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473 lines
11 KiB
473 lines
11 KiB
/*** |
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*AR2 Impulse Rifle from HALF-LIFE 2 , rewritten to hlsdk by Solexid. |
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*Uses custom models and sounds |
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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 "customentity.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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#define AR2_BEAM_SPRITE "sprites/xbeam1.spr" |
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#define WEAPON_AR2 19 |
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enum AR2_e |
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{ |
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AR2_LONGIDLE = 0, |
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AR2_IDLE1, |
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AR2_LAUNCH, |
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AR2_RELOAD, |
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AR2_DEPLOY, |
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AR2_FIRE1, |
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AR2_FIRE2, |
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AR2_FIRE3, |
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}; |
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class CAR2 : public CBasePlayerWeapon |
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{ |
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public: |
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void Spawn(void); |
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void Precache(void); |
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int iItemSlot(void) { return 3; } |
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int GetItemInfo(ItemInfo *p); |
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int AddToPlayer(CBasePlayer *pPlayer); |
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CBeam* m_pBeam1; |
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void PrimaryAttack(void); |
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void Cleaner(void); |
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void SecondaryAttack(void); |
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int SecondaryAmmoIndex(void); |
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BOOL Deploy(void); |
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void Holster(int skiplocal); |
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void MyAnim(int iAnim); |
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void Reload(void); |
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void WeaponIdle(void); |
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float m_flNextAnimTime; |
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int m_iShell; |
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virtual BOOL UseDecrement(void) |
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{ |
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return false; |
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} |
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}; |
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LINK_ENTITY_TO_CLASS(weapon_ar2, CAR2); |
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class CAR2Ball: public CGrenade |
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{ |
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public: |
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static CAR2Ball *AR2Shoot(entvars_t *pevOwner, Vector vecStart, Vector vecVelocity, float time); |
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void AR2Touch(CBaseEntity *pOther); |
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void Spawn(); |
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virtual float TouchGravGun( CBaseEntity *attacker, int stage ) |
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{ |
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pev->owner = attacker->edict(); |
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if( stage == 3 ) |
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pev->dmgtime = gpGlobals->time + 5 ; |
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if( stage == 2 && gpGlobals->time - pev->dmgtime > 15 ) |
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pev->dmgtime = gpGlobals->time + 15 ; |
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if( stage == 1 ) |
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pev->dmgtime = gpGlobals->time + 15 ; |
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return 1600; |
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} |
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}; |
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LINK_ENTITY_TO_CLASS(ar2grenade, CAR2Ball); |
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//========================================================= |
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//========================================================= |
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int CAR2::SecondaryAmmoIndex(void) |
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{ |
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return m_iSecondaryAmmoType; |
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} |
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void CAR2::Spawn() |
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{ |
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pev->classname = MAKE_STRING("weapon_ar2"); // hack to allow for old names |
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Precache(); |
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SET_MODEL(ENT(pev), "models/w_ar2.mdl"); |
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m_iId = WEAPON_AR2; |
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m_iDefaultAmmo = 30; |
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FallInit();// get ready to fall down. |
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} |
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void CAR2::Precache(void) |
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{ |
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PRECACHE_MODEL("models/v_ar2.mdl"); |
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PRECACHE_MODEL("models/w_ar2.mdl"); |
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PRECACHE_MODEL("models/p_ar2.mdl"); |
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m_iShell = PRECACHE_MODEL("models/shell.mdl");// brass shellTE_MODEL |
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PRECACHE_MODEL("models/ar2grenade.mdl"); // grenade |
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PRECACHE_MODEL("models/w_9mmARclip.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("ar2s1.wav");// H to the K |
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PRECACHE_SOUND("ar2launch.wav"); |
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PRECACHE_SOUND("weapons/357_cock1.wav"); |
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} |
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int CAR2::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 = "ARgrenades"; |
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p->iMaxAmmo2 = M203_GRENADE_MAX_CARRY; |
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p->iMaxClip = 30; |
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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_AR2; |
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p->iWeight = 25; |
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return 1; |
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} |
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int CAR2::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 CAR2::Deploy() |
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{ |
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Cleaner(); |
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return DefaultDeploy("models/v_ar2.mdl", "models/p_ar2.mdl", AR2_DEPLOY, "MP5"); |
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} |
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void CAR2::Holster(int skiplocal /* = 0 */) |
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{ |
