Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 
 

277 lines
5.7 KiB

/***
*
* 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 ap9_e
{
AP9_IDLE = 0,
AP9_RELOAD,
AP9_DRAW,
AP9_SHOOT1,
AP9_SHOOT2,
AP9_SHOOT3,
};
LINK_ENTITY_TO_CLASS(weapon_th_ap9, CAP9);
void CAP9::Spawn()
{
Precache();
SET_MODEL(ENT(pev), "models/w_ap9.mdl");
m_iId = WEAPON_AP9;
m_iDefaultAmmo = AP9_DEFAULT_GIVE;
m_iBurstShots = 0;
FallInit();// get ready to fall down.
}
void CAP9::Precache(void)
{
PRECACHE_MODEL("models/v_ap9.mdl");
PRECACHE_MODEL("models/w_ap9.mdl");
PRECACHE_MODEL("models/p_ap9.mdl");
m_iShell = PRECACHE_MODEL("models/shell.mdl");// brass shellTE_MODEL
PRECACHE_MODEL("models/w_ap9clip.mdl");
PRECACHE_SOUND("items/9mmclip1.wav");
PRECACHE_SOUND("weapons/ap9_bolt.wav");
PRECACHE_SOUND("weapons/ap9_clipin.wav");
PRECACHE_SOUND("weapons/ap9_clipout.wav");
PRECACHE_SOUND("weapons/ap9_fire.wav");
PRECACHE_SOUND("weapons/357_cock1.wav");
m_usFireAP9 = PRECACHE_EVENT(1, "events/ap9.sc");
}
int CAP9::GetItemInfo(ItemInfo *p)
{
p->pszName = STRING(pev->classname);
p->pszAmmo1 = "ap9";
p->iMaxAmmo1 = AP9_MAX_CARRY;
p->pszAmmo2 = NULL;
p->iMaxAmmo2 = -1;
p->iMaxClip = AP9_MAX_CLIP;
p->iSlot = 1;
p->iPosition = 2;
p->iFlags = 0;
p->iId = m_iId = WEAPON_AP9;
p->iWeight = AP9_WEIGHT;
return 1;
}
int CAP9::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 CAP9::Deploy()
{
BOOL bResult = DefaultDeploy("models/v_ap9.mdl", "models/p_ap9.mdl", AP9_DRAW, "ap9");
if (bResult)
{
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.7;
}
return bResult;
}
void CAP9::PrimaryAttack(void)
{
m_fInAttack = 0;
AP9Fire(0.03, 0.13, TRUE, FALSE);
}
void CAP9::SecondaryAttack(void)
{
if (m_fInAttack != 0)
return;
m_fInAttack = 1;
m_iBurstShots = 0;
m_flNextPrimaryAttack = m_flNextSecondaryAttack = GetNextAttackDelay(2.0);
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() - 0.1;
}
void CAP9::AP9Fire(float flSpread, float flCycleTime, BOOL fUseAutoAim, BOOL fBurstShot)
{
if (m_iClip <= 0)
{
if (m_fFireOnEmpty)
{
PlayEmptySound();
m_flNextPrimaryAttack = GetNextAttackDelay(0.2);
}
return;
}
m_iClip--;
m_pPlayer->pev->effects = (int)(m_pPlayer->pev->effects) | EF_MUZZLEFLASH;
int flags;
#if defined( CLIENT_WEAPONS )
flags = FEV_NOTHOST;
#else
flags = 0;
#endif
// player "shoot" animation
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
// silenced
if (pev->body == 1)
{
m_pPlayer->m_iWeaponVolume = QUIET_GUN_VOLUME;
m_pPlayer->m_iWeaponFlash = DIM_GUN_FLASH;
}
else
{
// non-silenced
m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME;
m_pPlayer->m_iWeaponFlash = NORMAL_GUN_FLASH;
}
Vector vecSrc = m_pPlayer->GetGunPosition( );
Vector vecAiming;
if ( fUseAutoAim )
{
vecAiming = m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES );
}
else
{
vecAiming = gpGlobals->v_forward;
}
Vector vecDir;
vecDir = m_pPlayer->FireBulletsPlayer( 1, vecSrc, vecAiming, Vector( flSpread, flSpread, flSpread ), 8192, BULLET_PLAYER_AP9, 0, 0, m_pPlayer->pev, m_pPlayer->random_seed );
PLAYBACK_EVENT_FULL(flags, m_pPlayer->edict(), m_usFireAP9, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, 0, 0, fBurstShot, 0);
m_flNextPrimaryAttack = m_flNextSecondaryAttack = GetNextAttackDelay(flCycleTime);
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
}
void CAP9::Reload(void)
{
if (m_pPlayer->ammo_ap9 <= 0)
return;
int iResult = DefaultReload(AP9_MAX_CLIP, AP9_RELOAD, 2.9);
if (iResult)
{
m_fInAttack = 0;
m_iBurstShots = 0;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15);
}
}
void CAP9::WeaponIdle(void)
{
ResetEmptySound();
m_pPlayer->GetAutoaimVector(AUTOAIM_5DEGREES);
if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase())
return;
if (m_fInAttack != 0)
{
if (m_iBurstShots < 3 && m_iClip > 0)
{
AP9Fire(0.01, 0.05, FALSE, TRUE);
m_iBurstShots++;
m_flNextPrimaryAttack = m_flNextSecondaryAttack = GetNextAttackDelay(2.0f);
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.05;
}
else
{
m_fInAttack = 0;
m_iBurstShots = 0;
m_flNextPrimaryAttack = m_flNextSecondaryAttack = GetNextAttackDelay(0.5f);
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15);
}
}
else
{
SendWeaponAnim(AP9_IDLE);
m_flTimeWeaponIdle = UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15); // how long till we do this again.
}
}
class CAP9Ammo : public CBasePlayerAmmo
{
void Spawn(void)
{
Precache();
SET_MODEL(ENT(pev), "models/w_ap9clip.mdl");
CBasePlayerAmmo::Spawn();
}
void Precache(void)
{
PRECACHE_MODEL("models/w_ap9clip.mdl");
PRECACHE_SOUND("items/9mmclip1.wav");
}
BOOL AddAmmo(CBaseEntity *pOther)
{
int bResult = (pOther->GiveAmmo(AMMO_AP9_GIVE, "ap9", AP9_MAX_CARRY) != -1);
if (bResult)
{
EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM);
}
return bResult;
}
};
LINK_ENTITY_TO_CLASS(ammo_th_ap9, CAP9Ammo);