mirror of
https://github.com/unknownworlds/NS.git
synced 2024-12-21 01:41:13 +00:00
326 lines
7.4 KiB
C++
326 lines
7.4 KiB
C++
|
/***
|
||
|
*
|
||
|
* Copyright (c) 1999, 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 "extdll.h"
|
||
|
#include "util.h"
|
||
|
#include "cbase.h"
|
||
|
#include "monsters.h"
|
||
|
#include "weapons.h"
|
||
|
#include "nodes.h"
|
||
|
#include "player.h"
|
||
|
|
||
|
enum glock_e {
|
||
|
GLOCK_IDLE1 = 0,
|
||
|
GLOCK_IDLE2,
|
||
|
GLOCK_IDLE3,
|
||
|
GLOCK_SHOOT,
|
||
|
GLOCK_SHOOT_EMPTY,
|
||
|
GLOCK_RELOAD,
|
||
|
GLOCK_RELOAD_NOT_EMPTY,
|
||
|
GLOCK_DRAW,
|
||
|
GLOCK_HOLSTER,
|
||
|
GLOCK_ADD_SILENCER
|
||
|
};
|
||
|
|
||
|
class CGlock : public CBasePlayerWeapon
|
||
|
{
|
||
|
public:
|
||
|
void Spawn( void );
|
||
|
void Precache( void );
|
||
|
int iItemSlot( void ) { return 2; }
|
||
|
int GetItemInfo(ItemInfo *p);
|
||
|
|
||
|
void PrimaryAttack( void );
|
||
|
void SecondaryAttack( void );
|
||
|
void GlockFire( float flSpread, float flCycleTime, BOOL fUseAutoAim );
|
||
|
BOOL Deploy( void );
|
||
|
void Reload( void );
|
||
|
void WeaponIdle( void );
|
||
|
|
||
|
private:
|
||
|
int m_iShell;
|
||
|
|
||
|
|
||
|
unsigned short m_usFireGlock1;
|
||
|
unsigned short m_usFireGlock2;
|
||
|
};
|
||
|
LINK_ENTITY_TO_CLASS( weapon_glock, CGlock );
|
||
|
LINK_ENTITY_TO_CLASS( weapon_9mmhandgun, CGlock );
|
||
|
|
||
|
|
||
|
void CGlock::Spawn( )
|
||
|
{
|
||
|
pev->classname = MAKE_STRING("weapon_9mmhandgun"); // hack to allow for old names
|
||
|
Precache( );
|
||
|
m_iId = WEAPON_GLOCK;
|
||
|
SET_MODEL(ENT(pev), "models/w_9mmhandgun.mdl");
|
||
|
|
||
|
m_iDefaultAmmo = GLOCK_DEFAULT_GIVE;
|
||
|
|
||
|
FallInit();// get ready to fall down.
|
||
|
}
|
||
|
|
||
|
|
||
|
void CGlock::Precache( void )
|
||
|
{
|
||
|
PRECACHE_MODEL("models/v_9mmhandgun.mdl");
|
||
|
PRECACHE_MODEL("models/w_9mmhandgun.mdl");
|
||
|
PRECACHE_MODEL("models/p_9mmhandgun.mdl");
|
||
|
|
||
|
m_iShell = PRECACHE_MODEL ("models/shell.mdl");// brass shell
|
||
|
|
||
|
PRECACHE_SOUND("items/9mmclip1.wav");
|
||
|
PRECACHE_SOUND("items/9mmclip2.wav");
|
||
|
|
||
|
PRECACHE_SOUND ("weapons/pl_gun1.wav");//silenced handgun
|
||
|
PRECACHE_SOUND ("weapons/pl_gun2.wav");//silenced handgun
|
||
|
PRECACHE_SOUND ("weapons/pl_gun3.wav");//handgun
|
||
|
|
||
|
m_usFireGlock1 = PRECACHE_EVENT( 1, "events/glock1.sc" );
|
||
|
m_usFireGlock2 = PRECACHE_EVENT( 1, "events/glock2.sc" );
|
||
|
}
|
||
|
|
||
|
int CGlock::GetItemInfo(ItemInfo *p)
|
||
|
{
|
||
|
p->pszName = STRING(pev->classname);
|
||
|
p->pszAmmo1 = "9mm";
|
||
|
p->iMaxAmmo1 = _9MM_MAX_CARRY;
|
||
|
p->pszAmmo2 = NULL;
|
||
|
p->iMaxAmmo2 = -1;
|
||
|
p->iMaxClip = GLOCK_MAX_CLIP;
|
||
|
p->iSlot = 1;
|
||
|
p->iPosition = 0;
|
||
|
p->iFlags = 0;
|
||
|
p->iId = m_iId = WEAPON_GLOCK;
|
||
|