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Cleaner(); |
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MyAnim(AR2_DEPLOY); |
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} |
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void CAR2::MyAnim(int iAnim) |
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{ |
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m_pPlayer->pev->weaponanim = iAnim; |
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MESSAGE_BEGIN(MSG_ONE, SVC_WEAPONANIM, NULL, m_pPlayer->pev); |
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WRITE_BYTE(iAnim); // sequence number |
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WRITE_BYTE(pev->body); // weaponmodel bodygroup. |
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MESSAGE_END(); |
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} |
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void CAR2::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 =gpGlobals->time+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 = gpGlobals->time + 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_10DEGREES); |
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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(25, vecSrc, vecAiming, VECTOR_CONE_3DEGREES, 8192, BULLET_PLAYER_MP5, 0, 1, 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(20, vecSrc, vecAiming, VECTOR_CONE_1DEGREES, 8192, BULLET_PLAYER_MP5, 0, 1, m_pPlayer->pev, m_pPlayer->random_seed); |
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} |
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int iAnim; |
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switch (RANDOM_LONG(0, 2)) |
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{ |
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case 0: |
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iAnim = AR2_FIRE1; |
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break; |
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default: |
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case 1: |
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iAnim = AR2_FIRE2; |
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break; |
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case 2: |
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iAnim = AR2_FIRE3; |
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break; |
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} |
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MyAnim(iAnim); |
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if( m_pBeam1 ) |
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UTIL_Remove(m_pBeam1); |
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m_pBeam1 = CBeam::BeamCreate(AR2_BEAM_SPRITE, 40); |
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m_pBeam1->PointEntInit(pev->origin, m_pPlayer->entindex()); |
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m_pBeam1->SetFlags(BEAM_FSINE); |
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m_pBeam1->pev->spawnflags |= SF_BEAM_TEMPORARY; |
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m_pBeam1->pev->owner = m_pPlayer->edict(); |
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m_pBeam1->SetEndAttachment(1); |
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m_pBeam1->SetStartPos( gpGlobals->trace_endpos ); |
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//m_pBeam1->SetEndPos(this->pev->origin + pev->view_ofs +gpGlobals->v_up*20+gpGlobals->v_right*5+gpGlobals->v_forward*30); |
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m_pBeam1->SetWidth(15); |
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m_pBeam1->SetBrightness(255); |
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EMIT_SOUND(ENT(pev), CHAN_VOICE, "ar2s1.wav", 1, ATTN_NORM); |
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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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SetThink(&CAR2::Cleaner); |
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pev->nextthink = gpGlobals->time + 0.03; |
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m_flNextPrimaryAttack = gpGlobals->time + (0.08); |
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if (m_flNextPrimaryAttack < gpGlobals->time ) |
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m_flNextPrimaryAttack = gpGlobals->time + 0.02; |
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m_flTimeWeaponIdle = gpGlobals->time + UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15); |
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} |
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void CAR2::Cleaner(void) { |
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if( m_pBeam1 ) |
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UTIL_Remove(m_pBeam1); |
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m_pBeam1 = NULL; |
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} |
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void CAR2::SecondaryAttack(void) |
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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 = gpGlobals->time + 0.15; |
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return; |
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} |
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if (m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType] == 0) |
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{ |
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PlayEmptySound(); |
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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 = BRIGHT_GUN_FLASH; |
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m_pPlayer->m_iExtraSoundTypes = bits_SOUND_DANGER; |
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m_pPlayer->m_flStopExtraSoundTime = gpGlobals->time + 0.7; |
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m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType]--; |
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// player "shoot" animation |
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m_pPlayer->SetAnimation(PLAYER_ATTACK1); |
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UTIL_MakeVectors(m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle); |
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CAR2Ball::AR2Shoot(m_pPlayer->pev, |
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m_pPlayer->pev->origin + m_pPlayer->pev->view_ofs + gpGlobals->v_forward * 16, |
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gpGlobals->v_forward * 1600,5); |
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EMIT_SOUND(ENT(pev), CHAN_VOICE, "ar2launch.wav", 0.75, ATTN_NORM); |
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MyAnim(AR2_LAUNCH); |
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m_flNextPrimaryAttack = gpGlobals->time + 1; |
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m_flNextSecondaryAttack = gpGlobals->time + 2; |
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m_flTimeWeaponIdle = gpGlobals->time + + 5;// idle pretty soon after shooting. |
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if (!m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType]) |
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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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Cleaner(); |
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} |
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void CAR2::Reload(void) |
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{ |
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; |
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if (m_pPlayer->ammo_9mm <= 0) |
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return; |
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DefaultReload(30, AR2_RELOAD, 1.0); |
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} |
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void CAR2::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 >gpGlobals->time) |
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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 = AR2_LONGIDLE; |
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break; |
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default: |
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case 1: |
