mirror of
https://github.com/ENSL/NS.git
synced 2024-11-23 13:02:12 +00:00
4f13237895
Change CRLF to LF in repo.
385 lines
8.8 KiB
C++
385 lines
8.8 KiB
C++
/***
|
|
*
|
|
* 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 "AvHBasePlayerWeapon.h"
|
|
#include "../textrep/TRFactory.h"
|
|
#include "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 );
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|