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209 lines
4.8 KiB
209 lines
4.8 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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#include "soundent.h" |
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#include "gamerules.h" |
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enum uzi_e |
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{ |
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UZI_IDLE = 0, |
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UZI_RELOAD, |
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UZI_DRAW, |
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UZI_FIRE1, |
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UZI_FIRE2, |
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UZI_FIRE3 |
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}; |
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LINK_ENTITY_TO_CLASS( weapon_uzi, CUzi ); |
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//========================================================= |
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//========================================================= |
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void CUzi::Spawn( ) |
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{ |
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Precache( ); |
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SET_MODEL(ENT(pev), "models/w_uzi.mdl"); |
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m_iId = WEAPON_UZI; |
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m_iDefaultAmmo = UZI_DEFAULT_GIVE; |
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FallInit();// get ready to fall down. |
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} |
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void CUzi::Precache( void ) |
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{ |
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PRECACHE_MODEL("models/v_uzi.mdl"); |
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PRECACHE_MODEL("models/w_uzi.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_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/uzi_boltpull.wav"); |
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PRECACHE_SOUND ("weapons/uzi_fire.wav"); |
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PRECACHE_SOUND ("weapons/uzi_magin.wav"); |
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PRECACHE_SOUND ("weapons/uzi_magout.wav"); |
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PRECACHE_SOUND ("weapons/357_cock1.wav"); |
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m_usUzi = PRECACHE_EVENT( 1, "events/mp5.sc" ); |
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} |
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int CUzi::GetItemInfo(ItemInfo *p) |
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{ |
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p->pszName = STRING(pev->classname); |
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p->pszAmmo1 = "9mmar"; |
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p->iMaxAmmo1 = UZI_MAX_CARRY; |
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p->pszAmmo2 = NULL; |
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p->iMaxAmmo2 = -1; |
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p->iMaxClip = UZI_MAX_CLIP; |
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p->iSlot = 2; |
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p->iPosition = 1; |
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p->iFlags = 0; |
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p->iId = m_iId = WEAPON_UZI; |
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p->iWeight = UZI_WEIGHT; |
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return 1; |
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} |
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int CUzi::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 CUzi::Deploy( ) |
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{ |
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return DefaultDeploy( "models/v_uzi.mdl", "models/p_9mmAR.mdl", UZI_DRAW, "Uzi" ); |
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} |
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void CUzi::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 = 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 = m_pPlayer->FireBulletsPlayer( 1, vecSrc, vecAiming, VECTOR_CONE_3DEGREES, 8192, BULLET_PLAYER_MP5, 2, gSkillData.plrDmgUzi, 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_usUzi, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, 0, 0, 0, 0 ); |
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.08; |
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if ( m_flNextPrimaryAttack < UTIL_WeaponTimeBase() ) |
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.08; |
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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 CUzi::Reload( void ) |
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{ |
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if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 || m_iClip == UZI_MAX_CLIP ) |
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return; |
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DefaultReload( UZI_MAX_CLIP, UZI_RELOAD, 2.6 ); |
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} |
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void CUzi::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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SendWeaponAnim( UZI_IDLE ); |
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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 CUziAmmoClip : 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_uziclip.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_uziclip.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_UZICLIP_GIVE, "9mmar", UZI_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_uzi, CUziAmmoClip ); |
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