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220 lines
5.0 KiB
220 lines
5.0 KiB
/*** |
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* |
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* Copyright (c) 1996-2002, Valve LLC. All rights reserved. |
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* |
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* This product contains software technology licensed from Id |
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. |
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* All Rights Reserved. |
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* |
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* Use, distribution, and modification of this source code and/or resulting |
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* object code is restricted to non-commercial enhancements to products from |
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* Valve LLC. All other use, distribution, or modification is prohibited |
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* without written permission from Valve LLC. |
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* |
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****/ |
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#include "extdll.h" |
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#include "util.h" |
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#include "cbase.h" |
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#include "monsters.h" |
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#include "weapons.h" |
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#include "nodes.h" |
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#include "player.h" |
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#include "soundent.h" |
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#include "gamerules.h" |
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enum uzi_e |
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{ |
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UZI_LONGIDLE = 0, |
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UZI_IDLE1, |
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UZI_RELOAD, |
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UZI_DEPLOY, |
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UZI_FIRE1, |
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UZI_FIRE2, |
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UZI_FIRE3 |
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}; |
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LINK_ENTITY_TO_CLASS( weapon_uzi, CUZI ) |
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//========================================================= |
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//========================================================= |
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int CUZI::SecondaryAmmoIndex( void ) |
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{ |
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return m_iSecondaryAmmoType; |
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} |
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void CUZI::Spawn( ) |
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{ |
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pev->classname = MAKE_STRING("weapon_uzi"); // hack to allow for old names |
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Precache( ); |
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SET_MODEL(ENT(pev), "models/w_uzi.mdl"); |
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m_iId = WEAPON_UZI; |
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m_iDefaultAmmo = UZI_DEFAULT_GIVE; |
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FallInit();// get ready to fall down. |
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} |
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void CUZI::Precache( void ) |
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{ |
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PRECACHE_MODEL("models/v_uzi.mdl"); |
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PRECACHE_MODEL("models/w_uzi.mdl"); |
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PRECACHE_MODEL("models/p_uzi.mdl"); |
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m_iShell = PRECACHE_MODEL ("models/9mm_shell.mdl");// brass shellTE_MODEL |
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PRECACHE_MODEL("models/w_uziclip.mdl"); |
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PRECACHE_SOUND("items/9mmclip1.wav"); |
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PRECACHE_SOUND("items/clipinsert1.wav"); |
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PRECACHE_SOUND("items/cliprelease1.wav"); |
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PRECACHE_SOUND ("weapons/uzi1.wav");// H to the K |
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PRECACHE_SOUND ("weapons/uzi2.wav");// H to the K |
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PRECACHE_SOUND ("weapons/uzi3.wav");// H to the K |
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PRECACHE_SOUND ("weapons/357_cock1.wav"); |
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m_usUZI = PRECACHE_EVENT( 1, "events/uzi.sc" ); |
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} |
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int CUZI::GetItemInfo(ItemInfo *p) |
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{ |
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p->pszName = STRING(pev->classname); |
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p->pszAmmo1 = "9mm"; |
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p->iMaxAmmo1 = _9MM_MAX_CARRY; |
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p->iMaxClip = UZI_MAX_CLIP; |
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p->iSlot = 1; |
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p->iPosition = 3; |
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p->iFlags = 0; |
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p->iId = m_iId = WEAPON_UZI; |
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p->iWeight = UZI_WEIGHT; |
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p->weaponName = "9mm Uzi"; |
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return 1; |
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} |
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int CUZI::AddToPlayer( CBasePlayer *pPlayer ) |
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{ |
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if ( CBasePlayerWeapon::AddToPlayer( pPlayer ) ) |
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{ |
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MESSAGE_BEGIN( MSG_ONE, gmsgWeapPickup, NULL, pPlayer->pev ); |
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WRITE_BYTE( m_iId ); |
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MESSAGE_END(); |
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return TRUE; |
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} |
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return FALSE; |
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} |
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BOOL CUZI::Deploy( ) |
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{ |
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return DefaultDeploy( "models/v_uzi.mdl", "models/p_uzi.mdl", UZI_DEPLOY, "uzi" ); |
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} |
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void CUZI::PrimaryAttack() |
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{ |
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// don't fire underwater |
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if (m_pPlayer->pev->waterlevel == 3 && m_pPlayer->pev->watertype > CONTENT_FLYFIELD) |
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{ |
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PlayEmptySound( ); |
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m_flNextPrimaryAttack = 0.15; |
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return; |
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} |
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if (m_iClip <= 0) |
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{ |
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PlayEmptySound(); |
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m_flNextPrimaryAttack = 0.15; |
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return; |
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} |
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m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME; |
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m_pPlayer->m_iWeaponFlash = NORMAL_GUN_FLASH; |
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m_iClip--; |
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m_pPlayer->pev->effects = (int)(m_pPlayer->pev->effects) | EF_MUZZLEFLASH; |
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// player "shoot" animation |
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m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); |
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Vector vecSrc = m_pPlayer->GetGunPosition( ); |
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Vector vecAiming = m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES ); |
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Vector vecDir; |
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#if CLIENT_DLL |
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if( bIsMultiplayer() ) |
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#else |
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if( g_pGameRules->IsMultiplayer() ) |
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#endif |
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{ |
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// optimized multiplayer. Widened to make it easier to hit a moving player |
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vecDir = m_pPlayer->FireBulletsPlayer( 1, vecSrc, vecAiming, VECTOR_CONE_3DEGREES, 8192, BULLET_PLAYER_MP5, 2, 0, m_pPlayer->pev, m_pPlayer->random_seed ); |
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} |
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else |
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{ |
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// single player spread |
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vecDir = m_pPlayer->FireBulletsPlayer( 1, vecSrc, vecAiming, VECTOR_CONE_3DEGREES, 8192, BULLET_PLAYER_MP5, 2, 0, m_pPlayer->pev, m_pPlayer->random_seed ); |
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} |
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int flags; |
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#if CLIENT_WEAPONS |
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flags = FEV_NOTHOST; |
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#else |
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flags = 0; |
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#endif |
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PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usUZI, 0.0, g_vecZero, g_vecZero, vecDir.x, vecDir.y, 0, 0, 0, 0 ); |
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if (!m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0) |
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// HEV suit - indicate out of ammo condition |
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m_pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0); |
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m_flNextPrimaryAttack = GetNextAttackDelay( 0.1f ); |
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if ( m_flNextPrimaryAttack < UTIL_WeaponTimeBase() ) |
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.01f; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); |
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} |
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void CUZI::Reload( void ) |
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{ |
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if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 || m_iClip == UZI_MAX_CLIP ) |
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return; |
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DefaultReload( UZI_MAX_CLIP, UZI_RELOAD, 3.0); |
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} |
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void CUZI::WeaponIdle( void ) |
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{ |
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ResetEmptySound( ); |
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m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES ); |
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if ( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() ) |
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return; |
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int iAnim; |
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switch ( RANDOM_LONG( 0, 1 ) ) |
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{ |
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case 0: |
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iAnim = UZI_LONGIDLE; |
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break; |
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default: |
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case 1: |
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iAnim = UZI_IDLE1; |
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break; |
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} |
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SendWeaponAnim( iAnim ); |
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m_flTimeWeaponIdle = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); // how long till we do this again. |
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} |
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