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315 lines
7.6 KiB
315 lines
7.6 KiB
/*** |
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* |
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* Copyright (c) 1996-2001, Valve LLC. All rights reserved. |
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* |
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* This product contains software technology licensed from Id |
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. |
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* All Rights Reserved. |
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* |
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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. |
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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 "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 m41a_e |
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{ |
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M41A_LONGIDLE = 0, |
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M41A_IDLE1, |
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M41A_LAUNCH, |
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M41A_RELOAD, |
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M41A_DEPLOY, |
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M41A_FIRE1, |
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M41A_FIRE2, |
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M41A_FIRE3, |
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M41A_HOLSTER |
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}; |
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LINK_ENTITY_TO_CLASS( weapon_9mmm41a, CM41A ) |
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//========================================================= |
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//========================================================= |
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int CM41A::SecondaryAmmoIndex( void ) |
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{ |
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return m_iSecondaryAmmoType; |
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} |
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void CM41A::Spawn( ) |
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{ |
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pev->classname = MAKE_STRING("weapon_9mmm41a"); // hack to allow for old names |
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Precache( ); |
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SET_MODEL(ENT(pev), "models/w_9mmm41a.mdl"); |
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m_iId = WEAPON_M41A; |
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m_iDefaultAmmo = MP5_DEFAULT_GIVE; |
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FallInit();// get ready to fall down. |
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} |
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void CM41A::Precache( void ) |
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{ |
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PRECACHE_MODEL("models/v_9mmM41A.mdl"); |
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PRECACHE_MODEL("models/w_9mmM41A.mdl"); |
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PRECACHE_MODEL("models/p_9mmM41A.mdl"); |
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m_iShell = PRECACHE_MODEL ("models/shell.mdl");// brass shellTE_MODEL |
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PRECACHE_MODEL("models/grenade.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 ("weapons/m41ahks1.wav");// H to the K |
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PRECACHE_SOUND( "weapons/m41aglauncher.wav" ); |
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PRECACHE_SOUND( "weapons/m41aglauncher2.wav" ); |
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PRECACHE_SOUND ("weapons/357_cock1.wav"); |
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m_usM41A = PRECACHE_EVENT( 1, "events/m41a.sc" ); |
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} |
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int CM41A::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 = MP5_MAX_CLIP; |
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p->iSlot = 2; |
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p->iPosition = 5; |
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p->iFlags = 0; |
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p->iId = m_iId = WEAPON_M41A; |
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p->iWeight = M41A_WEIGHT; |
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return 1; |
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} |
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int CM41A::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 CM41A::Deploy( ) |
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{ |
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return DefaultDeploy( "models/v_9mmm41a.mdl", "models/p_9mmm41a.mdl", M41A_DEPLOY, "M41A" ); |
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} |
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void CM41A::Holster( int skiplocal /* = 0 */ ) |
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{ |
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DefaultHolster( M41A_HOLSTER, 0.9 ); |
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} |
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void CM41A::PrimaryAttack() |
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{ |
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if( m_pPlayer->m_bIsHolster ) |
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{ |
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WeaponIdle(); |
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return; |
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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 = UTIL_WeaponTimeBase() + 0.15f; |
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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 = UTIL_WeaponTimeBase() + 0.15f; |
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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_5DEGREES ); |
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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( 1, vecSrc, vecAiming, VECTOR_CONE_6DEGREES, 8192, BULLET_PLAYER_M41A, 2, 0, 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( 1, vecSrc, vecAiming, VECTOR_CONE_3DEGREES, 8192, BULLET_PLAYER_M41A, 2, 0, m_pPlayer->pev, m_pPlayer->random_seed ); |
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} |
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int flags; |
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#if defined( CLIENT_WEAPONS ) |
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flags = FEV_NOTHOST; |
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#else |
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flags = 0; |
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#endif |
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PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usM41A, 0.0, g_vecZero, g_vecZero, vecDir.x, vecDir.y, 0, 0, 0, 0 ); |
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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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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.1f; |
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if( m_flNextPrimaryAttack < UTIL_WeaponTimeBase() ) |
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.1f; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); |
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} |
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void CM41A::SecondaryAttack( void ) |
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{ |
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if( m_pPlayer->m_bIsHolster ) |
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{ |
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WeaponIdle(); |
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return; |
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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 = UTIL_WeaponTimeBase() + 0.15f; |
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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 = UTIL_WeaponTimeBase() + 0.2f; |
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m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType]--; |
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SendWeaponAnim( M41A_LAUNCH ); |
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// player "shoot" animation |
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m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); |
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// play this sound through BODY channel so we can hear it if player didn't stop firing MP3 |
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EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_WEAPON, RANDOM_LONG( 0, 1 ) ? "weapons/m41aglauncher.wav" : "weapons/m41aglauncher2.wav", 0.8, ATTN_NORM ); |
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UTIL_MakeVectors( m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle ); |
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// we don't add in player velocity anymore. |
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CGrenade::ShootContact( 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 * 800, gSkillData.plrDmgM41AGrenade ); |
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 1.0f; |
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m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 1.0f; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 5.0f;// 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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m_pPlayer->pev->punchangle.x -= 10; |
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} |
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void CM41A::Reload( void ) |
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{ |
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if( m_pPlayer->m_bIsHolster ) |
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{ |
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WeaponIdle(); |
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return; |
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} |
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if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 || m_iClip == MP5_MAX_CLIP ) |
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return; |
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DefaultReload( MP5_MAX_CLIP, M41A_RELOAD, 2.0f ); |
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} |
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void CM41A::WeaponIdle( void ) |
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{ |
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if( m_pPlayer->m_bIsHolster ) |
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{ |
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if( m_flTimeWeaponIdle <= UTIL_WeaponTimeBase() ) |
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{ |
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m_pPlayer->m_bIsHolster = FALSE; |
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Deploy(); |
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} |
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return; |
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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 > UTIL_WeaponTimeBase() ) |
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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 = M41A_LONGIDLE; |
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break; |
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default: |
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case 1: |
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iAnim = M41A_IDLE1; |
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break; |
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} |
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SendWeaponAnim( iAnim ); |
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m_flTimeWeaponIdle = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); // how long till we do this again. |
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} |
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BOOL CM41A::IsUseable() |
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{ |
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//Can be used if the player has AR grenades. - Solokiller |
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return CBasePlayerWeapon::IsUseable() || m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType] > 0; |
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}
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