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.
250 lines
5.9 KiB
250 lines
5.9 KiB
/*** |
|
* |
|
* Copyright (c) 1996-2002, 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. |
|
* |
|
****/ |
|
|
|
// The Following is Based on Counter-Strike's AK-47 Weapon |
|
// In no way am I trying to break the law |
|
// I am simply practicing. |
|
// Valve or anyone will authority, please don't sue me. |
|
|
|
|
|
#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 ak47_e |
|
{ |
|
AK47_IDLE1 = 0, |
|
AK47_RELOAD, |
|
AK47_DRAW, |
|
AK47_SHOOT1, |
|
AK47_SHOOT2, |
|
AK47_SHOOT3, |
|
}; |
|
|
|
|
|
|
|
LINK_ENTITY_TO_CLASS( weapon_ak47, CAK47 ); |
|
//LINK_ENTITY_TO_CLASS( weapon_9mmAR, CMP5 ); |
|
|
|
|
|
//========================================================= |
|
//========================================================= |
|
|
|
void CAK47::Spawn( ) |
|
{ |
|
pev->classname = MAKE_STRING("weapon_ak47"); // hack to allow for old names |
|
Precache( ); |
|
SET_MODEL(ENT(pev), "models/w_ak47.mdl"); |
|
m_iId = WEAPON_AK47; |
|
|
|
m_iDefaultAmmo = AK47_DEFAULT_GIVE; |
|
|
|
FallInit();// get ready to fall down. |
|
} |
|
|
|
|
|
void CAK47::Precache( void ) |
|
{ |
|
PRECACHE_MODEL("models/v_ak47.mdl"); |
|
PRECACHE_MODEL("models/w_ak47.mdl"); |
|
PRECACHE_MODEL("models/p_ak47.mdl"); |
|
|
|
m_iShell = PRECACHE_MODEL ("models/rshell.mdl");// brass shellTE_MODEL |
|
|
|
//PRECACHE_MODEL("models/grenade.mdl"); // grenade |
|
|
|
//PRECACHE_MODEL("models/w_ak47.mdl"); |
|
//PRECACHE_SOUND("items/9mmclip1.wav"); |
|
|
|
PRECACHE_SOUND("weapons/ak47_clipin.wav"); |
|
PRECACHE_SOUND("weapons/ak47_clipin.wav"); |
|
|
|
PRECACHE_MODEL ("models/w_ak47clip.mdl"); |
|
|
|
PRECACHE_SOUND ("weapons/ak47-1.wav");// A to the K |
|
PRECACHE_SOUND ("weapons/ak47-2.wav");// A to the K |
|
//PRECACHE_SOUND ("weapons/hks3.wav");// H to the K |
|
|
|
//PRECACHE_SOUND( "weapons/glauncher.wav" ); |
|
//PRECACHE_SOUND( "weapons/glauncher2.wav" ); |
|
|
|
PRECACHE_SOUND ("weapons/ak47_boltpull.wav"); |
|
|
|
m_usAK47 = PRECACHE_EVENT( 1, "events/ak47.sc" ); |
|
//m_usMP52 = PRECACHE_EVENT( 1, "events/mp52.sc" ); |
|
} |
|
|
|
int CAK47::GetItemInfo(ItemInfo *p) |
|
{ |
|
p->pszName = STRING(pev->classname); |
|
p->pszAmmo1 = "ak47"; |
|
p->iMaxAmmo1 = AK47_MAX_CARRY; |
|
//p->pszAmmo2 = "ARgrenades"; |
|
//p->iMaxAmmo2 = M203_GRENADE_MAX_CARRY; |
|
p->iMaxClip = AK47_MAX_CLIP; |
|
p->iSlot = 2; |
|
p->iPosition = 2; |
|
p->iFlags = 0; |
|
p->iId = m_iId = WEAPON_AK47; |
|
p->iWeight = AK47_WEIGHT; |
|
|
|
return 1; |
|
} |
|
|
|
int CAK47::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 CAK47::Deploy( ) |
|
{ |
|
return DefaultDeploy( "models/v_ak47.mdl", "models/p_ak47.mdl", AK47_DRAW, "mp5" ); |
|
} |
|
|
|
|
|
void CAK47::PrimaryAttack() |
|
{ |
|
// don't fire underwater |
|
if (m_pPlayer->pev->waterlevel == 3) |
|
{ |
|
PlayEmptySound( ); |
|
m_flNextPrimaryAttack = 0.15; |
|
return; |
|
} |
|
|
|
if (m_iClip <= 0) |
