Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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/***
*
* Copyright (c) 1996-2001, 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 mac10_e
{
MAC10_LONGIDLE = 0,
MAC10_IDLE1,
MAC10_LAUNCH,
MAC10_RELOAD,
MAC10_DEPLOY,
MAC10_FIRE1,
MAC10_FIRE2,
MAC10_FIRE3,
};
LINK_ENTITY_TO_CLASS(weapon_mac10, CMac10);
void CMac10::Spawn()
{
Precache();
SET_MODEL(ENT(pev), "models/w_mac10.mdl");
m_iId = WEAPON_MAC10;
m_iDefaultAmmo = MAC10_DEFAULT_GIVE;
FallInit();// get ready to fall down.
}
void CMac10::Precache(void)
{
PRECACHE_MODEL("models/v_mac10.mdl");
PRECACHE_MODEL("models/w_mac10.mdl");
PRECACHE_MODEL("models/p_9mmAR.mdl");
m_iShell = PRECACHE_MODEL("models/shell.mdl");// brass shellTE_MODEL
PRECACHE_MODEL("models/w_mac10clip.mdl");
PRECACHE_SOUND("items/9mmclip1.wav");
PRECACHE_SOUND("items/mac10clipinsert1.wav");
PRECACHE_SOUND("items/mac10cliprelease1.wav");
PRECACHE_SOUND("weapons/mac1.wav");
PRECACHE_SOUND("weapons/mac2.wav");
PRECACHE_SOUND("weapons/mac3.wav");
PRECACHE_SOUND("weapons/357_cock1.wav");
m_usMac10 = PRECACHE_EVENT(1, "events/mac10.sc");
}
int CMac10::GetItemInfo(ItemInfo *p)
{
p->pszName = STRING(pev->classname);
p->pszAmmo1 = "mac10";
p->iMaxAmmo1 = MAC10_MAX_CARRY;
p->pszAmmo2 = NULL;
p->iMaxAmmo2 = -1;
p->iMaxClip = MAC10_MAX_CLIP;
p->iSlot = 1;
p->iPosition = 1;
p->iFlags = 0;
p->iId = m_iId = WEAPON_MAC10;
p->iWeight = MAC10_WEIGHT;
return 1;
}
BOOL CMac10::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 CMac10::Deploy()
{
return DefaultDeploy("models/v_mac10.mdl", "models/p_9mmAR.mdl", MAC10_DEPLOY, "mac10");
}
void CMac10::PrimaryAttack()
{
// don't fire underwater
if (m_pPlayer->pev->waterlevel == 3)
{
PlayEmptySound();
m_flNextPrimaryAttack = 0.15;
return;
}
if (m_iClip <= 0)
{
PlayEmptySound();
m_flNextPrimaryAttack = 0.15;
return;
}
m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME;
m_pPlayer->m_iWeaponFlash = NORMAL_GUN_FLASH;
m_iClip--;
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;
Vector vecSpread;
// Allow for higher accuracy when the player is crouching.
if (m_pPlayer->pev->flags & FL_DUCKING)
{
vecSpread = VECTOR_CONE_1DEGREES;
}
else
{
vecSpread = VECTOR_CONE_4DEGREES;
}
// single player spread
vecDir = m_pPlayer->FireBulletsPlayer(1, vecSrc, vecAiming, vecSpread, 8192, BULLET_PLAYER_MAC10, 2, 0, m_pPlayer->pev, m_pPlayer->random_seed);
int flags;
#if defined( CLIENT_WEAPONS )
flags = FEV_NOTHOST;
#else
flags = 0;
#endif
PLAYBACK_EVENT_FULL(flags, m_pPlayer->edict(), m_usMac10, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, 0, 0, 0, 0);
m_flNextPrimaryAttack = GetNextAttackDelay(0.075);
if (m_flNextPrimaryAttack < UTIL_WeaponTimeBase())
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.075;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15);
}
void CMac10::Reload(void)
{
if (m_pPlayer->ammo_mac10 <= 0)
return;
DefaultReload(MAC10_MAX_CLIP, MAC10_RELOAD, 3.2);
}
void CMac10::WeaponIdle(void)
{
ResetEmptySound();
m_pPlayer->GetAutoaimVector(AUTOAIM_5DEGREES);
if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase())
return;
int iAnim;
switch (RANDOM_LONG(0, 1))
{
case 0:
iAnim = MAC10_LONGIDLE;
break;
default:
case 1:
iAnim = MAC10_IDLE1;
break;
}
SendWeaponAnim(iAnim);
m_flTimeWeaponIdle = UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15); // how long till we do this again.
}
class CMac10AmmoClip : public CBasePlayerAmmo
{
void Spawn(void)
{
Precache();
SET_MODEL(ENT(pev), "models/w_mac10clip.mdl");
CBasePlayerAmmo::Spawn();
}
void Precache(void)
{
PRECACHE_MODEL("models/w_mac10clip.mdl");
PRECACHE_SOUND("items/9mmclip1.wav");
}
BOOL AddAmmo(CBaseEntity *pOther)
{
int bResult = (pOther->GiveAmmo(AMMO_MAC10_GIVE, "mac10", MAC10_MAX_CARRY) != -1);
if (bResult)
{
EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM);
}
return bResult;
}
};
LINK_ENTITY_TO_CLASS(ammo_mac10, CMac10AmmoClip);