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277 lines
5.7 KiB
277 lines
5.7 KiB
/*** |
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* |
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* Copyright (c) 1996-2001, 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 ap9_e |
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{ |
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AP9_IDLE = 0, |
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AP9_RELOAD, |
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AP9_DRAW, |
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AP9_SHOOT1, |
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AP9_SHOOT2, |
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AP9_SHOOT3, |
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}; |
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LINK_ENTITY_TO_CLASS(weapon_th_ap9, CAP9); |
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void CAP9::Spawn() |
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{ |
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Precache(); |
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SET_MODEL(ENT(pev), "models/w_ap9.mdl"); |
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m_iId = WEAPON_AP9; |
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m_iDefaultAmmo = AP9_DEFAULT_GIVE; |
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m_iBurstShots = 0; |
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FallInit();// get ready to fall down. |
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} |
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void CAP9::Precache(void) |
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{ |
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PRECACHE_MODEL("models/v_ap9.mdl"); |
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PRECACHE_MODEL("models/w_ap9.mdl"); |
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PRECACHE_MODEL("models/p_ap9.mdl"); |
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m_iShell = PRECACHE_MODEL("models/shell.mdl");// brass shellTE_MODEL |
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PRECACHE_MODEL("models/w_ap9clip.mdl"); |
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PRECACHE_SOUND("items/9mmclip1.wav"); |
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PRECACHE_SOUND("weapons/ap9_bolt.wav"); |
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PRECACHE_SOUND("weapons/ap9_clipin.wav"); |
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PRECACHE_SOUND("weapons/ap9_clipout.wav"); |
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PRECACHE_SOUND("weapons/ap9_fire.wav"); |
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PRECACHE_SOUND("weapons/357_cock1.wav"); |
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m_usFireAP9 = PRECACHE_EVENT(1, "events/ap9.sc"); |
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} |
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int CAP9::GetItemInfo(ItemInfo *p) |
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{ |
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p->pszName = STRING(pev->classname); |
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p->pszAmmo1 = "ap9"; |
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p->iMaxAmmo1 = AP9_MAX_CARRY; |
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p->pszAmmo2 = NULL; |
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p->iMaxAmmo2 = -1; |
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p->iMaxClip = AP9_MAX_CLIP; |
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p->iSlot = 1; |
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p->iPosition = 2; |
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p->iFlags = 0; |
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p->iId = m_iId = WEAPON_AP9; |
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p->iWeight = AP9_WEIGHT; |
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return 1; |
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} |
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int CAP9::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 CAP9::Deploy() |
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{ |
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BOOL bResult = DefaultDeploy("models/v_ap9.mdl", "models/p_ap9.mdl", AP9_DRAW, "ap9"); |
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if (bResult) |
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{ |
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.7; |
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} |
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return bResult; |
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} |
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void CAP9::PrimaryAttack(void) |
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{ |
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m_fInAttack = 0; |
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AP9Fire(0.03, 0.13, TRUE, FALSE); |
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} |
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void CAP9::SecondaryAttack(void) |
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{ |
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if (m_fInAttack != 0) |
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return; |
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m_fInAttack = 1; |
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m_iBurstShots = 0; |
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m_flNextPrimaryAttack = m_flNextSecondaryAttack = GetNextAttackDelay(2.0); |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() - 0.1; |
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} |
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void CAP9::AP9Fire(float flSpread, float flCycleTime, BOOL fUseAutoAim, BOOL fBurstShot) |
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{ |
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if (m_iClip <= 0) |
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{ |
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if (m_fFireOnEmpty) |
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{ |
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PlayEmptySound(); |
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m_flNextPrimaryAttack = GetNextAttackDelay(0.2); |
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} |
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return; |
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} |
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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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int flags; |
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#if defined( 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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// player "shoot" animation |
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m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); |
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// silenced |
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if (pev->body == 1) |
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{ |
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m_pPlayer->m_iWeaponVolume = QUIET_GUN_VOLUME; |
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m_pPlayer->m_iWeaponFlash = DIM_GUN_FLASH; |
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} |
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else |
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{ |
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// non-silenced |
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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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} |
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Vector vecSrc = m_pPlayer->GetGunPosition( ); |
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Vector vecAiming; |
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if ( fUseAutoAim ) |
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{ |
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vecAiming = m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES ); |
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} |
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else |
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{ |
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vecAiming = gpGlobals->v_forward; |
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} |
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Vector vecDir; |
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vecDir = m_pPlayer->FireBulletsPlayer( 1, vecSrc, vecAiming, Vector( flSpread, flSpread, flSpread ), 8192, BULLET_PLAYER_AP9, 0, 0, m_pPlayer->pev, m_pPlayer->random_seed ); |
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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); |
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m_flNextPrimaryAttack = m_flNextSecondaryAttack = GetNextAttackDelay(flCycleTime); |
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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 CAP9::Reload(void) |
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{ |
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if (m_pPlayer->ammo_ap9 <= 0) |
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return; |
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int iResult = DefaultReload(AP9_MAX_CLIP, AP9_RELOAD, 2.9); |
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if (iResult) |
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{ |
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m_fInAttack = 0; |
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m_iBurstShots = 0; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15); |
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} |
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} |
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void CAP9::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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if (m_fInAttack != 0) |
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{ |
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if (m_iBurstShots < 3 && m_iClip > 0) |
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{ |
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AP9Fire(0.01, 0.05, FALSE, TRUE); |
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m_iBurstShots++; |
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m_flNextPrimaryAttack = m_flNextSecondaryAttack = GetNextAttackDelay(2.0f); |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.05; |
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} |
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else |
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{ |
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m_fInAttack = 0; |
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m_iBurstShots = 0; |
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m_flNextPrimaryAttack = m_flNextSecondaryAttack = GetNextAttackDelay(0.5f); |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15); |
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} |
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} |
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else |
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{ |
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SendWeaponAnim(AP9_IDLE); |
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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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} |
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class CAP9Ammo : 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_ap9clip.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_ap9clip.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_AP9_GIVE, "ap9", AP9_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_th_ap9, CAP9Ammo); |