|
{ |
|
PlayEmptySound(); |
|
m_flNextPrimaryAttack = 0.15; |
|
return; |
|
} |
|
|
|
m_pPlayer->m_iWeaponVolume = LOUD_GUN_VOLUME; |
|
m_pPlayer->m_iWeaponFlash = NORMAL_GUN_FLASH; |
|
|
|
m_iClip--; |
|
|
|
|
|
m_pPlayer->pev->effects = (int)(m_pPlayer->pev->effects) | EF_MUZZLEFLASH; |
|
|
|
// player "shoot" animation |
|
m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); |
|
|
|
Vector vecSrc = m_pPlayer->GetGunPosition( ); |
|
Vector vecAiming = m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES ); |
|
Vector vecDir; |
|
|
|
#if CLIENT_DLL |
|
if ( bIsMultiplayer() ) |
|
#else |
|
if ( g_pGameRules->IsMultiplayer() ) |
|
#endif |
|
{ |
|
// optimized multiplayer. Widened to make it easier to hit a moving player |
|
vecDir = m_pPlayer->FireBulletsPlayer( 1, vecSrc, vecAiming, VECTOR_CONE_6DEGREES, 8192, BULLET_PLAYER_AK47, 2, 0, m_pPlayer->pev, m_pPlayer->random_seed ); |
|
} |
|
else |
|
{ |
|
// single player spread |
|
vecDir = m_pPlayer->FireBulletsPlayer( 1, vecSrc, vecAiming, VECTOR_CONE_3DEGREES, 8192, BULLET_PLAYER_AK47, 2, 0, m_pPlayer->pev, m_pPlayer->random_seed ); |
|
} |
|
|
|
int flags; |
|
#if CLIENT_WEAPONS |
|
flags = FEV_NOTHOST; |
|
#else |
|
flags = 0; |
|
#endif |
|
|
|
PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usAK47, 0.0, g_vecZero, g_vecZero, vecDir.x, vecDir.y, 0, 0, 0, 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 = UTIL_WeaponTimeBase() + 0.1f; |
|
|
|
if ( m_flNextPrimaryAttack < UTIL_WeaponTimeBase() ) |
|
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.1f; |
|
|
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); |
|
} |
|
|
|
void CAK47::Reload( void ) |
|
{ |
|
if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 || m_iClip == AK47_MAX_CLIP ) |
|
return; |
|
|
|
DefaultReload( AK47_MAX_CLIP, AK47_RELOAD, 3.0 ); |
|
} |
|
|
|
|
|
void CAK47::WeaponIdle( void ) |
|
{ |
|
ResetEmptySound( ); |
|
|
|
m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES ); |
|
|
|
if ( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() ) |
|
return; |
|
|
|
int iAnim; |
|
iAnim = AK47_IDLE1; |
|
|
|
SendWeaponAnim( iAnim ); |
|
|
|
m_flTimeWeaponIdle = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); // how long till we do this again. |
|
} |
|
|
|
|
|
|
|
class CAK47AmmoClip : public CBasePlayerAmmo |
|
{ |
|
void Spawn( void ) |
|
{ |
|
Precache( ); |
|
SET_MODEL(ENT(pev), "models/w_ak47clip.mdl"); |
|
CBasePlayerAmmo::Spawn( ); |
|
} |
|
void Precache( void ) |
|
{ |
|
PRECACHE_MODEL ("models/w_ak47clip.mdl"); |
|
PRECACHE_SOUND("items/9mmclip1.wav"); |
|
} |
|
BOOL AddAmmo( CBaseEntity *pOther ) |
|
{ |
|
int bResult = (pOther->GiveAmmo( AMMO_AK47_GIVE, "ak47", AK47_MAX_CARRY) != -1); |
|
if (bResult) |
|
{ |
|
EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM); |
|
} |
|
return bResult; |
|
} |
|
}; |
|
LINK_ENTITY_TO_CLASS( ammo_ak47, CAK47AmmoClip ); |
|
//LINK_ENTITY_TO_CLASS( ammo_ak47, CAk47AmmoClip );
|
|
|