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350 lines
7.7 KiB
350 lines
7.7 KiB
/****************************************** |
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* * |
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* Fichier m16 par Julien * |
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* * |
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******************************************/ |
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//10/03/01 cr |
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//11/03/01 force de recul et ralentissement / retrait du lance-grenades / ajout dans le hud |
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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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// modif de Julien 12/03/01 |
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M16_RELOAD, |
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M16_DEPLOY, |
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M16_FIRE1, |
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M16_LAUNCH, |
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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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int SecondaryAmmoIndex( 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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private: |
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unsigned short m_usM16; |
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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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int CM16::SecondaryAmmoIndex( void ) |
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{ |
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return m_iSecondaryAmmoType; |
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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"); // hack to allow for old names |
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Precache( ); |
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SET_MODEL(ENT(pev), "models/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();// get ready to fall down. |
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} |
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void CM16::Precache( void ) |
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{ |
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//modif de Julien 12/03/01 |
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PRECACHE_MODEL("models/v_m16.mdl"); |
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// |
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PRECACHE_MODEL("models/w_m16.mdl"); |
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PRECACHE_MODEL("models/p_9mmAR.mdl"); |
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m_iShell = PRECACHE_MODEL ("models/m16_shell.mdl");// brass shellTE_MODEL |
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PRECACHE_MODEL("models/grenade.mdl"); |
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PRECACHE_MODEL("models/w_m16clip.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/m16_shoot_1.wav"); |
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PRECACHE_SOUND ("weapons/m16_shoot_2.wav"); |
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PRECACHE_SOUND ("weapons/m16_reload.wav"); |
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PRECACHE_SOUND ("weapons/357_cock1.wav"); |
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PRECACHE_SOUND( "weapons/glauncher.wav" ); |
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PRECACHE_SOUND( "weapons/glauncher2.wav" ); |
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m_usM16 = PRECACHE_EVENT( 1, "events/m16.sc" ); |
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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 = "m16"; |
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p->iMaxAmmo1 = M16_MAX_CARRY; |
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p->iMaxClip = M16_MAX_CLIP; |
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p->pszAmmo2 = "ARgrenades"; |
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p->iMaxAmmo2 = M203_GRENADE_MAX_CARRY; |
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p->iSlot = 2; |
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p->iPosition = 3; |
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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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m_pPlayer->TextAmmo( TA_M16 ); |
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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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//modifi |
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BOOL bResult = DefaultDeploy( "models/v_m16.mdl", "models/p_9mmAR.mdl", M16_DEPLOY, "m16" ); |
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 60 / 70.0; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 60 / 70.0; |
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return bResult; |
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} |
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void CM16::PrimaryAttack() |
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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 = 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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PLAYBACK_EVENT( 0, m_pPlayer->edict(), m_usM16 ); |
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m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME; |
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m_pPlayer->Gunflash (); |
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m_iClip--; |
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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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// single player spread |
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m_pPlayer->FireBullets( 1, vecSrc, vecAiming, VECTOR_CONE_4DEGREES, 8192, BULLET_PLAYER_M16, 2 ); |
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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 = m_flNextPrimaryAttack + 0.1; |
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if (m_flNextPrimaryAttack < gpGlobals->time) |
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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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} |
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void CM16::SecondaryAttack(void) |
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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 = gpGlobals->time + 0.15; |
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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 = gpGlobals->time + 0.2; |
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m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType]--; |
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SendWeaponAnim( M16_LAUNCH ); |
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// player "shoot" animation |
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m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); |
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if ( RANDOM_LONG(0,1) ) |
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EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/glauncher.wav", 0.8, ATTN_NORM); |
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else |
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EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/glauncher2.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 ); |
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m_flNextPrimaryAttack = gpGlobals->time + 1; |
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m_flNextSecondaryAttack = gpGlobals->time + 1; |
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m_flTimeWeaponIdle = gpGlobals->time + 5;// 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 CM16::Reload( void ) |
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{ |
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// EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/m16_reload.wav", 0.8, ATTN_NORM); |
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DefaultReload( M16_MAX_CLIP, M16_RELOAD, 93 / 32.0 ); |
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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, 2 ) ) |
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{ |
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case 0: |
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case 1: |
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iAnim = M16_LONGIDLE; |
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m_flTimeWeaponIdle = gpGlobals->time + 70 / 14.0; |
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break; |
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default: |
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case 2: |
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iAnim = M16_IDLE1; |
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m_flTimeWeaponIdle = gpGlobals->time + 62 / 8.0; |
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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 );// how long till we do this again. |
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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/w_m16clip.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/w_m16clip.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, "m16", 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_m16, CM16AmmoClip ); |
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class CMP5AmmoGrenade : 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/w_ARgrenade.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/w_ARgrenade.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_M203BOX_GIVE, "ARgrenades", M203_GRENADE_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_mp5grenades, CMP5AmmoGrenade ); |
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LINK_ENTITY_TO_CLASS( ammo_ARgrenades, CMP5AmmoGrenade ); |
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