You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
339 lines
7.6 KiB
339 lines
7.6 KiB
/*** |
|
* |
|
* Copyright (c) 1996-2002, Valve LLC. All rights reserved. |
|
* |
|
* This product contains software technology licensed from Id |
|
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. |
|
* All Rights Reserved. |
|
* |
|
* Use, distribution, and modification of this source code and/or resulting |
|
* object code is restricted to non-commercial enhancements to products from |
|
* Valve LLC. All other use, distribution, or modification is prohibited |
|
* without written permission from Valve LLC. |
|
* |
|
****/ |
|
|
|
#include "extdll.h" |
|
#include "util.h" |
|
#include "cbase.h" |
|
#include "monsters.h" |
|
#include "weapons.h" |
|
#include "nodes.h" |
|
#include "player.h" |
|
#include "gamerules.h" |
|
|
|
#define GLOCK_MODEL_DEFAULT "models/w_9mmhandgun.mdl" |
|
#define GLOCK_MODEL_SILENCER "models/w_silencer.mdl" |
|
|
|
#define SILENCER_GROUP 2 |
|
#define SILENCER_OFF 0 |
|
#define SILENCER_ON 1 |
|
|
|
enum glock_e |
|
{ |
|
GLOCK_IDLE1 = 0, |
|
GLOCK_IDLE2, |
|
GLOCK_IDLE3, |
|
GLOCK_SHOOT, |
|
GLOCK_SHOOT_EMPTY, |
|
GLOCK_RELOAD, |
|
GLOCK_RELOAD_NOT_EMPTY, |
|
GLOCK_DRAW, |
|
GLOCK_HOLSTER, |
|
GLOCK_ADD_SILENCER |
|
}; |
|
|
|
LINK_ENTITY_TO_CLASS( weapon_glock, CGlock ) |
|
LINK_ENTITY_TO_CLASS( weapon_9mmhandgun, CGlock ) |
|
|
|
void CGlock::Spawn() |
|
{ |
|
const char* szModel = NULL; |
|
|
|
pev->classname = MAKE_STRING( "weapon_9mmhandgun" ); // hack to allow for old names |
|
Precache(); |
|
m_iId = WEAPON_GLOCK; |
|
|
|
#if CLIENT_DLL |
|
if( bIsMultiplayer() ) |
|
#else |
|
if( g_pGameRules->IsMultiplayer() ) |
|
#endif |
|
pev->body = SILENCER_ON; |
|
|
|
if( pev->body == SILENCER_ON ) |
|
szModel = GLOCK_MODEL_SILENCER; |
|
else |
|
szModel = GLOCK_MODEL_DEFAULT; |
|
|
|
SET_MODEL( ENT( pev ), szModel ); |
|
|
|
m_iDefaultAmmo = GLOCK_DEFAULT_GIVE; |
|
|
|
FallInit();// get ready to fall down. |
|
} |
|
|
|
void CGlock::Precache() |
|
{ |
|
PRECACHE_MODEL( "models/v_9mmhandgun.mdl" ); |
|
PRECACHE_MODEL( "models/w_9mmhandgun.mdl" ); |
|
PRECACHE_MODEL( "models/w_silencer.mdl" ); |
|
PRECACHE_MODEL( "models/p_9mmhandgun.mdl" ); |
|
|
|
m_iShell = PRECACHE_MODEL( "models/shell.mdl" );// brass shell |
|
|
|
PRECACHE_SOUND( "items/9mmclip1.wav" ); |
|
PRECACHE_SOUND( "items/9mmclip2.wav" ); |
|
|
|
PRECACHE_SOUND( "weapons/pl_gun1.wav" );//silenced handgun |
|
PRECACHE_SOUND( "weapons/pl_gun2.wav" );//silenced handgun |
|
PRECACHE_SOUND( "weapons/pl_gun3.wav" );//handgun |
|
|
|
m_usFireGlock1 = PRECACHE_EVENT( 1, "events/glock1.sc" ); |
|
m_usFireGlock2 = PRECACHE_EVENT( 1, "events/glock2.sc" ); |
|
} |
|
|
|
int CGlock::GetItemInfo( ItemInfo *p ) |
|
{ |
|
p->pszName = STRING( pev->classname ); |
|
p->pszAmmo1 = "9mm"; |
|
p->iMaxAmmo1 = _9MM_MAX_CARRY; |
|
p->pszAmmo2 = NULL; |
|
p->iMaxAmmo2 = -1; |
|
p->iMaxClip = GLOCK_MAX_CLIP; |
|
