mirror of
https://github.com/ENSL/NS.git
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385 lines
9.2 KiB
C++
385 lines
9.2 KiB
C++
/***
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*
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* Copyright (c) 1999, 2000 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 "../util/nowarnings.h"
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#include "AvHBasePlayerWeapon.h"
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#include "textrep/TRFactory.h"
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#include "AvHWeaponFactory.h"
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AvHWeaponFactory gWeaponFactory;
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enum avhmg_e
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{
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MG_LONGIDLE = 0,
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MG_IDLE1,
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MG_LAUNCH,
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MG_RELOAD,
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MG_DEPLOY,
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MG_FIRE1,
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MG_FIRE2,
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MG_FIRE3,
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};
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class MG : public AvHBasePlayerWeapon
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{
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public:
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MG();
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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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//
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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_usMP5;
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};
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//LINK_ENTITY_TO_CLASS( weapon_mp5, MG );
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LINK_ENTITY_TO_CLASS( MachineGun, MG );
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//=========================================================
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//=========================================================
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//int MG::SecondaryAmmoIndex( void )
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//{
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// return m_iSecondaryAmmoType;
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//}
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MG::MG() : AvHBasePlayerWeapon("MachineGun")
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{
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}
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//
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//void MG::Spawn( )
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//{
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// pev->classname = MAKE_STRING("MachineGun"); // hack to allow for old names
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// Precache( );
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// SET_MODEL(ENT(pev), "models/w_9mmAR.mdl");
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// m_iId = WEAPON_MP5;
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//
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// m_iDefaultAmmo = MG_DEFAULT_GIVE;
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//
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// FallInit();// get ready to fall down.
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//}
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//
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//
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//void MG::Precache( void )
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//{
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// // TODO: Put this next line back in ASAP
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// AvHBasePlayerWeapon::Precache();
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//
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// //m_iShell = PRECACHE_MODEL ("models/shell.mdl");// brass shellTE_MODEL
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//
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// PRECACHE_MODEL("models/grenade.mdl"); // grenade
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//
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// PRECACHE_MODEL("models/w_9mmARclip.mdl");
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// PRECACHE_SOUND("items/9mmclip1.wav");
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//
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// PRECACHE_SOUND("items/clipinsert1.wav");
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// PRECACHE_SOUND("items/cliprelease1.wav");
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// // PRECACHE_SOUND("items/guncock1.wav");
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//}
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//int MG::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 = "ARgrenades";
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// p->iMaxAmmo2 = M203_GRENADE_MAX_CARRY;
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// p->iMaxClip = MG_MAX_CLIP;
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// p->iSlot = 2;
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// p->iPosition = 0;
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// p->iFlags = 0;
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// p->iId = m_iId = WEAPON_MP5;
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// p->iWeight = MG_WEIGHT;
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//
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// return 1;
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//}
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//
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//int MG::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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//
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//BOOL MG::Deploy( )
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//{
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// return DefaultDeploy( "models/v_9mmAR.mdl", "models/p_9mmAR.mdl", MG_DEPLOY, "mp5" );
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//}
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//
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//
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//void MG::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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//
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// // CGC:
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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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//
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// PLAYBACK_EVENT( 0, m_pPlayer->edict(), m_usMP5 );
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//
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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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// // CGC:
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// //m_iClip--;
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//
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// // player "shoot" animation
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// m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
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//
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// Vector vecSrc = m_pPlayer->GetGunPosition( );
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// Vector vecAiming = m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES );
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//
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// if ( g_pGameRules->IsDeathmatch() )
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// {
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// // optimized multiplayer. Widened to make it easier to hit a moving player
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// m_pPlayer->FireBullets( 1, vecSrc, vecAiming, VECTOR_CONE_6DEGREES, 8192, BULLET_PLAYER_MP5, 2 );
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// }
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// else
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// {
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// // single player spread
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// m_pPlayer->FireBullets( 1, vecSrc, vecAiming, VECTOR_CONE_3DEGREES, 8192, BULLET_PLAYER_MP5, 2 );
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// }
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//
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// // CGC
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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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//
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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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//
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// m_flTimeWeaponIdle = gpGlobals->time + RANDOM_FLOAT ( 10, 15 );
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//}
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//
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//
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//
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//void MG::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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//
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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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//
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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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//
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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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//
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// m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType]--;
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//
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// SendWeaponAnim( MG_LAUNCH );
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//
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// // player "shoot" animation
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// m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
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//
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// if ( RANDOM_LONG(0,1) )
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// {
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// // play this sound through BODY channel so we can hear it if player didn't stop firing MP3
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// EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/glauncher.wav", 0.8, ATTN_NORM);
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// }
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// else
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// {
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// // play this sound through BODY channel so we can hear it if player didn't stop firing MP3
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// EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/glauncher2.wav", 0.8, ATTN_NORM);
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// }
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//
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// UTIL_MakeVectors( m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle );
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//
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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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//
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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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//
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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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//
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// m_pPlayer->pev->punchangle.x -= 10;
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//}
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//
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//void MG::Reload( void )
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//{
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// DefaultReload( MG_MAX_CLIP, MG_RELOAD, 1.5 );
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//}
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//
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//
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//
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//void MG::WeaponIdle( void )
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//{
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// ResetEmptySound( );
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//
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// m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES );
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//
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// if (m_flTimeWeaponIdle > gpGlobals->time)
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// return;
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//
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// int iAnim;
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// switch ( RANDOM_LONG( 0, 1 ) )
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// {
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// case 0:
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// iAnim = MG_LONGIDLE;
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// break;
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//
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// default:
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// case 1:
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// iAnim = MG_IDLE1;
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// break;
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// }
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//
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// SendWeaponAnim( iAnim );
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//
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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 MGAmmoClip : 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_9mmARclip.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_9mmARclip.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_MP5CLIP_GIVE, "9mm", _9MM_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_mp5clip, MGAmmoClip );
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LINK_ENTITY_TO_CLASS( ammo_9mmAR, MGAmmoClip );
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class MGChainammo : 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_chainammo.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_chainammo.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_CHAINBOX_GIVE, "9mm", _9MM_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_9mmbox, MGChainammo );
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class MGAmmoGrenade : 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, MGAmmoGrenade );
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LINK_ENTITY_TO_CLASS( ammo_ARgrenades, MGAmmoGrenade );
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