Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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/***
*
* 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 "soundent.h"
#include "gamerules.h"
enum gmgeneral_e
{
GMGENERAL_IDLE,
GMGENERAL_FIRE1,
GMGENERAL_FIRE2,
GMGENERAL_RELOAD,
GMGENERAL_DRAW
};
LINK_ENTITY_TO_CLASS( weapon_gmgeneral, CGMGeneral );
//=========================================================
//=========================================================
void CGMGeneral::Spawn( )
{
Precache( );
SET_MODEL(ENT(pev), "models/gmgeneral_around.aomdc");
m_iId = WEAPON_GMGENERAL;
m_iDefaultAmmo = GMGENERAL_DEFAULT_GIVE;
FallInit();// get ready to fall down.
}
void CGMGeneral::Precache( void )
{
PRECACHE_MODEL("models/gmgeneral_display.aomdc");
PRECACHE_MODEL("models/gmgeneral_around.aomdc");
PRECACHE_MODEL("models/p_9mmAR.mdl");
m_iShell = PRECACHE_MODEL ("models/shell.mdl");// brass shellTE_MODEL
PRECACHE_SOUND("gmgeneral/gm_expell.wav");
PRECACHE_SOUND("gmgeneral/gm_fov.wav");
PRECACHE_SOUND("items/9mmclip1.wav");
PRECACHE_SOUND("items/clipinsert1.wav");
PRECACHE_SOUND("items/cliprelease1.wav");
PRECACHE_SOUND ("weapons/357_cock1.wav");
m_usGMGeneral = PRECACHE_EVENT( 1, "events/mp5k2.sc" );
}
int CGMGeneral::GetItemInfo(ItemInfo *p)
{
p->pszName = STRING(pev->classname);
p->pszAmmo1 = NULL;
p->iMaxAmmo1 = GMGENERAL_MAX_CARRY;
p->pszAmmo2 = NULL;
p->iMaxAmmo2 = -1;
p->iMaxClip = GMGENERAL_MAX_CLIP;
p->iSlot = 2;
p->iPosition = 3;
p->iFlags = 0;
p->iId = m_iId = WEAPON_GMGENERAL;
p->iWeight = GMGENERAL_WEIGHT;
return 1;
}
int CGMGeneral::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 CGMGeneral::Deploy( )
{
return DefaultDeploy( "models/gmgeneral_display.aomdc", "models/p_9mmAR.mdl", GMGENERAL_DRAW, "L85 Spec Wep" );
}
void CGMGeneral::Holster( int skiplocal /* = 0 */ )
{
if( m_fInZoom )
SecondaryAttack();
}
void CGMGeneral::PrimaryAttack()
{
// don't fire underwater
if (m_pPlayer->pev->waterlevel == 3 && m_pPlayer->pev->watertype > CONTENT_FLYFIELD)
{
PlayEmptySound( );
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.15f;
return;
}
m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME;
m_pPlayer->m_iWeaponFlash = NORMAL_GUN_FLASH;
m_pPlayer->pev->effects = (int)(m_pPlayer->pev->effects) | EF_MUZZLEFLASH;
// player "shoot" animation
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
Vector vecSrc = m_pPlayer->GetGunPosition( );
Vector vecAiming = m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES );
Vector vecDir = m_pPlayer->FireBulletsPlayer( 1, vecSrc, vecAiming, VECTOR_CONE_3DEGREES, 8192, BULLET_PLAYER_MP5, 2, gSkillData.plrDmgMP5K, m_pPlayer->pev, m_pPlayer->random_seed );
int flags;
#if CLIENT_WEAPONS
flags = FEV_NOTHOST;
#else
flags = 0;
#endif
PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usGMGeneral, 0.0, g_vecZero, g_vecZero, vecDir.x, vecDir.y, 0, 0, 0, 0 );
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.07f;
if ( m_flNextPrimaryAttack < UTIL_WeaponTimeBase() )
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.07f;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
}
void CGMGeneral::SecondaryAttack()
{
if ( m_pPlayer->pev->fov != 0 )
{
m_fInZoom = FALSE;
m_pPlayer->pev->fov = m_pPlayer->m_iFOV = 0; // 0 means reset to default fov
}
else if ( m_pPlayer->pev->fov != 20 )
{
m_fInZoom = TRUE;
m_pPlayer->pev->fov = m_pPlayer->m_iFOV = 20;
}
EMIT_SOUND(ENT(pev), CHAN_ITEM, "gmgeneral/gm_fov.wav", 1, ATTN_NORM);
m_flNextPrimaryAttack = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.4f;
}
void CGMGeneral::Reload( void )
{
DefaultReload( GMGENERAL_MAX_CLIP, GMGENERAL_RELOAD, 2.63 );
}
void CGMGeneral::WeaponIdle( void )
{
ResetEmptySound( );
m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES );
if ( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() )
return;
SendWeaponAnim( GMGENERAL_IDLE );
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
}
class CGMGeneralAmmoClip : public CBasePlayerAmmo
{
void Spawn( void )
{
Precache( );
SET_MODEL(ENT(pev), "models/gmgeneral_around.aomdc");
CBasePlayerAmmo::Spawn( );
}
void Precache( void )
{
PRECACHE_MODEL ("models/gmgeneral_around.aomdc");
PRECACHE_SOUND("items/9mmclip1.wav");
}
BOOL AddAmmo( CBaseEntity *pOther )
{
int bResult = (pOther->GiveAmmo( AMMO_GMGENERALCLIP_GIVE, "", GMGENERAL_MAX_CARRY) != -1);
if (bResult)
{
EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM);
}
return bResult;
}
};
LINK_ENTITY_TO_CLASS( ammo_gmgeneral, CGMGeneralAmmoClip );