NS/releases/3.05/source/mod/AvHMG.cpp

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/***
*
* Copyright (c) 1999, 2000 Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
#include "util/nowarnings.h"
#include "mod/AvHBasePlayerWeapon.h"
#include "textrep/TRFactory.h"
#include "mod/AvHWeaponFactory.h"
AvHWeaponFactory gWeaponFactory;
enum avhmg_e
{
MG_LONGIDLE = 0,
MG_IDLE1,
MG_LAUNCH,
MG_RELOAD,
MG_DEPLOY,
MG_FIRE1,
MG_FIRE2,
MG_FIRE3,
};
class MG : public AvHBasePlayerWeapon
{
public:
MG();
// 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_usMP5;
};
//LINK_ENTITY_TO_CLASS( weapon_mp5, MG );
LINK_ENTITY_TO_CLASS( MachineGun, MG );
//=========================================================
//=========================================================
//int MG::SecondaryAmmoIndex( void )
//{
// return m_iSecondaryAmmoType;
//}
MG::MG() : AvHBasePlayerWeapon("MachineGun")
{
}
//
//void MG::Spawn( )
//{
// pev->classname = MAKE_STRING("MachineGun"); // hack to allow for old names
// Precache( );
// SET_MODEL(ENT(pev), "models/w_9mmAR.mdl");
// m_iId = WEAPON_MP5;
//
// m_iDefaultAmmo = MG_DEFAULT_GIVE;
//
// FallInit();// get ready to fall down.
//}
//
//
//void MG::Precache( void )
//{
// // TODO: Put this next line back in ASAP
// AvHBasePlayerWeapon::Precache();
//
// //m_iShell = PRECACHE_MODEL ("models/shell.mdl");// brass shellTE_MODEL
//
// PRECACHE_MODEL("models/grenade.mdl"); // grenade
//
// PRECACHE_MODEL("models/w_9mmARclip.mdl");
// PRECACHE_SOUND("items/9mmclip1.wav");
//
// PRECACHE_SOUND("items/clipinsert1.wav");
// PRECACHE_SOUND("items/cliprelease1.wav");
// // PRECACHE_SOUND("items/guncock1.wav");
//}
//int MG::GetItemInfo(ItemInfo *p)
//{
// p->pszName = STRING(pev->classname);
// p->pszAmmo1 = "9mm";
// p->iMaxAmmo1 = _9MM_MAX_CARRY;
// p->pszAmmo2 = "ARgrenades";
// p->iMaxAmmo2 = M203_GRENADE_MAX_CARRY;
// p->iMaxClip = MG_MAX_CLIP;
// p->iSlot = 2;
// p->iPosition = 0;
// p->iFlags = 0;
// p->iId = m_iId = WEAPON_MP5;
// p->iWeight = MG_WEIGHT;
//
// return 1;
//}
//
//int MG::AddToPlayer( CBasePlayer *pPlayer )
//{
// if ( CBasePlayerWeapon::AddToPlayer( pPlayer ) )
// {
// MESSAGE_BEGIN( MSG_ONE, gmsgWeapPickup, NULL, pPlayer->pev );
// WRITE_BYTE( m_iId );
// MESSAGE_END();
// return TRUE;
// }
// return FALSE;
//}
//
//BOOL MG::Deploy( )
//{
// return DefaultDeploy( "models/v_9mmAR.mdl", "models/p_9mmAR.mdl", MG_DEPLOY, "mp5" );
//}
//
//
//void MG::PrimaryAttack()
//{
// // don't fire underwater
// if (m_pPlayer->pev->waterlevel == 3)
// {
// PlayEmptySound( );
// m_flNextPrimaryAttack = gpGlobals->time + 0.15;
// return;
// }
//
// // CGC:
// //if (m_iClip <= 0)
// //{
// // PlayEmptySound();
// // m_flNextPrimaryAttack = gpGlobals->time + 0.15;
// // return;
// //}
//
// PLAYBACK_EVENT( 0, m_pPlayer->edict(), m_usMP5 );
//
// m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME;
// m_pPlayer->m_iWeaponFlash = NORMAL_GUN_FLASH;
//
// // CGC:
// //m_iClip--;
//
// // player "shoot" animation