p->iSlot = 1; |
|
p->iPosition = 0; |
|
p->iFlags = 0; |
|
p->iId = m_iId = WEAPON_GLOCK; |
|
p->iWeight = GLOCK_WEIGHT; |
|
|
|
return 1; |
|
} |
|
|
|
int CGlock::AddToPlayer( CBasePlayer *pPlayer ) |
|
{ |
|
if( CBasePlayerWeapon::AddToPlayer( pPlayer ) ) |
|
{ |
|
MESSAGE_BEGIN( MSG_ONE, gmsgWeapPickup, NULL, pPlayer->pev ); |
|
WRITE_BYTE( m_iId ); |
|
MESSAGE_END(); |
|
return TRUE; |
|
} |
|
return FALSE; |
|
} |
|
|
|
BOOL CGlock::Deploy() |
|
{ |
|
return DefaultDeploy( "models/v_9mmhandgun.mdl", "models/p_9mmhandgun.mdl", GLOCK_DRAW, "onehanded", UseDecrement(), pev->body ); |
|
} |
|
|
|
void CGlock::Holster( int skiplocal /*= 0*/ ) |
|
{ |
|
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5f; |
|
SendWeaponAnim( GLOCK_HOLSTER ); |
|
|
|
m_fInAttack = 0; |
|
} |
|
|
|
void CGlock::SecondaryAttack() |
|
{ |
|
#if CLIENT_DLL |
|
if( bIsMultiplayer() ) |
|
#else |
|
if( g_pGameRules->IsMultiplayer() ) |
|
#endif |
|
{ |
|
GlockFire( 0.1, 0.2, FALSE ); |
|
} |
|
else if( !pev->body ) |
|
{ |
|
// Add silencer. |
|
m_fInAttack = 3; |
|
|
|
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.95f; |
|
|
|
SendWeaponAnim( GLOCK_HOLSTER, UseDecrement() ); |
|
|
|
m_flNextPrimaryAttack = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 1.9f; |
|
} |
|
else |
|
{ |
|
// Remove silencer. |
|
m_fInAttack = 2; |
|
|
|
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 2.75f; // 3.3 |
|
|
|
SendWeaponAnim( GLOCK_ADD_SILENCER, UseDecrement() ); |
|
|
|
m_flNextPrimaryAttack = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 3.7f; |
|
} |
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); |
|
} |
|
|
|
void CGlock::PrimaryAttack() |
|
{ |
|
if( pev->body ) |
|
GlockFire( 0.01, 0.3, TRUE ); |
|
else |
|
GlockFire( 0.1, 0.2, FALSE ); |
|
} |
|
|
|
void CGlock::GlockFire( float flSpread, float flCycleTime, BOOL fUseAutoAim ) |
|
{ |
|
if( m_iClip <= 0 ) |
|
{ |
|
if( m_fFireOnEmpty ) |
|
{ |
|
PlayEmptySound(); |
|
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.2f; |
|
} |
|
return; |
|
} |
|
|
|
m_iClip--; |
|
|
|
m_pPlayer->pev->effects = (int)( m_pPlayer->pev->effects ) | EF_MUZZLEFLASH; |
|
|
|
int flags; |
|
#if CLIENT_WEAPONS |
|
flags = FEV_NOTHOST; |
|
#else |
|
flags = 0; |
|
#endif |
|
// player "shoot" animation |
|
m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); |
|
|
|
// silenced |
|
if( pev->body ) |
|
{ |
|
m_pPlayer->m_iWeaponVolume = QUIET_GUN_VOLUME; |
|
m_pPlayer->m_iWeaponFlash = DIM_GUN_FLASH; |
|
} |
|
else |
|
{ |
|
// non-silenced |
|
m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME; |
|
m_pPlayer->m_iWeaponFlash = NORMAL_GUN_FLASH; |
|
} |
|
|
|
Vector vecSrc = m_pPlayer->GetGunPosition(); |
|
Vector vecAiming; |
|
|
|
if( fUseAutoAim ) |
|
{ |
|
vecAiming = m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES ); |
|
} |
|
else |
|
{ |
|
vecAiming = gpGlobals->v_forward; |
|
} |
|
|
|
Vector vecDir; |
|