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iAnim = AR2_IDLE1; |
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break; |
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} |
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MyAnim(iAnim); |
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m_flTimeWeaponIdle = gpGlobals->time+UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15); // how long till we do this again. |
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Cleaner(); |
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} |
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void CAR2Ball::Spawn() |
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{ |
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pev->movetype = MOVETYPE_BOUNCE; |
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pev->solid = SOLID_SLIDEBOX; |
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UTIL_SetOrigin(pev, pev->origin); |
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SetTouch(&CAR2Ball::AR2Touch); // Bounce if touched |
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SetThink(&CAR2Ball::TumbleThink); |
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pev->nextthink = gpGlobals->time + 0.1; |
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pev->dmgtime = gpGlobals->time + 99999; |
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pev->sequence = RANDOM_LONG(3, 6); |
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pev->framerate = 1.0; |
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pev->effects = EF_LIGHT; |
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pev->rendermode = kRenderTransAdd; |
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pev->renderamt = 256; |
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pev->gravity = 0.0005; |
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pev->friction = 0; |
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SET_MODEL(ENT(pev), "models/ar2grenade.mdl"); |
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pev->dmg = 30; |
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m_fRegisteredSound = FALSE; |
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UTIL_SetSize(pev, Vector(-16, -16, -16), Vector(16, 16, 16)); |
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UTIL_SetOrigin(pev, pev->origin); |
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pev->avelocity.x = RANDOM_LONG(-1000, 1000); |
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pev->avelocity.y = RANDOM_LONG(-1000, 1000); |
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} |
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CAR2Ball * CAR2Ball::AR2Shoot(entvars_t *pevOwner, Vector vecStart, Vector vecVelocity, float time) |
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{ |
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CAR2Ball *pGrenade = (CAR2Ball *)CBaseEntity::Create( "ar2grenade", vecStart, vecVelocity, ENT(pevOwner) ); |
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pGrenade->Spawn(); |
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UTIL_SetOrigin(pGrenade->pev, vecStart); |
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pGrenade->pev->velocity = vecVelocity; |
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pGrenade->pev->angles = UTIL_VecToAngles(pGrenade->pev->velocity); |
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pGrenade->pev->owner = ENT(pevOwner); |
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pGrenade->pev->dmgtime = gpGlobals->time + time; |
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if (time < 0.1) |
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{ |
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pGrenade->pev->nextthink = gpGlobals->time; |
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pGrenade->pev->velocity = Vector(0, 0, 0); |
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} |
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return pGrenade; |
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} |
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void CAR2Ball::AR2Touch(CBaseEntity *pOther) |
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{ |
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// don't hit the guy that launched this sphere |
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if (pOther->edict() == pev->owner) |
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return; |
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if( ( pev->velocity.Length() >= 500 ) && (pev->dmgtime - gpGlobals->time > 5 ) ) |
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{ |
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ALERT( at_console, "Slow detonate\n"); |
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pev->dmgtime = gpGlobals->time + 5 ; |
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} |
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if( pev->velocity.Length() >= 100 ) |
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{ |
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ALERT( at_console, "Decreasing dmgtime %f\n", pev->dmg - gpGlobals->time ); |
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pev->dmgtime -= pev->velocity.Length() / 3000; |
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} |
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// only do damage if we're moving fairly fast |
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if (m_flNextAttack < gpGlobals->time ) |
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{ |
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entvars_t *pevOwner = VARS(pev->owner); |
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if( !pevOwner ) |
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pevOwner = pev; |
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TraceResult tr = UTIL_GetGlobalTrace(); |
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ClearMultiDamage(); |
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pOther->TraceAttack(pevOwner, 250, gpGlobals->v_forward, &tr, DMG_CLUB); |
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if( pOther->IsPlayer() || pOther->IsMoving() ) |
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pev->velocity = gpGlobals->v_forward.Normalize() * 1600; |
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ApplyMultiDamage(pev, pevOwner); |
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m_flNextAttack = gpGlobals->time + 0.03; // debounce |
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} |
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if( !pev->velocity.Length() ) |
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pev->velocity.z += 100; |
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Vector vecTestVelocity; |
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vecTestVelocity = pev->velocity; |
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if (!m_fRegisteredSound && vecTestVelocity.Length() <= 60) |
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{ |
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CSoundEnt::InsertSound(bits_SOUND_DANGER, pev->origin, pev->dmg / 0.4, 0.3); |
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m_fRegisteredSound = TRUE; |
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} |
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{ |
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// play bounce sound |
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switch (RANDOM_LONG(0, 2)) |
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{ |
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case 0: EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/grenade_hit1.wav", 0.25, ATTN_NORM); break; |
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case 1: EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/grenade_hit2.wav", 0.25, ATTN_NORM); break; |
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case 2: EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/grenade_hit3.wav", 0.25, ATTN_NORM); break; |
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} |
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} |
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pev->framerate = pev->velocity.Length() / 200.0; |
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}
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