You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
328 lines
7.1 KiB
328 lines
7.1 KiB
/*** |
|
* |
|
*****CREATED BY SOLEXID |
|
*******legendary BIG_COCK |
|
*ALL RIGHTS FUCKED |
|
****/ |
|
|
|
#include "extdll.h" |
|
#include "util.h" |
|
#include "cbase.h" |
|
#include "monsters.h" |
|
#include "weapons.h" |
|
#include "nodes.h" |
|
#include "player.h" |
|
|
|
enum glock_e { |
|
GLOCK_IDLE1 = 0, |
|
GLOCK_IDLE2, |
|
GLOCK_IDLE3, |
|
GLOCK_SHOOT, |
|
GLOCK_SHOOT_EMPTY, |
|
GLOCK_RELOAD, |
|
GLOCK_RELOAD_NOT_EMPTY, |
|
GLOCK_DRAW, |
|
GLOCK_HOLSTER, |
|
GLOCK_ADD_SILENCER |
|
}; |
|
|
|
class CBig_Cock : public CBasePlayerWeapon |
|
{ |
|
public: |
|
void Spawn( void ); |
|
void Precache( void ); |
|
int iItemSlot( void ) { return 3; } |
|
int GetItemInfo(ItemInfo *p); |
|
|
|
void PrimaryAttack( void ); |
|
void SecondaryAttack( void ); |
|
void GlockFire( float flSpread, float flCycleTime, BOOL fUseAutoAim ); |
|
BOOL Deploy( void ); |
|
void Reload( void ); |
|
void WeaponIdle( void ); |
|
|
|
private: |
|
int m_iShell; |
|
|
|
|
|
unsigned short m_usFireGlock1; |
|
unsigned short m_usFireGlock2; |
|
}; |
|
LINK_ENTITY_TO_CLASS(weapon_big_cock, CBig_Cock); |
|
LINK_ENTITY_TO_CLASS(weapon_90mhandcock, CBig_Cock); |
|
|
|
|
|
void CBig_Cock::Spawn() |
|
{ |
|
pev->classname = MAKE_STRING("weapon_big_cock"); // hack to allow for old names |
|
Precache( ); |
|
m_iId = WEAPON_BIG_COCK; |
|
SET_MODEL(ENT(pev), "models/w_9mmcockgunn.mdl"); |
|
|
|
m_iDefaultAmmo = GLOCK_DEFAULT_GIVE; |
|
|
|
FallInit();// get ready to fall down. |
|
} |
|
|
|
|
|
void CBig_Cock::Precache(void) |
|
{ |
|
PRECACHE_MODEL("models/v_9mmcockgunn.mdl"); |
|
PRECACHE_MODEL("models/w_9mmcockgunn.mdl"); |
|
PRECACHE_MODEL("models/p_9mmcockgunn.mdl"); |
|
|
|
m_iShell = PRECACHE_MODEL ("models/shell.mdl");// brass shell |
|
|
|
PRECACHE_SOUND("items/9mmclip1.wav"); |
|
PRECACHE_SOUND("items/9mmclip2.wav"); |
|
|
|
PRECACHE_SOUND ("weapons/pl_gun1.wav");//silenced handgun |
|
PRECACHE_SOUND ("weapons/pl_gun2.wav");//silenced handgun |
|
PRECACHE_SOUND ("weapons/ck_gun3.wav");//handgun |
|
|
|
m_usFireGlock1 = PRECACHE_EVENT( 1, "events/glock1.sc" ); |
|
m_usFireGlock2 = PRECACHE_EVENT( 1, "events/glock2.sc" ); |
|
} |
|
|
|
int CBig_Cock::GetItemInfo(ItemInfo *p) |
|
{ |
|
p->pszName = STRING(pev->classname); |
|
p->pszAmmo1 = "9mm"; |
|
p->iMaxAmmo1 = _9MM_MAX_CARRY*5; |
|
p->pszAmmo2 = NULL; |
|
p->iMaxAmmo2 = -1; |
|
p->iMaxClip = 14; |
|
p->iSlot = 1; |
|
p->iPosition = 3; |
|
p->iFlags = 0; |
|
p->iId = m_iId = WEAPON_BIG_COCK; |
|
p->iWeight = BIG_COCK_WEIGHT; |
|
|
|
return 1; |
|
} |
|
|
|
BOOL CBig_Cock::Deploy() |
|
{ |
|
// pev->body = 1; |
|
return DefaultDeploy( "models/v_9mmcockgunn.mdl", "models/p_9mmcockgunn.mdl", GLOCK_DRAW, "onehanded" ); |
