Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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7.7 KiB

/******************************************
* *
* Fichier m16 par Julien *
* *
******************************************/
//10/03/01 cr
//11/03/01 force de recul et ralentissement / retrait du lance-grenades / ajout dans le hud
#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 m16_e
{
M16_LONGIDLE = 0,
M16_IDLE1,
// modif de Julien 12/03/01
M16_RELOAD,
M16_DEPLOY,
M16_FIRE1,
M16_LAUNCH,
};
class CM16 : public CBasePlayerWeapon
{
public:
void Spawn( void );
void Precache( void );
int iItemSlot( void ) { return 3; }
int GetItemInfo(ItemInfo *p);
int AddToPlayer( CBasePlayer *pPlayer );
void PrimaryAttack( void );
void SecondaryAttack( void );
int SecondaryAmmoIndex( void );
BOOL Deploy( void );
void Reload( void );
void WeaponIdle( void );
float m_flNextAnimTime;
int m_iShell;
private:
unsigned short m_usM16;
};
LINK_ENTITY_TO_CLASS( weapon_m16, CM16 );
//=========================================================
//=========================================================
int CM16::SecondaryAmmoIndex( void )
{
return m_iSecondaryAmmoType;
}
void CM16::Spawn( )
{
pev->classname = MAKE_STRING("weapon_m16"); // hack to allow for old names
Precache( );
SET_MODEL(ENT(pev), "models/w_m16.mdl");
m_iId = WEAPON_M16;
m_iDefaultAmmo = M16_DEFAULT_GIVE;
FallInit();// get ready to fall down.
}
void CM16::Precache( void )
{
//modif de Julien 12/03/01
PRECACHE_MODEL("models/v_m16.mdl");
//
PRECACHE_MODEL("models/w_m16.mdl");
PRECACHE_MODEL("models/p_9mmAR.mdl");
m_iShell = PRECACHE_MODEL ("models/m16_shell.mdl");// brass shellTE_MODEL
PRECACHE_MODEL("models/grenade.mdl");
PRECACHE_MODEL("models/w_m16clip.mdl");
PRECACHE_SOUND("items/9mmclip1.wav");
PRECACHE_SOUND("items/clipinsert1.wav");
PRECACHE_SOUND("items/cliprelease1.wav");
PRECACHE_SOUND ("weapons/m16_shoot_1.wav");
PRECACHE_SOUND ("weapons/m16_shoot_2.wav");
PRECACHE_SOUND ("weapons/m16_reload.wav");
PRECACHE_SOUND ("weapons/357_cock1.wav");
PRECACHE_SOUND( "weapons/glauncher.wav" );
PRECACHE_SOUND( "weapons/glauncher2.wav" );
m_usM16 = PRECACHE_EVENT( 1, "events/m16.sc" );
}
int CM16::GetItemInfo(ItemInfo *p)
{
p->pszName = STRING(pev->classname);
p->pszAmmo1 = "m16";
p->iMaxAmmo1 = M16_MAX_CARRY;
p->iMaxClip = M16_MAX_CLIP;
p->pszAmmo2 = "ARgrenades";
p->iMaxAmmo2 = M203_GRENADE_MAX_CARRY;
p->iSlot = 2;
p->iPosition = 3;
p->iFlags = 0;
p->iId = m_iId = WEAPON_M16;
p->iWeight = M16_WEIGHT;
return 1;
}
int CM16::AddToPlayer( CBasePlayer *pPlayer )
{
if ( CBasePlayerWeapon::AddToPlayer( pPlayer ) )
{
MESSAGE_BEGIN( MSG_ONE, gmsgWeapPickup, NULL, pPlayer->pev );
WRITE_BYTE( m_iId );
MESSAGE_END();
m_pPlayer->TextAmmo( TA_M16 );
return TRUE;
}
return FALSE;
}
BOOL CM16::Deploy( )
{
//modifi
BOOL bResult = DefaultDeploy( "models/v_m16.mdl", "models/p_9mmAR.mdl", M16_DEPLOY, "m16" );
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 60 / 70.0;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 60 / 70.0;
return bResult;
}
void CM16::PrimaryAttack()
{
// don't fire underwater
if (m_pPlayer->pev->waterlevel == 3)
{
PlayEmptySound( );
m_flNextPrimaryAttack = gpGlobals->time + 0.15;
return;
}
if (m_iClip <= 0)
{
PlayEmptySound();
m_flNextPrimaryAttack = gpGlobals->time + 0.15;
return;
}
PLAYBACK_EVENT( 0, m_pPlayer->edict(), m_usM16 );
m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME;
m_pPlayer->Gunflash ();
m_iClip--;
// player "shoot" animation
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
Vector vecSrc = m_pPlayer->GetGunPosition( );
Vector vecAiming = m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES );
// single player spread
