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307 lines
7.2 KiB
307 lines
7.2 KiB
/*** |
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* |
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* Copyright (c) 1996-2002, 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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enum glock_e |
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{ |
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GLOCK_IDLE1 = 0, |
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GLOCK_IDLE2, |
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GLOCK_IDLE3, |
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GLOCK_SHOOT, |
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GLOCK_SHOOT_EMPTY, |
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GLOCK_RELOAD, |
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GLOCK_RELOAD_NOT_EMPTY, |
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GLOCK_DRAW, |
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GLOCK_HOLSTER, |
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GLOCK_ADD_SILENCER |
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}; |
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LINK_ENTITY_TO_CLASS( weapon_glock, CGlock ) |
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LINK_ENTITY_TO_CLASS( weapon_9mmhandgun, CGlock ) |
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void CGlock::Spawn() |
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{ |
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pev->classname = MAKE_STRING( "weapon_9mmhandgun" ); // hack to allow for old names |
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Precache(); |
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m_iId = WEAPON_GLOCK; |
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SET_MODEL( ENT( pev ), "models/w_9mmhandgun.mdl" ); |
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SetClipModel( "models/w_9mmclip.mdl" ); |
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// ========================================== |
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// Code changes for- Night at the Office: |
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// ========================================== |
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// |
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// -Randomised Ammo. Picking up a gun from a fallen terrorist |
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// will not give you a pre-defined amount of bullets. The exact |
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// number is random (depending on the gun and clip size), which |
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// means the player will constantly need to keep a check on the |
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// ammo as it will no longer be 'comfortable' for the player to |
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// waste ammo. |
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m_iDefaultAmmo = DefaultAmmoBySkill( GLOCK_MAX_CLIP, gSkillData.iSkillLevel ); |
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FallInit();// get ready to fall down. |
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} |
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void CGlock::Precache( void ) |
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{ |
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PRECACHE_MODEL( "models/v_9mmhandgun.mdl" ); |
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PRECACHE_MODEL( "models/w_9mmhandgun.mdl" ); |
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PRECACHE_MODEL( "models/p_9mmhandgun.mdl" ); |
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m_iShell = PRECACHE_MODEL( "models/shell.mdl" );// brass shell |
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PRECACHE_SOUND( "items/9mmclip1.wav" ); |
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PRECACHE_SOUND( "items/9mmclip2.wav" ); |
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PRECACHE_SOUND( "weapons/pl_gun1.wav" );//silenced handgun |
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PRECACHE_SOUND( "weapons/pl_gun2.wav" );//silenced handgun |
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PRECACHE_SOUND( "weapons/pl_gun3.wav" );//handgun |
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m_usFireGlock1 = PRECACHE_EVENT( 1, "events/glock1.sc" ); |
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m_usFireGlock2 = PRECACHE_EVENT( 1, "events/glock2.sc" ); |
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} |
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int CGlock::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 = NULL; |
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p->iMaxAmmo2 = -1; |
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p->iMaxClip = GLOCK_MAX_CLIP; |
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p->iSlot = 0; |
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p->iPosition = 3; |
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p->iFlags = 0; |
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p->iId = m_iId = WEAPON_GLOCK; |
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p->iWeight = GLOCK_WEIGHT; |
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return 1; |
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} |
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int CGlock::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 CGlock::Deploy() |
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{ |
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BOOL bResult = DefaultDeploy( "models/v_9mmhandgun.mdl", "models/p_9mmhandgun.mdl", GLOCK_DRAW, "onehanded", /*UseDecrement() ? 1 : 0*/ 0 ); |
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if( bResult ) |
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{ |
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m_fInAttack = 0; |
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} |
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return bResult; |
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} |
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void CGlock::Holster( int skiplocal /*= 0*/ ) |
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{ |
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m_fInReload = FALSE;// cancel any reload in progress. |
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5; |
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SendWeaponAnim( GLOCK_HOLSTER ); |
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m_fInAttack = 0; |
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} |
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void CGlock::SecondaryAttack( void ) |
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{ |
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} |
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void CGlock::PrimaryAttack( void ) |
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{ |
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GlockFire( 0.01, 0.2, TRUE ); |
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} |
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void CGlock::GlockFire( float flSpread, float flCycleTime, BOOL fUseAutoAim ) |
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{ |
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// Do not allow attack unless primary attack key was released. |
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if( m_fInAttack ) |
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return; |
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if( m_iClip <= 0 ) |
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{ |
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if( !m_fFireOnEmpty ) |
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Reload(); |
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else |
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{ |
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PlayEmptySound(); |