|
} |
|
|
|
void CBig_Cock::SecondaryAttack(void) |
|
{ |
|
GlockFire( 0.02, 0.06, FALSE ); |
|
} |
|
|
|
void CBig_Cock::PrimaryAttack(void) |
|
{ |
|
GlockFire( 0, 0.9, TRUE ); |
|
} |
|
|
|
void CBig_Cock::GlockFire(float flSpread, float flCycleTime, BOOL fUseAutoAim) |
|
{ |
|
if (m_iClip <= 0) |
|
{ |
|
if (m_fFireOnEmpty) |
|
{ |
|
PlayEmptySound(); |
|
m_flNextPrimaryAttack = gpGlobals->time + 0.4; |
|
} |
|
|
|
return; |
|
} |
|
|
|
m_iClip--; |
|
|
|
m_pPlayer->pev->effects = (int)(m_pPlayer->pev->effects) | EF_MUZZLEFLASH; |
|
|
|
#if defined ( OLD_WEAPONS ) |
|
if (m_iClip != 0) |
|
SendWeaponAnim( GLOCK_SHOOT ); |
|
else |
|
SendWeaponAnim( GLOCK_SHOOT_EMPTY ); |
|
#endif |
|
|
|
if ( fUseAutoAim ) |
|
{ |
|
PLAYBACK_EVENT_FULL( 0, m_pPlayer->edict(), m_usFireGlock1, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, 0, 0, ( m_iClip == 0 ) ? 1 : 0, 0 ); |
|
} |
|
else |
|
{ |
|
PLAYBACK_EVENT_FULL( 0, m_pPlayer->edict(), m_usFireGlock2, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, 0, 0, ( m_iClip == 0 ) ? 1 : 0, 0 ); |
|
} |
|
|
|
// player "shoot" animation |
|
m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); |
|
|
|
#if defined ( OLD_WEAPONS ) |
|
UTIL_MakeVectors( m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle ); |
|
|
|
Vector vecShellVelocity = m_pPlayer->pev->velocity |
|
+ gpGlobals->v_right * RANDOM_FLOAT(50,70) |
|
+ gpGlobals->v_up * RANDOM_FLOAT(100,150) |
|
+ gpGlobals->v_forward * 25; |
|
EjectBrass ( pev->origin + m_pPlayer->pev->view_ofs + gpGlobals->v_up * -12 + gpGlobals->v_forward * 32 + gpGlobals->v_right * 6 , vecShellVelocity, pev->angles.y, m_iShell, TE_BOUNCE_SHELL ); |
|
#endif |
|
|
|
// silenced |
|
if (pev->body == 1) |
|
{ |
|
m_pPlayer->m_iWeaponVolume = QUIET_GUN_VOLUME; |
|
m_pPlayer->m_iWeaponFlash = DIM_GUN_FLASH; |
|
#if defined ( OLD_WEAPONS ) |
|
switch(RANDOM_LONG(0,1)) |
|
{ |
|
case 0: |
|
EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/pl_gun1.wav", RANDOM_FLOAT(0.9, 1.0), ATTN_NORM); |
|
break; |
|
case 1: |
|
EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/pl_gun2.wav", RANDOM_FLOAT(0.9, 1.0), ATTN_NORM); |
|
break; |
|
} |
|
#endif |
|
} |
|
else |
|
{ |
|
// non-silenced |
|
m_pPlayer->m_iWeaponVolume = BIG_EXPLOSION_VOLUME; |
|
m_pPlayer->m_iWeaponFlash = NORMAL_GUN_FLASH; |
|
#if defined ( OLD_WEAPONS ) |
|
EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/ck_gun3.wav", RANDOM_FLOAT(0.92, 1.0), ATTN_NORM, 0, 98 + RANDOM_LONG(0,3)); |
|
#endif |
|
} |
|
|
|
Vector vecSrc = m_pPlayer->GetGunPosition( ); |
|
Vector vecAiming; |
|
|
|
if ( fUseAutoAim ) |
|
{ |
|
vecAiming = m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES ); |
|
} |
|
else |
|
{ |
|
vecAiming = gpGlobals->v_forward; |
|
} |
|
|
|
TraceResult tr; |
|
