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328 lines
7.1 KiB
328 lines
7.1 KiB
/* |
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Copyright (c) 1999, Cold Ice Modification. |
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This code has been written by SlimShady ( darcuri@optonline.net ) |
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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 and from the Cold Ice team. |
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Please if you use this code in any public form, please give us credit. |
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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 m16_e |
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{ |
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M16_LONGIDLE = 0, |
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M16_IDLE1, |
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M16_LAUNCH, |
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M16_RELOAD, |
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M16_DEPLOY, |
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M16_FIRE1, |
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M16_FIRE2, |
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M16_FIRE3, |
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}; |
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class CM16 : 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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void PrimaryAttack( void ); |
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void SecondaryAttack( void ); |
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BOOL Deploy( void ); |
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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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int m_iShotCount; |
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}; |
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LINK_ENTITY_TO_CLASS( weapon_m16, CM16 ); |
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//========================================================= |
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//========================================================= |
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void CM16::Spawn( ) |
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{ |
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pev->classname = MAKE_STRING("weapon_m16"); |
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Precache( ); |
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SET_MODEL(ENT(pev), "models/wmodels/w_m16.mdl"); |
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m_iId = WEAPON_M16; |
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m_iDefaultAmmo = M16_DEFAULT_GIVE; |
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FallInit(); |
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} |
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void CM16::Precache( void ) |
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{ |
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PRECACHE_MODEL("models/vmodels/v_m16.mdl"); |
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PRECACHE_MODEL("models/wmodels/w_m16.mdl"); |
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PRECACHE_MODEL("models/pmodels/p_m16.mdl"); |
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m_iShell = PRECACHE_MODEL ("models/shell.mdl"); |
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PRECACHE_SOUND("weapons/m161.wav"); |
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PRECACHE_SOUND("items/cliprelease1.wav"); |
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PRECACHE_SOUND("items/clipinsert1.wav"); |
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} |
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int CM16::GetItemInfo(ItemInfo *p) |
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{ |
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p->pszName = STRING(pev->classname); |
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p->pszAmmo1 = "5.56mm"; |
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p->iMaxAmmo1 = M16_MAX_CARRY; |
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p->pszAmmo2 = NULL; |
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p->iMaxAmmo2 = -1; |
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p->iMaxClip = M16_MAX_CLIP; |
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p->iSlot = 2; |
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p->iPosition = 2; |
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p->iFlags = 0; |
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p->iId = m_iId = WEAPON_M16; |
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p->iWeight = M16_WEIGHT; |
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return 1; |
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} |
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int CM16::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 CM16::Deploy( ) |
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{ |
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return DefaultDeploy( "models/vmodels/v_m16.mdl", "models/pmodels/p_m16.mdl", M16_DEPLOY, "mp5" ); |
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} |
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void CM16::PrimaryAttack() |
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{ |
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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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if (1 || m_flNextAnimTime < gpGlobals->time) |
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{ |
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SendWeaponAnim( M16_FIRE1 + RANDOM_LONG(0,2)); |
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m_flNextAnimTime = gpGlobals->time + 0.2; |
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} |
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m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); |
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EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/m161.wav", 1, ATTN_NORM, 0, 94 + RANDOM_LONG(0,0xf)); |
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UTIL_MakeVectors( m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle ); |
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Vector vecShellVelocity = m_pPlayer->pev->velocity |
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+ gpGlobals->v_right * RANDOM_FLOAT(100,150) |
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+ gpGlobals->v_up * RANDOM_FLOAT(100,150) |
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+ gpGlobals->v_forward * 25; |
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EjectBrass ( pev->origin + m_pPlayer->pev->view_ofs |
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+ gpGlobals->v_up * -12 |
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+ gpGlobals->v_forward * 28 |
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+ gpGlobals->v_right * 6, vecShellVelocity, pev->angles.y, m_iShell, TE_BOUNCE_SHELL); |
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Vector vecSrc = m_pPlayer->GetGunPosition( ); |
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Vector vecAiming = m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES ); |
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m_pPlayer->FireBullets( 1, vecSrc, vecAiming, VECTOR_CONE_6DEGREES, 8192, BULLET_PLAYER_MP5, 0 ); |
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m_flNextPrimaryAttack = gpGlobals->time + 0.1; |
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m_flNextSecondaryAttack = gpGlobals->time + 0.1; |
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m_flTimeWeaponIdle = gpGlobals->time + RANDOM_FLOAT ( 10, 15 ); |
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m_pPlayer->pev->punchangle.x = RANDOM_FLOAT( -2, 2 ); |
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} |
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void CM16::SecondaryAttack( void ) |
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{ |
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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_iShotCount++; |
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m_pPlayer->pev->effects = (int)(m_pPlayer->pev->effects) | EF_MUZZLEFLASH; |
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if (1 || m_flNextAnimTime < gpGlobals->time) |
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{ |
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SendWeaponAnim( M16_FIRE1 + RANDOM_LONG(0,2)); |
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m_flNextAnimTime = gpGlobals->time + 0.2; |
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} |
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m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); |
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EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/m161.wav", 1, ATTN_NORM, 0, 94 + RANDOM_LONG(0,0xf)); |
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UTIL_MakeVectors( m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle ); |
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Vector vecShellVelocity = m_pPlayer->pev->velocity |
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+ gpGlobals->v_right * RANDOM_FLOAT(100,150) |
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+ gpGlobals->v_up * RANDOM_FLOAT(100,150) |
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+ gpGlobals->v_forward * 25; |
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EjectBrass ( pev->origin + m_pPlayer->pev->view_ofs |
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+ gpGlobals->v_up * -12 |
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+ gpGlobals->v_forward * 28 |
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+ gpGlobals->v_right * 6, vecShellVelocity, pev->angles.y, m_iShell, TE_BOUNCE_SHELL); |
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Vector vecSrc = m_pPlayer->GetGunPosition( ); |
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Vector vecAiming = m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES ); |
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m_pPlayer->FireBullets( 1, vecSrc, vecAiming, VECTOR_CONE_3DEGREES, 8192, BULLET_PLAYER_MP5, 0 ); |
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if ( m_iShotCount == 3 ) |
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{ |
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m_flNextSecondaryAttack = gpGlobals->time + .3; |
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m_iShotCount = 0; |
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} |
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else |
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{ |
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m_flNextSecondaryAttack = gpGlobals->time + .09; |
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} |
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m_flNextPrimaryAttack = gpGlobals->time + 0.1; |
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m_flTimeWeaponIdle = gpGlobals->time + RANDOM_FLOAT ( 10, 15 ); |
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m_pPlayer->pev->punchangle.x = RANDOM_FLOAT( -2, 2 ); |
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} |
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void CM16::Reload( void ) |
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{ |
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DefaultReload( M16_MAX_CLIP, M16_RELOAD, 1.5 ); |
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} |
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void CM16::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 = M16_LONGIDLE; |
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break; |
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default: |
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case 1: |
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iAnim = M16_IDLE1; |
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break; |
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} |
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SendWeaponAnim( iAnim ); |
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m_flTimeWeaponIdle = gpGlobals->time + RANDOM_FLOAT ( 10, 15 ); |
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} |
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class CM16AmmoClip : 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/ammo/w_556mm.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/ammo/w_556mm.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_M16CLIP_GIVE, "5.56mm", M16_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_m16clip, CM16AmmoClip ); |
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