Cak47::WeaponIdle( void ) { ResetEmptySound( ); m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES ); if ( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() ) return; int iAnim; switch ( RANDOM_LONG( 0, 1 ) ) { case 0: iAnim = AK47_LONGIDLE; break; default: case 1: iAnim = AK47_IDLE1; break; } SendWeaponAnim( iAnim ); m_flTimeWeaponIdle = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); // how long till we do this again. } class Cak47AmmoClip : public CBasePlayerAmmo { void Spawn( void ) { Precache( ); SET_MODEL(ENT(pev), "models/w_ak47clip.mdl"); CBasePlayerAmmo::Spawn( ); } void Precache( void ) { PRECACHE_MODEL ("models/w_ak47clip.mdl"); PRECACHE_SOUND("items/9mmclip1.wav"); } BOOL AddAmmo( CBaseEntity *pOther ) { int bResult = (pOther->GiveAmmo( AMMO_AK47CLIP_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_ak47clip, Cak47AmmoClip );