// m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
//
// Vector vecSrc = m_pPlayer->GetGunPosition( );
// Vector vecAiming = m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES );
//
// if ( g_pGameRules->IsDeathmatch() )
// {
// // optimized multiplayer. Widened to make it easier to hit a moving player
// m_pPlayer->FireBullets( 1, vecSrc, vecAiming, VECTOR_CONE_6DEGREES, 8192, BULLET_PLAYER_MP5, 2 );
// }
// else
// {
// // single player spread
// m_pPlayer->FireBullets( 1, vecSrc, vecAiming, VECTOR_CONE_3DEGREES, 8192, BULLET_PLAYER_MP5, 2 );
// }
//
// // CGC
// //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 MG::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( MG_LAUNCH );
//
// // player "shoot" animation
// m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
//
// if ( RANDOM_LONG(0,1) )
// {
// // play this sound through BODY channel so we can hear it if player didn't stop firing MP3
// EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/glauncher.wav", 0.8, ATTN_NORM);
// }
// else
// {
// // play this sound through BODY channel so we can hear it if player didn't stop firing MP3
// 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 MG::Reload( void )
//{
// DefaultReload( MG_MAX_CLIP, MG_RELOAD, 1.5 );
//}
//
//
//
//void MG::WeaponIdle( void )
//{
// ResetEmptySound( );
//
// m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES );
//
// if (m_flTimeWeaponIdle > gpGlobals->time)
// return;
//
// int iAnim;
// switch ( RANDOM_LONG( 0, 1 ) )
// {
// case 0:
// iAnim = MG_LONGIDLE;
// break;
//
// default:
// case 1:
// iAnim = MG_IDLE1;
// break;
// }
//
// SendWeaponAnim( iAnim );
//
// m_flTimeWeaponIdle = gpGlobals->time + RANDOM_FLOAT ( 10, 15 );// how long till we do this again.
//}
class MGAmmoClip : public CBasePlayerAmmo
{
void Spawn( void )
{
Precache( );
SET_MODEL(ENT(pev), "models/w_9mmARclip.mdl");
CBasePlayerAmmo::Spawn( );
}
void Precache( void )
{
PRECACHE_MODEL ("models/w_9mmARclip.mdl");
PRECACHE_SOUND("items/9mmclip1.wav");
}
BOOL AddAmmo( CBaseEntity *pOther )
{
int bResult = (pOther->GiveAmmo( AMMO_MP5CLIP_GIVE, "9mm", _9MM_MAX_CARRY) != -1);
if (bResult)
{
EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM);
}
return bResult;
}
};
LINK_ENTITY_TO_CLASS( ammo_mp5clip, MGAmmoClip );
LINK_ENTITY_TO_CLASS( ammo_9mmAR, MGAmmoClip );
class MGChainammo : public CBasePlayerAmmo
{
void Spawn( void )
{
Precache( );
SET_MODEL(ENT(pev), "models/w_chainammo.mdl");
CBasePlayerAmmo::Spawn( );
}
void Precache( void )
{
PRECACHE_MODEL ("models/w_chainammo.mdl");
PRECACHE_SOUND("items/9mmclip1.wav");
}
BOOL AddAmmo( CBaseEntity *pOther )
{
int bResult = (pOther->GiveAmmo( AMMO_CHAINBOX_GIVE, "9mm", _9MM_MAX_CARRY) != -1);
if (bResult)
{
EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM);
}
return bResult;
}
};
LINK_ENTITY_TO_CLASS( ammo_9mmbox, MGChainammo );
class MGAmmoGrenade : 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, MGAmmoGrenade );
LINK_ENTITY_TO_CLASS( ammo_ARgrenades, MGAmmoGrenade );