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229 lines
4.8 KiB
229 lines
4.8 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 mac10_e |
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{ |
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MAC10_LONGIDLE = 0, |
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MAC10_IDLE1, |
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MAC10_LAUNCH, |
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MAC10_RELOAD, |
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MAC10_DEPLOY, |
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MAC10_FIRE1, |
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MAC10_FIRE2, |
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MAC10_FIRE3, |
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}; |
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LINK_ENTITY_TO_CLASS(weapon_mac10, CMac10); |
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void CMac10::Spawn() |
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{ |
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Precache(); |
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SET_MODEL(ENT(pev), "models/w_mac10.mdl"); |
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m_iId = WEAPON_MAC10; |
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m_iDefaultAmmo = MAC10_DEFAULT_GIVE; |
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FallInit();// get ready to fall down. |
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} |
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void CMac10::Precache(void) |
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{ |
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PRECACHE_MODEL("models/v_mac10.mdl"); |
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PRECACHE_MODEL("models/w_mac10.mdl"); |
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PRECACHE_MODEL("models/p_9mmAR.mdl"); |
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m_iShell = PRECACHE_MODEL("models/shell.mdl");// brass shellTE_MODEL |
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PRECACHE_MODEL("models/w_mac10clip.mdl"); |
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PRECACHE_SOUND("items/9mmclip1.wav"); |
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PRECACHE_SOUND("items/mac10clipinsert1.wav"); |
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PRECACHE_SOUND("items/mac10cliprelease1.wav"); |
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PRECACHE_SOUND("weapons/mac1.wav"); |
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PRECACHE_SOUND("weapons/mac2.wav"); |
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PRECACHE_SOUND("weapons/mac3.wav"); |
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PRECACHE_SOUND("weapons/357_cock1.wav"); |
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m_usMac10 = PRECACHE_EVENT(1, "events/mac10.sc"); |
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} |
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int CMac10::GetItemInfo(ItemInfo *p) |
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{ |
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p->pszName = STRING(pev->classname); |
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p->pszAmmo1 = "mac10"; |
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p->iMaxAmmo1 = MAC10_MAX_CARRY; |
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p->pszAmmo2 = NULL; |
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p->iMaxAmmo2 = -1; |
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p->iMaxClip = MAC10_MAX_CLIP; |
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p->iSlot = 1; |
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p->iPosition = 1; |
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p->iFlags = 0; |
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p->iId = m_iId = WEAPON_MAC10; |
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p->iWeight = MAC10_WEIGHT; |
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return 1; |
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} |
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BOOL CMac10::Deploy() |
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{ |
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BOOL bResult = DefaultDeploy("models/v_mac10.mdl", "models/p_9mmAR.mdl", MAC10_DEPLOY, "mac10"); |
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if ( bResult ) |
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{ |
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.8; |
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} |
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return bResult; |
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} |
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void CMac10::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 = 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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Vector vecSpread; |
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// Allow for higher accuracy when the player is crouching. |
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if (m_pPlayer->pev->flags & FL_DUCKING) |
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{ |
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vecSpread = VECTOR_CONE_1DEGREES; |
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} |
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else |
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{ |
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vecSpread = VECTOR_CONE_4DEGREES; |
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} |
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// single player spread |
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vecDir = m_pPlayer->FireBulletsPlayer(1, vecSrc, vecAiming, vecSpread, 8192, BULLET_PLAYER_MAC10, 2, 0, m_pPlayer->pev, m_pPlayer->random_seed); |
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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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PLAYBACK_EVENT_FULL(flags, m_pPlayer->edict(), m_usMac10, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, 0, 0, 0, 0); |
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m_flNextPrimaryAttack = GetNextAttackDelay(0.1); |
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if (m_flNextPrimaryAttack < UTIL_WeaponTimeBase()) |
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.1; |
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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 CMac10::Reload(void) |
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{ |
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if (m_pPlayer->ammo_mac10 <= 0) |
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return; |
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DefaultReload(MAC10_MAX_CLIP, MAC10_RELOAD, 2.7); |
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} |
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void CMac10::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 = MAC10_LONGIDLE; |
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break; |
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default: |
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case 1: |
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iAnim = MAC10_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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class CMac10AmmoClip : 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_mac10clip.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_mac10clip.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_MAC10_GIVE, "mac10", MAC10_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_mac10, CMac10AmmoClip); |