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306 lines
7.1 KiB
306 lines
7.1 KiB
/*** |
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* |
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* Copyright (c) 2007-2010, Hammermaps.de All rights reserved. |
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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 ak47_e |
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{ |
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AK47_LONGIDLE = 0, |
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AK47_IDLE1, |
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AK47_GRENADE, |
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AK47_RELOAD, |
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AK47_DEPLOY_1, |
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AK47_SHOOT_1, |
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AK47_SHOOT_2, |
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AK47_SHOOT_3 |
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}; |
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LINK_ENTITY_TO_CLASS( weapon_ak47, Cak47 ) |
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//========================================================= |
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//========================================================= |
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int Cak47::SecondaryAmmoIndex( void ) |
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{ |
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return m_iSecondaryAmmoType; |
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} |
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void Cak47::Spawn( ) |
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{ |
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pev->classname = MAKE_STRING("weapon_ak47"); // hack to allow for old names |
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Precache( ); |
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SET_MODEL(ENT(pev), "models/w_ak47.mdl"); |
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m_iId = WEAPON_AK47; |
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m_iDefaultAmmo = AK47_DEFAULT_GIVE; |
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FallInit();// get ready to fall down. |
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} |
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void Cak47::Precache( void ) |
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{ |
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PRECACHE_MODEL("models/v_ak47.mdl"); |
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PRECACHE_MODEL("models/w_ak47.mdl"); |
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PRECACHE_MODEL("models/p_ak47.mdl"); |
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m_iShell = PRECACHE_MODEL ("models/ak47_shell.mdl");// brass shellTE_MODEL |
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PRECACHE_MODEL("models/w_ak47clip.mdl"); |
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PRECACHE_SOUND("items/9mmclip1.wav"); |
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PRECACHE_SOUND("items/clipinsert1.wav"); |
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PRECACHE_SOUND("items/cliprelease1.wav"); |
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PRECACHE_SOUND ("weapons/ak471.wav"); |
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PRECACHE_SOUND ("weapons/ak472.wav"); |
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PRECACHE_SOUND ("weapons/ak473.wav"); |
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PRECACHE_SOUND ("weapons/357_cock1.wav"); |
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m_usak47 = PRECACHE_EVENT( 1, "events/ak47.sc" ); |
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} |
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int Cak47::GetItemInfo(ItemInfo *p) |
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{ |
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p->pszName = STRING(pev->classname); |
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p->pszAmmo1 = "9mm"; |
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p->iMaxAmmo1 = _9MM_MAX_CARRY; |
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p->iMaxClip = AK47_MAX_CLIP; |
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p->iSlot = 3; |
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p->iPosition = 0; |
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p->iFlags = 0; |
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p->iId = m_iId = WEAPON_AK47; |
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p->iWeight = AK47_WEIGHT; |
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p->weaponName = "Kalashnikov Automatic 47"; |
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return 1; |
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} |
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int Cak47::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 Cak47::Deploy( ) |
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{ |
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return DefaultDeploy( "models/v_ak47.mdl", "models/p_ak47.mdl", AK47_DEPLOY_1, "ak47" ); |
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} |
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void Cak47::PrimaryAttack() |
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{ |
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// don't fire underwater |
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if (m_pPlayer->pev->waterlevel == 3 && m_pPlayer->pev->watertype > CONTENT_FLYFIELD) |
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{ |
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PlayEmptySound( ); |
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.15f; |
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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 = UTIL_WeaponTimeBase() + 0.15f; |
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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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#if CLIENT_DLL |
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if( bIsMultiplayer() ) |
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#else |
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if( g_pGameRules->IsMultiplayer() ) |
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#endif |
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{ |
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// optimized multiplayer. Widened to make it easier to hit a moving player |
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vecDir = m_pPlayer->FireBulletsPlayer( 1, vecSrc, vecAiming, VECTOR_CONE_3DEGREES, 8192, BULLET_PLAYER_MP5, 2, 0, m_pPlayer->pev, m_pPlayer->random_seed ); |
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} |
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else |
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{ |
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// single player spread |
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vecDir = m_pPlayer->FireBulletsPlayer( 1, vecSrc, vecAiming, VECTOR_CONE_3DEGREES, 8192, BULLET_PLAYER_MP5, 2, 0, m_pPlayer->pev, m_pPlayer->random_seed ); |
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} |
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int flags; |
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#if 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_usak47, 0.0, g_vecZero, g_vecZero, vecDir.x, vecDir.y, 0, 0, 0, 0 ); |
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if (!m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0) |
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// HEV suit - indicate out of ammo condition |
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m_pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0); |
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + GetNextAttackDelay( 0.1f ); |
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if ( m_flNextPrimaryAttack < UTIL_WeaponTimeBase() ) |
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.1f; |
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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 Cak47::SecondaryAttack( void ) |
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{ |
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// don't fire underwater |
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if (m_pPlayer->pev->waterlevel == 3 && m_pPlayer->pev->watertype > CONTENT_FLYFIELD) |
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{ |
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PlayEmptySound( ); |
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m_flNextSecondaryAttack = 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_flNextSecondaryAttack = 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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#if CLIENT_DLL |
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if( bIsMultiplayer() ) |
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#else |
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if( g_pGameRules->IsMultiplayer() ) |
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#endif |
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{ |
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// optimized multiplayer. Widened to make it easier to hit a moving player |
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vecDir = m_pPlayer->FireBulletsPlayer( 1, vecSrc, vecAiming, VECTOR_CONE_1DEGREES, 8192, BULLET_PLAYER_MP5, 1, 0, m_pPlayer->pev, m_pPlayer->random_seed ); |
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} |
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else |
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{ |
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// single player spread |
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vecDir = m_pPlayer->FireBulletsPlayer( 1, vecSrc, vecAiming, VECTOR_CONE_1DEGREES, 8192, BULLET_PLAYER_MP5, 1, 0, m_pPlayer->pev, m_pPlayer->random_seed ); |
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} |
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int flags; |
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#if 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_usak47, 0.0, g_vecZero, g_vecZero, vecDir.x, vecDir.y, 0, 0, 0, 0 ); |
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if (!m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0) |
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// HEV suit - indicate out of ammo condition |
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m_pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0); |
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m_flNextSecondaryAttack = GetNextAttackDelay( 0.3f ); |
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if ( m_flNextSecondaryAttack < UTIL_WeaponTimeBase() ) |
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m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.3f; |
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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 Cak47::Reload( void ) |
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{ |
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if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 || m_iClip == AK47_MAX_CLIP ) |
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return; |
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DefaultReload( AK47_MAX_CLIP, AK47_RELOAD, 2.3 ); |
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} |
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void Cak47::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 = AK47_LONGIDLE; |
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break; |
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default: |
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case 1: |
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iAnim = AK47_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 Cak47AmmoClip : 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_ak47clip.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_ak47clip.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_AK47CLIP_GIVE, "9mm", _9MM_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_ak47clip, Cak47AmmoClip );
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