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234 lines
5.3 KiB
234 lines
5.3 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 mw2_e |
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{ |
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MW2_LONGIDLE = 0, |
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MW2_IDLE1, |
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MW2_GRENADE, |
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MW2_RELOAD, |
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MW2_DRAW, |
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MW2_SHOOT1, |
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MW2_SHOOT2, |
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MW2_SHOOT3, |
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MW2_DEPLOY, |
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}; |
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LINK_ENTITY_TO_CLASS( weapon_mw2, CMW2 ); |
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LINK_ENTITY_TO_CLASS( weapon_gauss, CMW2 ); |
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LINK_ENTITY_TO_CLASS( ammo_gaussclip, CMW2 ); |
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//========================================================= |
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//========================================================= |
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void CMW2::Spawn( ) |
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{ |
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pev->classname = MAKE_STRING("weapon_mw2"); // hack to allow for old names |
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Precache( ); |
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SET_MODEL(ENT(pev), "models/w_mw2.mdl"); |
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m_iId = WEAPON_MW2; |
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m_iDefaultAmmo = MW2_DEFAULT_GIVE; |
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FallInit();// get ready to fall down. |
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} |
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void CMW2::Precache( void ) |
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{ |
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PRECACHE_MODEL("models/v_mw2.mdl"); |
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PRECACHE_MODEL("models/w_mw2.mdl"); |
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PRECACHE_MODEL("models/p_mw2.mdl"); |
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m_iShell = PRECACHE_MODEL ("models/rshell.mdl");// brass shell |
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PRECACHE_SOUND("weapons/m4a1_clipin.wav"); |
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PRECACHE_MODEL ("models/w_9mmclip.mdl"); |
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PRECACHE_SOUND ("weapons/m4a1_unsil-1.wav"); |
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PRECACHE_SOUND ("weapons/m4a1_unsil-2.wav"); |
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PRECACHE_SOUND ("weapons/m4a1_boltpull.wav"); |
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m_usMW2 = PRECACHE_EVENT( 1, "events/mw2.sc" ); |
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} |
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int CMW2::GetItemInfo(ItemInfo *p) |
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{ |
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p->pszName = STRING(pev->classname); |
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p->pszAmmo1 = "mw2"; |
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p->iMaxAmmo1 = MW2_MAX_CARRY; |
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p->iMaxClip = MW2_MAX_CLIP; |
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p->iSlot = 2; |
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p->iPosition = 3; |
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p->iFlags = 0; |
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p->iId = m_iId = WEAPON_MW2; |
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p->iWeight = MW2_WEIGHT; |
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return 1; |
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} |
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int CMW2::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 CMW2::Deploy( ) |
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{ |
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return DefaultDeploy( "models/v_mw2.mdl", "models/p_mw2.mdl", MW2_DRAW, "mp5" ); |
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} |
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void CMW2::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 = LOUD_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_9DEGREES, 8192, BULLET_PLAYER_MW2, 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_MW2, 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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#ifndef CLIENT_DLL |
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UTIL_ScreenShake( m_pPlayer->pev->origin, 250.0, 200.0, 2.5, 1 ); |
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#endif |
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PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usMW2, 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 CMW2::Reload( void ) |
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{ |
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DefaultReload( MW2_MAX_CLIP, MW2_RELOAD, 3.0 ); |
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} |
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void CMW2::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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iAnim = MW2_IDLE1; |
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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 CMW2AmmoClip : 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_9mmclip.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_9mmclip.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_MW2_GIVE, "mw2", MW2_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_mw2, CMW2AmmoClip ); |