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m_flNextPrimaryAttack = GetNextAttackDelay( 0.2 ); |
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} |
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return; |
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} |
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// Prevent from continuously refire. |
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m_fInAttack = 1; |
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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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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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// player "shoot" animation |
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m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); |
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// silenced |
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if( pev->body == 1 ) |
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{ |
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m_pPlayer->m_iWeaponVolume = QUIET_GUN_VOLUME; |
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m_pPlayer->m_iWeaponFlash = DIM_GUN_FLASH; |
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} |
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else |
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{ |
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// non-silenced |
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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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} |
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Vector vecSrc = m_pPlayer->GetGunPosition(); |
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Vector vecAiming; |
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if( fUseAutoAim ) |
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{ |
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vecAiming = m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES ); |
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} |
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else |
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{ |
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vecAiming = gpGlobals->v_forward; |
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} |
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Vector vecDir; |
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vecDir = m_pPlayer->FireBulletsPlayer( 1, vecSrc, vecAiming, Vector( flSpread, flSpread, flSpread ), 8192, BULLET_PLAYER_9MM, 0, 0, m_pPlayer->pev, m_pPlayer->random_seed ); |
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PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), fUseAutoAim ? m_usFireGlock1 : m_usFireGlock2, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, 0, 0, ( m_iClip == 0 ) ? 1 : 0, 0 ); |
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m_flNextPrimaryAttack = m_flNextSecondaryAttack = GetNextAttackDelay( flCycleTime ); |
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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_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); |
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} |
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void CGlock::Reload( void ) |
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{ |
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if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 || m_iClip == GLOCK_MAX_CLIP ) |
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return; |
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int iResult; |
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if( m_iClip == 0 ) |
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iResult = DefaultReload( GLOCK_MAX_CLIP, GLOCK_RELOAD, 1.5 ); |
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else |
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iResult = DefaultReload( GLOCK_MAX_CLIP, GLOCK_RELOAD_NOT_EMPTY, 1.5 ); |
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if( iResult ) |
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{ |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); |
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// Unblock primary attack. |
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m_fInAttack = 0; |
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} |
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} |
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void CGlock::WeaponIdle( void ) |
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{ |
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ResetEmptySound(); |
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m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES ); |
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// |
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// Unblock primary attack. |
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// This will only occur if players released primary attack key. |
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// |
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m_fInAttack = 0; |
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if( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() ) |
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return; |
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// only idle if the slid isn't back |
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if( m_iClip != 0 ) |
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{ |
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int iAnim; |
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float flRand = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0.0, 1.0 ); |
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if( flRand <= 0.3 + 0 * 0.75 ) |
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{ |
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iAnim = GLOCK_IDLE3; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 49.0 / 16; |
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} |
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else if( flRand <= 0.6 + 0 * 0.875 ) |
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{ |
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iAnim = GLOCK_IDLE1; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 60.0 / 16.0; |
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} |
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else |
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{ |
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iAnim = GLOCK_IDLE2; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 40.0 / 16.0; |
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} |
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SendWeaponAnim( iAnim, 1 ); |
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} |
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} |
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class CGlockAmmo : 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_9mmclip.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_9mmclip.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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if( pOther->GiveAmmo( AMMO_GLOCKCLIP_GIVE, "9mm", _9MM_MAX_CARRY ) != -1 ) |
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{ |
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EMIT_SOUND( ENT( pev ), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM ); |
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return TRUE; |
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} |
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return FALSE; |
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} |
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}; |
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LINK_ENTITY_TO_CLASS( ammo_glockclip, CGlockAmmo ) |
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LINK_ENTITY_TO_CLASS( ammo_9mmclip, CGlockAmmo )
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