vecDir = m_pPlayer->FireBulletsPlayer( 1, vecSrc, vecAiming, Vector( flSpread, flSpread, flSpread ), 8192, BULLET_PLAYER_9MM, 0, 0, m_pPlayer->pev, m_pPlayer->random_seed ); |
|
|
|
PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), fUseAutoAim ? m_usFireGlock1 : m_usFireGlock2, 0.0, g_vecZero, g_vecZero, vecDir.x, vecDir.y, 0, 0, ( m_iClip == 0 ) ? 1 : 0, 0 ); |
|
|
|
m_flNextPrimaryAttack = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + flCycleTime; |
|
|
|
if( !m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 ) |
|
// HEV suit - indicate out of ammo condition |
|
m_pPlayer->SetSuitUpdate( "!HEV_AMO0", FALSE, 0 ); |
|
|
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); |
|
} |
|
|
|
void CGlock::Reload() |
|
{ |
|
if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 || m_iClip == GLOCK_MAX_CLIP ) |
|
return; |
|
|
|
int iResult; |
|
|
|
if( m_iClip == 0 ) |
|
iResult = DefaultReload( GLOCK_MAX_CLIP, GLOCK_RELOAD, 1.5f ); |
|
else |
|
iResult = DefaultReload( GLOCK_MAX_CLIP, GLOCK_RELOAD_NOT_EMPTY, 1.5f ); |
|
|
|
if( iResult ) |
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); |
|
} |
|
|
|
void CGlock::WeaponIdle( void ) |
|
{ |
|
ResetEmptySound(); |
|
|
|
m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES ); |
|
|
|
if( m_fInAttack != 0 ) |
|
{ |
|
if( m_fInAttack == 3 ) |
|
{ |
|
pev->body = 1; |
|
} |
|
else if( m_fInAttack == 2 ) |
|
{ |
|
pev->body = 0; |
|
} |
|
|
|
SendWeaponAnim( GLOCK_DRAW, UseDecrement() ); |
|
|
|
m_fInAttack = 0; |
|
} |
|
|
|
if( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() ) |
|
return; |
|
|
|
// only idle if the slid isn't back |
|
if( m_iClip != 0 ) |
|
{ |
|
int iAnim; |
|
float flRand = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0.0, 1.0 ); |
|
|
|
if( flRand <= 0.3f + 0 * 0.75f ) |
|
{ |
|
iAnim = GLOCK_IDLE3; |
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 49.0f / 16.0f; |
|
} |
|
else if( flRand <= 0.6f + 0 * 0.875f ) |
|
{ |
|
iAnim = GLOCK_IDLE1; |
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 60.0f / 16.0f; |
|
} |
|
else |
|
{ |
|
iAnim = GLOCK_IDLE2; |
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 40.0f / 16.0f; |
|
} |
|
|
|
SendWeaponAnim( iAnim, 1 ); |
|
} |
|
} |
|
|
|
class CGlockAmmo : public CBasePlayerAmmo |
|
{ |
|
void Spawn() |
|
{ |
|
Precache(); |
|
SET_MODEL( ENT( pev ), "models/w_9mmclip.mdl" ); |
|
CBasePlayerAmmo::Spawn(); |
|
} |
|
|
|
void Precache() |
|
{ |
|
PRECACHE_MODEL( "models/w_9mmclip.mdl" ); |
|
PRECACHE_SOUND( "items/9mmclip1.wav" ); |
|
} |
|
|
|
BOOL AddAmmo( CBaseEntity *pOther ) |
|
{ |
|
if( pOther->GiveAmmo( AMMO_GLOCKCLIP_GIVE, "9mm", _9MM_MAX_CARRY ) != -1 ) |
|
{ |
|
EMIT_SOUND( ENT( pev ), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM ); |
|
return TRUE; |
|
} |
|
return FALSE; |
|
} |
|
}; |
|
|
|
LINK_ENTITY_TO_CLASS( ammo_glockclip, CGlockAmmo ) |
|
LINK_ENTITY_TO_CLASS( ammo_9mmclip, CGlockAmmo )
|
|
|