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224 lines
5.4 KiB
224 lines
5.4 KiB
/*** |
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* |
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* Copyright (c) 1996-2002, 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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enum glock_e { |
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GLOCK_IDLE1 = 0, |
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GLOCK_IDLE2, |
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GLOCK_FIRE1, |
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GLOCK_FIRE2, |
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GLOCK_FIRE_LOAD, |
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GLOCK_RELOAD, |
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GLOCK_RELOAD_EMPTY, |
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GLOCK_DRAW |
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}; |
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LINK_ENTITY_TO_CLASS( weapon_glock, CGlock ); |
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LINK_ENTITY_TO_CLASS( weapon_9mmhandgun, CGlock ); |
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void CGlock::Spawn( ) |
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{ |
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Precache( ); |
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m_iId = WEAPON_GLOCK; |
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SET_MODEL(ENT(pev), "models/w_glock.mdl"); |
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m_iDefaultAmmo = GLOCK_DEFAULT_GIVE; |
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FallInit();// get ready to fall down. |
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} |
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void CGlock::Precache( void ) |
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{ |
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PRECACHE_MODEL("models/v_glock.mdl"); |
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PRECACHE_MODEL("models/w_glock.mdl"); |
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PRECACHE_MODEL("models/p_9mmhandgun.mdl"); |
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m_iShell = PRECACHE_MODEL ("models/shell.mdl");// brass shell |
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PRECACHE_SOUND("items/9mmclip1.wav"); |
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PRECACHE_SOUND("items/9mmclip2.wav"); |
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PRECACHE_SOUND ("weapons/glock_clipin.wav"); |
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PRECACHE_SOUND ("weapons/glock_clipout.wav"); |
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PRECACHE_SOUND ("weapons/glock_fire.wav"); |
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PRECACHE_SOUND ("weapons/glock_magin.wav"); |
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PRECACHE_SOUND ("weapons/glock_magout.wav"); |
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PRECACHE_SOUND ("weapons/glock_slide.wav"); |
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PRECACHE_SOUND ("weapons/glock_slideforward.wav"); |
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m_usFireGlock1 = PRECACHE_EVENT( 1, "events/glock21.sc" ); |
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m_usFireGlock2 = PRECACHE_EVENT( 1, "events/glock22.sc" ); |
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} |
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int CGlock::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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int CGlock::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 = GLOCK_MAX_CARRY; |
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p->pszAmmo2 = NULL; |
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p->iMaxAmmo2 = -1; |
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p->iMaxClip = GLOCK_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_GLOCK; |
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p->iWeight = GLOCK_WEIGHT; |
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return 1; |
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} |
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BOOL CGlock::Deploy( ) |
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{ |
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// pev->body = 1; |
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return DefaultDeploy( "models/v_glock.mdl", "models/p_9mmhandgun.mdl", GLOCK_DRAW, "Glock", /*UseDecrement() ? 1 : 0*/ 0 ); |
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} |
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void CGlock::SecondaryAttack( void ) |
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{ |
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GlockFire( 0.01, 0.06, TRUE ); |
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} |
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void CGlock::PrimaryAttack( void ) |
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{ |
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GlockFire( 0.01, 0.2, FALSE ); |
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} |
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void CGlock::GlockFire( float flSpread, float flCycleTime, BOOL fUseBurst ) |
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{ |
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if( !fUseBurst ) |
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{ |
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if( FBitSet( m_pPlayer->m_afButtonLast, IN_ATTACK ) ) |
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return; |
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} |
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if( m_iClip <= 0 || (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() + 0.15; |
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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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// 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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Vector vecSrc = m_pPlayer->GetGunPosition( ); |
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Vector vecAiming = m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES ); |
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Vector vecDir = m_pPlayer->FireBulletsPlayer( 1, vecSrc, vecAiming, Vector( flSpread, flSpread, flSpread ), 8192, BULLET_PLAYER_9MM, 0, !fUseBurst ? gSkillData.plrDmgGlock : 0, m_pPlayer->pev, m_pPlayer->random_seed ); |
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PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), !fUseBurst ? m_usFireGlock1 : m_usFireGlock2, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, 0, 0, ( m_iClip == 0 ) ? 1 : 0, 0 ); |
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m_flNextPrimaryAttack = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 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 CGlock::Reload( void ) |
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{ |
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int iAnim; |
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float fTime; |
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if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 || m_iClip == GLOCK_MAX_CLIP ) |
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return; |
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if( m_iClip ) |
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{ |
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iAnim = GLOCK_RELOAD; |
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fTime = 1.93; |
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} |
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else |
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{ |
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iAnim = GLOCK_RELOAD_EMPTY; |
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fTime = 2.1; |
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} |
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DefaultReload( GLOCK_MAX_CLIP, iAnim, fTime ); |
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} |
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void CGlock::WeaponIdle( void ) |
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{ |
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ResetEmptySound( ); |
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m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES ); |
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if ( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() ) |
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return; |
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SendWeaponAnim( GLOCK_IDLE1, 1 ); |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); // how long till we do this again. |
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} |
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class CGlockAmmo : 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_weaponclips/w_glockclip.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_weaponclips/w_glockclip.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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if (pOther->GiveAmmo( AMMO_GLOCKCLIP_GIVE, "9mm", GLOCK_MAX_CARRY ) != -1) |
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{ |
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EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM); |
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return TRUE; |
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} |
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return FALSE; |
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} |
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}; |
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LINK_ENTITY_TO_CLASS( ammo_glock, CGlockAmmo ); |
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LINK_ENTITY_TO_CLASS( ammo_9mmclip, CGlockAmmo );
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