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246 lines
5.6 KiB
246 lines
5.6 KiB
/*** |
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* |
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* Copyright (c) 1996-2001, 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 ak47_e |
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{ |
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AK47_LONGIDLE = 0, |
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AK47_IDLE1, |
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AK47_LAUNCH, |
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AK47_RELOAD, |
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AK47_DEPLOY, |
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AK47_FIRE1, |
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AK47_FIRE2, |
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AK47_FIRE3, |
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}; |
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LINK_ENTITY_TO_CLASS(weapon_ak47, CAK47); |
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void CAK47::Spawn() |
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{ |
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Precache(); |
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SET_MODEL(ENT(pev), "models/w_ak47.mdl"); |
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m_iId = WEAPON_AK47; |
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m_iDefaultAmmo = AK47_DEFAULT_GIVE; |
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FallInit();// get ready to fall down. |
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} |
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void CAK47::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_9mmAR.mdl"); |
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m_iShell = PRECACHE_MODEL("models/shell.mdl");// brass shellTE_MODEL |
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PRECACHE_MODEL("models/w_ak47clip.mdl"); |
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PRECACHE_SOUND("items/9mmclip1.wav"); |
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PRECACHE_SOUND("items/akclipinsert1.wav"); |
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PRECACHE_SOUND("items/akcliprelease1.wav"); |
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PRECACHE_SOUND("weapons/ak1.wav"); |
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PRECACHE_SOUND("weapons/ak2.wav"); |
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PRECACHE_SOUND("weapons/ak3.wav"); |
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PRECACHE_SOUND("weapons/357_cock1.wav"); |
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m_usAK47 = PRECACHE_EVENT(1, "events/ak47.sc"); |
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} |
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int CAK47::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 = AK47_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_AK47; |
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p->iWeight = AK47_WEIGHT; |
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return 1; |
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} |
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BOOL CAK47::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 CAK47::Deploy() |
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{ |
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return DefaultDeploy("models/v_ak47.mdl", "models/p_9mmAR.mdl", AK47_DEPLOY, "ak47"); |
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} |
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void CAK47::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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Vector vecSpread; |
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// Allow for higher accuracy when the player is crouching. |
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if( m_pPlayer->pev->flags & FL_DUCKING ) |
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{ |
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vecSpread = Vector( m_pPlayer->m_flBulletSpreadCoefficient * 1.6 + 0.01, m_pPlayer->m_flBulletSpreadCoefficient * 1.4 + 0.01, 0 ); |
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if( m_pPlayer->m_flBulletSpreadCoefficient < 0.045 ) |
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m_pPlayer->m_flBulletSpreadCoefficient += 0.006; |
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} |
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else |
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{ |
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if( m_pPlayer->pev->button & IN_JUMP ) |
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{ |
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vecSpread = Vector( m_pPlayer->m_flBulletSpreadCoefficient * 2.4 + 0.065, m_pPlayer->m_flBulletSpreadCoefficient * 2.1 + 0.05, 0 ); |
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if( m_pPlayer->m_flBulletSpreadCoefficient < 0.08 ) |
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m_pPlayer->m_flBulletSpreadCoefficient += 0.009; |
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} |
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else |
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{ |
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vecSpread = Vector( m_pPlayer->m_flBulletSpreadCoefficient * 8.0 + 0.3, m_pPlayer->m_flBulletSpreadCoefficient * 6.0 + 0.2, 0 ); |
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if( m_pPlayer->m_flBulletSpreadCoefficient < 0.1 ) |
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m_pPlayer->m_flBulletSpreadCoefficient += 0.012; |
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} |
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} |
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// single player spread |
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vecDir = m_pPlayer->FireBulletsPlayer(1, vecSrc, vecAiming, vecSpread, 8192, BULLET_PLAYER_AK47, 2, 0, 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_usAK47, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, 0, 0, 0, 0); |
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m_flNextPrimaryAttack = GetNextAttackDelay(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 CAK47::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(AK47_MAX_CLIP, AK47_RELOAD, 2.0); |
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} |
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void CAK47::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 = AK47_LONGIDLE; |
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break; |
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default: |
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case 1: |
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iAnim = AK47_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 CAK47AmmoClip : 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_ak47clip.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_ak47clip.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_AK47_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_ak47, CAK47AmmoClip);
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