if (flSpread > 0){ |
|
m_pPlayer->FireBullets(1, vecSrc, vecAiming, Vector(flSpread, flSpread, flSpread), 8192, BULLET_PLAYER_357, 5, 35); |
|
m_pPlayer->pev->velocity = m_pPlayer->pev->velocity - gpGlobals->v_forward * 25 * 5; |
|
|
|
} |
|
else{ |
|
m_pPlayer->FireBullets(1, vecSrc, vecAiming, Vector(flSpread, flSpread, flSpread), 8192, BULLET_PLAYER_357, 5, 60); |
|
m_pPlayer->pev->velocity = m_pPlayer->pev->velocity - gpGlobals->v_forward * 100 * 5; |
|
|
|
//ApplyMultiDamage(m_pPlayer->pev, m_pPlayer->pev); |
|
} |
|
|
|
|
|
m_flNextPrimaryAttack = m_flNextSecondaryAttack = gpGlobals->time + flCycleTime; |
|
|
|
if (!m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0) |
|
// HEV suit - indicate out of ammo condition |
|
m_pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0); |
|
|
|
m_flTimeWeaponIdle = gpGlobals->time + RANDOM_FLOAT ( 10, 15 ); |
|
|
|
#if defined ( OLD_WEAPONS ) |
|
m_pPlayer->pev->punchangle.x -= 2; |
|
#endif |
|
} |
|
|
|
|
|
void CBig_Cock::Reload(void) |
|
{ |
|
int iResult; |
|
|
|
if (m_iClip == 0) |
|
iResult = DefaultReload( 17, GLOCK_RELOAD, 1.5 ); |
|
else |
|
iResult = DefaultReload( 18, GLOCK_RELOAD_NOT_EMPTY, 1.5 ); |
|
|
|
if (iResult) |
|
{ |
|
m_flTimeWeaponIdle = gpGlobals->time + RANDOM_FLOAT ( 10, 15 ); |
|
} |
|
} |
|
|
|
|
|
|
|
void CBig_Cock::WeaponIdle(void) |
|
{ |
|
ResetEmptySound( ); |
|
|
|
m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES ); |
|
|
|
if (m_flTimeWeaponIdle > gpGlobals->time) |
|
return; |
|
|
|
// only idle if the slid isn't back |
|
if (m_iClip != 0) |
|
{ |
|
int iAnim; |
|
float flRand = RANDOM_FLOAT(0, 1); |
|
if (flRand <= 0.3 + 0 * 0.75) |
|
{ |
|
iAnim = GLOCK_IDLE3; |
|
m_flTimeWeaponIdle = gpGlobals->time + 49.0 / 16; |
|
} |
|
else if (flRand <= 0.6 + 0 * 0.875) |
|
{ |
|
iAnim = GLOCK_IDLE1; |
|
m_flTimeWeaponIdle = gpGlobals->time + 60.0 / 16.0; |
|
} |
|
else |
|
{ |
|
iAnim = GLOCK_IDLE2; |
|
m_flTimeWeaponIdle = gpGlobals->time + 40.0 / 16.0; |
|
} |
|
SendWeaponAnim( iAnim ); |
|
} |
|
} |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
class CGlockAmmo : public CBasePlayerAmmo |
|
{ |
|
void Spawn( void ) |
|
{ |
|
Precache( ); |
|
SET_MODEL(ENT(pev), "models/w_9mmclip.mdl"); |
|
CBasePlayerAmmo::Spawn( ); |
|
} |
|
void Precache( void ) |
|
{ |
|
PRECACHE_MODEL ("models/w_9mmclip.mdl"); |
|
PRECACHE_SOUND("items/9mmclip1.wav"); |
|
} |
|
BOOL AddAmmo( CBaseEntity *pOther ) |
|
{ |
|
if (pOther->GiveAmmo( AMMO_GLOCKCLIP_GIVE, "9mm", _9MM_MAX_CARRY*5 ) != -1) |
|
{ |
|
EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM); |
|
return TRUE; |
|
} |
|
return FALSE; |
|
} |
|
}; |
|
LINK_ENTITY_TO_CLASS( ammo_cockclip, CGlockAmmo ); |
|
LINK_ENTITY_TO_CLASS( ammo_9mcocks, CGlockAmmo ); |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|