Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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/***
*
* 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, CWeaponEinarAP9 )
void CWeaponEinarAP9::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 CWeaponEinarAP9::Precache()
{
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" );
m_usFireAP9 = PRECACHE_EVENT( 1, "events/ap9.sc" );
}
int CWeaponEinarAP9::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 CWeaponEinarAP9::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 CWeaponEinarAP9::Deploy()
{
return DefaultDeploy( "models/v_ap9.mdl", "models/p_ap9.mdl", AP9_DRAW, "onehanded" );
}
void CWeaponEinarAP9::SecondaryAttack()
{
m_iBurstShots += 2;
AP9Fire( 0.035f, 0.6f, FALSE );
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.04f;
}
void CWeaponEinarAP9::PrimaryAttack()
{
AP9Fire( 0.07f, 0.125f, TRUE );
}
void CWeaponEinarAP9::AP9Fire( float flSpread, float flCycleTime, BOOL fUseAutoAim )
{
int iBulletType;
if( m_iClip <= 0 )
{
if( m_fFireOnEmpty )
{
PlayEmptySound();
m_flNextPrimaryAttack = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.2f;
}
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 );
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;
}
#ifdef CLIENT_DLL
if( bIsMultiplayer() )
#else
if( g_pGameRules->IsMultiplayer() )
#endif
iBulletType = BULLET_PLAYER_9MM;
else
iBulletType = BULLET_PLAYER_MP5;
Vector vecDir = m_pPlayer->FireBulletsPlayer( 1, vecSrc, vecAiming, Vector( flSpread, flSpread, flSpread ), 8192, iBulletType, 0, 0, m_pPlayer->pev, m_pPlayer->random_seed );
PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usFireAP9, 0.0, g_vecZero, g_vecZero, vecDir.x, vecDir.y, 0, 0, fUseAutoAim, 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 = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + flCycleTime;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
}
void CWeaponEinarAP9::Reload()
{
if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 || m_iClip == AP9_MAX_CLIP )
return;
if( DefaultReload( AP9_MAX_CLIP, AP9_RELOAD, 1.8 ) )
{
#ifdef CLIENT_DLL
if( !bIsMultiplayer() )
#else
if( !g_pGameRules->IsMultiplayer() )
#endif
m_flNextPrimaryAttack = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 2.9f;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
}
}
void CWeaponEinarAP9::WeaponIdle()
{
ResetEmptySound();
m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES );
if( m_iBurstShots >= 2 )
{
if( m_pPlayer->m_flNextAttack > UTIL_WeaponTimeBase() )
return;
SecondaryAttack();
if( m_iBurstShots >= 6 )
m_iBurstShots = 0;
}
if( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() )
return;
if( m_iClip )
{
SendWeaponAnim( AP9_IDLE );
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 20.0f; // how long till we do this again.
}
}
class CAP9Ammo : public CBasePlayerAmmo
{
void Spawn()
{
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 )