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247 lines
5.8 KiB
247 lines
5.8 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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// The Following is Based on Counter-Strike's AK-47 Weapon |
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// In no way am I trying to break the law |
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// I am simply practicing. |
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// Valve or anyone will authority, please don't sue me. |
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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 ak47_e |
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{ |
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AK47_IDLE1 = 0, |
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AK47_RELOAD, |
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AK47_DRAW, |
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AK47_SHOOT1, |
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AK47_SHOOT2, |
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AK47_SHOOT3, |
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}; |
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LINK_ENTITY_TO_CLASS( weapon_ak47, CAK47 ); |
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//LINK_ENTITY_TO_CLASS( weapon_9mmAR, CMP5 ); |
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//========================================================= |
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//========================================================= |
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void CAK47::Spawn( ) |
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{ |
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pev->classname = MAKE_STRING("weapon_ak47"); // hack to allow for old names |
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Precache( ); |
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SET_MODEL(ENT(pev), "models/w_ak47.mdl"); |
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m_iId = WEAPON_AK47; |
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m_iDefaultAmmo = AK47_DEFAULT_GIVE; |
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FallInit();// get ready to fall down. |
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} |
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void CAK47::Precache( void ) |
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{ |
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PRECACHE_MODEL("models/v_ak47.mdl"); |
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PRECACHE_MODEL("models/w_ak47.mdl"); |
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PRECACHE_MODEL("models/p_ak47.mdl"); |
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m_iShell = PRECACHE_MODEL ("models/rshell.mdl");// brass shellTE_MODEL |
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//PRECACHE_MODEL("models/grenade.mdl"); // grenade |
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//PRECACHE_MODEL("models/w_ak47.mdl"); |
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//PRECACHE_SOUND("items/9mmclip1.wav"); |
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PRECACHE_SOUND("weapons/ak47_clipin.wav"); |
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PRECACHE_SOUND("weapons/ak47_clipin.wav"); |
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PRECACHE_MODEL ("models/w_ak47clip.mdl"); |
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PRECACHE_SOUND ("weapons/ak47-1.wav");// A to the K |
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PRECACHE_SOUND ("weapons/ak47-2.wav");// A to the K |
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//PRECACHE_SOUND ("weapons/hks3.wav");// H to the K |
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//PRECACHE_SOUND( "weapons/glauncher.wav" ); |
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//PRECACHE_SOUND( "weapons/glauncher2.wav" ); |
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PRECACHE_SOUND ("weapons/ak47_boltpull.wav"); |
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m_usAK47 = PRECACHE_EVENT( 1, "events/ak47.sc" ); |
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//m_usMP52 = PRECACHE_EVENT( 1, "events/mp52.sc" ); |
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} |
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int CAK47::GetItemInfo(ItemInfo *p) |
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{ |
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p->pszName = STRING(pev->classname); |
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p->pszAmmo1 = "ak47"; |
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p->iMaxAmmo1 = AK47_MAX_CARRY; |
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//p->pszAmmo2 = "ARgrenades"; |
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//p->iMaxAmmo2 = M203_GRENADE_MAX_CARRY; |
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p->iMaxClip = AK47_MAX_CLIP; |
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p->iSlot = 2; |
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p->iPosition = 2; |
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p->iFlags = 0; |
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p->iId = m_iId = WEAPON_AK47; |
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p->iWeight = AK47_WEIGHT; |
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return 1; |
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} |
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int CAK47::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 CAK47::Deploy( ) |
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{ |
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return DefaultDeploy( "models/v_ak47.mdl", "models/p_ak47.mdl", AK47_DRAW, "mp5" ); |
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} |
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void CAK47::PrimaryAttack() |
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{ |
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// don't fire underwater |
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if (m_pPlayer->pev->waterlevel == 3) |
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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 = LOUD_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_6DEGREES, 8192, BULLET_PLAYER_AK47, 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_AK47, 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_usAK47, 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 = UTIL_WeaponTimeBase() + 0.1f; |
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if ( m_flNextPrimaryAttack < UTIL_WeaponTimeBase() ) |
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.1f; |
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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 CAK47::Reload( void ) |
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{ |
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DefaultReload( AK47_MAX_CLIP, AK47_RELOAD, 3.0 ); |
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} |
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void CAK47::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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iAnim = AK47_IDLE1; |
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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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class CAK47AmmoClip : public CBasePlayerAmmo |
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{ |
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void Spawn( void ) |
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{ |
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Precache( ); |
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SET_MODEL(ENT(pev), "models/w_ak47clip.mdl"); |
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CBasePlayerAmmo::Spawn( ); |
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} |
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void Precache( void ) |
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{ |
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PRECACHE_MODEL ("models/w_ak47clip.mdl"); |
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PRECACHE_SOUND("items/9mmclip1.wav"); |
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} |
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BOOL AddAmmo( CBaseEntity *pOther ) |
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{ |
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int bResult = (pOther->GiveAmmo( AMMO_AK47_GIVE, "ak47", AK47_MAX_CARRY) != -1); |
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if (bResult) |
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{ |
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EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM); |
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} |
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return bResult; |
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} |
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}; |
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LINK_ENTITY_TO_CLASS( ammo_ak47, CAK47AmmoClip ); |
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//LINK_ENTITY_TO_CLASS( ammo_ak47, CAk47AmmoClip );
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