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228 lines
5.3 KiB
228 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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#include "nail.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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MP5_DEPLOY_EMPTY, |
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MP5_LONGIDLE_EMPTY, |
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MP5_IDLE1_EMPTY |
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}; |
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LINK_ENTITY_TO_CLASS( weapon_nailgun, CMP5 ) |
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//========================================================= |
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//========================================================= |
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void CMP5::Spawn() |
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{ |
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Precache(); |
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SET_MODEL( ENT( pev ), "models/w_nailgun.mdl" ); |
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m_iId = WEAPON_MP5; |
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m_iDefaultAmmo = MP5_DEFAULT_GIVE; |
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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_nailgun.mdl" ); |
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PRECACHE_MODEL( "models/w_nailgun.mdl" ); |
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PRECACHE_MODEL( "models/p_nailgun.mdl" ); |
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PRECACHE_MODEL( "models/w_nailround.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/nailgun.wav" ); |
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UTIL_PrecacheOther( "nailgun_nail" ); |
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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 = "9mm"; |
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p->iMaxAmmo1 = _9MM_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 = 1; |
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p->iPosition = 1; |
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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_nailgun.mdl", "models/p_nailgun.mdl", m_iClip ? MP5_DEPLOY : MP5_DEPLOY_EMPTY, "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 = 0.3; |
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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 = 0.3; |
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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_iClip--; |
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EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_WEAPON, "weapons/nailgun.wav", 1.0, ATTN_NORM, 0, 94 + RANDOM_LONG( 0, 15 ) ); |
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SendWeaponAnim( MP5_FIRE1 + RANDOM_LONG( 0, 2 ) ); |
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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 vecAngles = m_pPlayer->pev->punchangle + m_pPlayer->pev->v_angle; |
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UTIL_MakeVectors( vecAngles ); |
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vecAngles.x = -vecAngles.x; |
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Vector vecSrc = m_pPlayer->GetGunPosition() - gpGlobals->v_up * 3 + gpGlobals->v_right * 3; |
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float flSpread = 0.0349; |
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float x, y; |
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do{ |
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x = RANDOM_FLOAT( -0.5, 0.5 ) + RANDOM_FLOAT( -0.5, 0.5 ); |
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y = RANDOM_FLOAT( -0.5, 0.5 ) + RANDOM_FLOAT( -0.5, 0.5 ); |
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} |
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while( x * x + y * y > 1.0f ); |
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Vector vecSpread = x * flSpread * gpGlobals->v_up + y * flSpread * gpGlobals->v_right + gpGlobals->v_forward; |
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Vector vecDest = vecSrc + vecSpread * 2048.0f; |
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UTIL_MakeTracer( vecSrc, vecDest ); |
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CNailGunNail *pNail = CNailGunNail::NailCreate( FALSE ); |
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pNail->pev->origin = vecSrc; |
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pNail->pev->angles = vecAngles; |
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pNail->pev->owner = m_pPlayer->edict(); |
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pNail->pev->velocity = vecSpread * 1600.0f; |
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pNail->pev->speed = 1600.0f; |
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pNail->pev->avelocity.z = 30; |
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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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if( !m_iClip ) |
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SendWeaponAnim( MP5_LONGIDLE_EMPTY ); |
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m_pPlayer->pev->punchangle.x -= 1.0f; |
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} |
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void CMP5::Reload( void ) |
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{ |
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if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 || m_iClip == MP5_MAX_CLIP ) |
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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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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 = m_iClip ? MP5_LONGIDLE : MP5_LONGIDLE_EMPTY; |
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break; |
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default: |
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case 1: |
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iAnim = m_iClip ? MP5_IDLE1 : MP5_IDLE1_EMPTY; |
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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_nailround.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_nailround.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, "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_nailround, CMP5AmmoClip )
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