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264 lines
6.4 KiB
264 lines
6.4 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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#include "soundent.h" |
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#include "gamerules.h" |
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enum mp5_e |
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{ |
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MP5_LONGIDLE = 0, |
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MP5_IDLE1, |
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MP5_LAUNCH, |
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MP5_RELOAD, |
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MP5_DEPLOY, |
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MP5_FIRE1, |
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MP5_FIRE2, |
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MP5_FIRE3 |
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}; |
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LINK_ENTITY_TO_CLASS( weapon_mp5, CMP5 ) |
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LINK_ENTITY_TO_CLASS( weapon_9mmAR, CMP5 ) |
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//========================================================= |
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//========================================================= |
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int CMP5::SecondaryAmmoIndex( void ) |
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{ |
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return m_iSecondaryAmmoType; |
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} |
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void CMP5::Spawn() |
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{ |
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pev->classname = MAKE_STRING( "weapon_9mmAR" ); // 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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SetClipModel( "models/w_akclip.mdl" ); |
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m_iId = WEAPON_MP5; |
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// ========================================== |
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// Code changes for- Night at the Office: |
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// ========================================== |
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// |
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// -Randomised Ammo. Picking up a gun from a fallen terrorist |
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// will not give you a pre-defined amount of bullets. The exact |
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// number is random (depending on the gun and clip size), which |
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// means the player will constantly need to keep a check on the |
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// ammo as it will no longer be 'comfortable' for the player to |
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// waste ammo. |
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m_iDefaultAmmo = DefaultAmmoBySkill( MP5_MAX_CLIP, gSkillData.iSkillLevel ); |
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FallInit();// get ready to fall down. |
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} |
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void CMP5::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/shell.mdl" );// brass shellTE_MODEL |
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PRECACHE_MODEL( "models/grenade.mdl" ); // grenade |
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PRECACHE_MODEL( "models/w_akclip.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/hks1.wav" );// H to the K |
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PRECACHE_SOUND( "weapons/hks2.wav" );// H to the K |
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PRECACHE_SOUND( "weapons/hks3.wav" );// H to the K |
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PRECACHE_SOUND( "weapons/glauncher.wav" ); |
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PRECACHE_SOUND( "weapons/glauncher2.wav" ); |
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PRECACHE_SOUND( "weapons/357_cock1.wav" ); |
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m_usMP5 = PRECACHE_EVENT( 1, "events/mp5.sc" ); |
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m_usMP52 = PRECACHE_EVENT( 1, "events/mp52.sc" ); |
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} |
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int CMP5::GetItemInfo( ItemInfo *p ) |
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{ |
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p->pszName = STRING( pev->classname ); |
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p->pszAmmo1 = "ak47"; |
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p->iMaxAmmo1 = AK47_MAX_CARRY; |
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p->pszAmmo2 = NULL; |
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p->iMaxAmmo2 = -1; |
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p->iMaxClip = MP5_MAX_CLIP; |
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p->iSlot = 0; |
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p->iPosition = 4; |
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p->iFlags = 0; |
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p->iId = m_iId = WEAPON_MP5; |
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p->iWeight = MP5_WEIGHT; |
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return 1; |
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} |
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int CMP5::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 CMP5::Deploy() |
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{ |
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return DefaultDeploy( "models/v_AK47.mdl", "models/p_AK47.mdl", MP5_DEPLOY, "mp5" ); |
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} |
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void CMP5::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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#ifdef 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_6DEGREES, 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 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_usMP5, 0.0, (float *)&g_vecZero, (float *)&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() + 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 CMP5::SecondaryAttack( void ) |
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{ |
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} |
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void CMP5::Reload( void ) |
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{ |
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if( m_pPlayer->ammo_ak47 <= 0 ) |
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return; |
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DefaultReload( MP5_MAX_CLIP, MP5_RELOAD, 1.5 ); |
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} |
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void CMP5::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 = MP5_LONGIDLE; |
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break; |
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default: |
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case 1: |
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iAnim = MP5_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 CMP5AmmoClip : 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_akclip.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_akclip.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_MP5CLIP_GIVE, "ak47", AK47_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_mp5clip, CMP5AmmoClip ) |
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LINK_ENTITY_TO_CLASS( ammo_9mmAR, CMP5AmmoClip )
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