m_pPlayer->FireBullets( 1, vecSrc, vecAiming, VECTOR_CONE_4DEGREES, 8192, BULLET_PLAYER_M16, 2 );
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_flNextPrimaryAttack = m_flNextPrimaryAttack + 0.1;
if (m_flNextPrimaryAttack < gpGlobals->time)
m_flNextPrimaryAttack = gpGlobals->time + 0.1;
m_flTimeWeaponIdle = gpGlobals->time + RANDOM_FLOAT ( 10, 15 );
}
void CM16::SecondaryAttack(void)
{
// don't fire underwater
if (m_pPlayer->pev->waterlevel == 3)
{
PlayEmptySound( );
m_flNextPrimaryAttack = gpGlobals->time + 0.15;
return;
}
if (m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType] == 0)
{
PlayEmptySound( );
return;
}
m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME;
m_pPlayer->m_iWeaponFlash = BRIGHT_GUN_FLASH;
m_pPlayer->m_iExtraSoundTypes = bits_SOUND_DANGER;
m_pPlayer->m_flStopExtraSoundTime = gpGlobals->time + 0.2;
m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType]--;
SendWeaponAnim( M16_LAUNCH );
// player "shoot" animation
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
if ( RANDOM_LONG(0,1) )
EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/glauncher.wav", 0.8, ATTN_NORM);
else
EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/glauncher2.wav", 0.8, ATTN_NORM);
UTIL_MakeVectors( m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle );
// we don't add in player velocity anymore.
CGrenade::ShootContact( m_pPlayer->pev,
m_pPlayer->pev->origin + m_pPlayer->pev->view_ofs + gpGlobals->v_forward * 16,
gpGlobals->v_forward * 800 );
m_flNextPrimaryAttack = gpGlobals->time + 1;
m_flNextSecondaryAttack = gpGlobals->time + 1;
m_flTimeWeaponIdle = gpGlobals->time + 5;// idle pretty soon after shooting.
if (!m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType])
// HEV suit - indicate out of ammo condition
m_pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0);
m_pPlayer->pev->punchangle.x -= 10;
}
void CM16::Reload( void )
{
// EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/m16_reload.wav", 0.8, ATTN_NORM);
DefaultReload( M16_MAX_CLIP, M16_RELOAD, 93 / 32.0 );
}
void CM16::WeaponIdle( void )
{
ResetEmptySound( );
m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES );
if (m_flTimeWeaponIdle > gpGlobals->time)
return;
int iAnim;
switch ( RANDOM_LONG( 0, 2 ) )
{
case 0:
case 1:
iAnim = M16_LONGIDLE;
m_flTimeWeaponIdle = gpGlobals->time + 70 / 14.0;
break;
default:
case 2:
iAnim = M16_IDLE1;
m_flTimeWeaponIdle = gpGlobals->time + 62 / 8.0;
break;
}
SendWeaponAnim( iAnim );
// m_flTimeWeaponIdle = gpGlobals->time + RANDOM_FLOAT ( 10, 15 );// how long till we do this again.
}
class CM16AmmoClip : public CBasePlayerAmmo
{
void Spawn( void )
{
Precache( );
SET_MODEL(ENT(pev), "models/w_m16clip.mdl");
CBasePlayerAmmo::Spawn( );
}
void Precache( void )
{
PRECACHE_MODEL ("models/w_m16clip.mdl");
PRECACHE_SOUND("items/9mmclip1.wav");
}
BOOL AddAmmo( CBaseEntity *pOther )
{
int bResult = (pOther->GiveAmmo( AMMO_M16CLIP_GIVE, "m16", M16_MAX_CARRY) != -1);
if (bResult)
{
EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM);
}
return bResult;
}
};
LINK_ENTITY_TO_CLASS( ammo_m16, CM16AmmoClip );
class CMP5AmmoGrenade : public CBasePlayerAmmo
{
void Spawn( void )
{
Precache( );
SET_MODEL(ENT(pev), "models/w_ARgrenade.mdl");
CBasePlayerAmmo::Spawn( );
}
void Precache( void )
{
PRECACHE_MODEL ("models/w_ARgrenade.mdl");
PRECACHE_SOUND("items/9mmclip1.wav");
}
BOOL AddAmmo( CBaseEntity *pOther )
{
int bResult = (pOther->GiveAmmo( AMMO_M203BOX_GIVE, "ARgrenades", M203_GRENADE_MAX_CARRY ) != -1);
if (bResult)
{
EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM);
}
return bResult;
}
};
LINK_ENTITY_TO_CLASS( ammo_mp5grenades, CMP5AmmoGrenade );
LINK_ENTITY_TO_CLASS( ammo_ARgrenades, CMP5AmmoGrenade );