p->iWeight = GLOCK_WEIGHT;
|
||
|
|
||
|
return 1;
|
||
|
}
|
||
|
|
||
|
BOOL CGlock::Deploy( )
|
||
|
{
|
||
|
// pev->body = 1;
|
||
|
return DefaultDeploy( "models/v_9mmhandgun.mdl", "models/p_9mmhandgun.mdl", GLOCK_DRAW, "onehanded" );
|
||
|
}
|
||
|
|
||
|
void CGlock::SecondaryAttack( void )
|
||
|
{
|
||
|
GlockFire( 0.1, 0.2, FALSE );
|
||
|
}
|
||
|
|
||
|
void CGlock::PrimaryAttack( void )
|
||
|
{
|
||
|
GlockFire( 0.01, 0.3, TRUE );
|
||
|
}
|
||
|
|
||
|
void CGlock::GlockFire( float flSpread , float flCycleTime, BOOL fUseAutoAim )
|
||
|
{
|
||
|
if (m_iClip <= 0)
|
||
|
{
|
||
|
if (m_fFireOnEmpty)
|
||
|
{
|
||
|
PlayEmptySound();
|
||
|
m_flNextPrimaryAttack = gpGlobals->time + 0.2;
|
||
|
}
|
||
|
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
m_iClip--;
|
||
|
|
||
|
m_pPlayer->pev->effects = (int)(m_pPlayer->pev->effects) | EF_MUZZLEFLASH;
|
||
|
|
||
|
#if defined ( OLD_WEAPONS )
|
||
|
if (m_iClip != 0)
|
||
|
SendWeaponAnim( GLOCK_SHOOT );
|
||
|
else
|
||
|
SendWeaponAnim( GLOCK_SHOOT_EMPTY );
|
||
|
#endif
|
||
|
|
||
|
if ( fUseAutoAim )
|
||
|
{
|
||
|
PLAYBACK_EVENT_FULL( 0, m_pPlayer->edict(), m_usFireGlock1, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, 0, 0, ( m_iClip == 0 ) ? 1 : 0, 0 );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
PLAYBACK_EVENT_FULL( 0, m_pPlayer->edict(), m_usFireGlock2, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, 0, 0, ( m_iClip == 0 ) ? 1 : 0, 0 );
|
||
|
}
|
||
|
|
||
|
// player "shoot" animation
|
||
|
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
|
||
|
|
||
|
#if defined ( OLD_WEAPONS )
|
||
|
UTIL_MakeVectors( m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle );
|
||
|
|
||
|
Vector vecShellVelocity = m_pPlayer->pev->velocity
|
||
|
+ gpGlobals->v_right * RANDOM_FLOAT(50,70)
|
||
|
+ gpGlobals->v_up * RANDOM_FLOAT(100,150)
|
||
|
+ gpGlobals->v_forward * 25;
|
||
|
EjectBrass ( pev->origin + m_pPlayer->pev->view_ofs + gpGlobals->v_up * -12 + gpGlobals->v_forward * 32 + gpGlobals->v_right * 6 , vecShellVelocity, pev->angles.y, m_iShell, TE_BOUNCE_SHELL );
|
||
|
#endif
|
||
|
|
||
|
// silenced
|
||
|
if (pev->body == 1)
|
||
|
{
|
||
|
m_pPlayer->m_iWeaponVolume = QUIET_GUN_VOLUME;
|
||
|
m_pPlayer->m_iWeaponFlash = DIM_GUN_FLASH;
|
||
|
#if defined ( OLD_WEAPONS )
|
||
|
switch(RANDOM_LONG(0,1))
|
||
|
{
|
||
|
case 0:
|
||
|
EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/pl_gun1.wav", RANDOM_FLOAT(0.9, 1.0), ATTN_NORM);
|
||
|
break;
|
||
|
case 1:
|
||
|
EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/pl_gun2.wav", RANDOM_FLOAT(0.9, 1.0), ATTN_NORM);
|
||
|
break;
|
||
|
}
|
||
|
#endif
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// non-silenced
|
||
|
m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME;
|
||
|
m_pPlayer->m_iWeaponFlash = NORMAL_GUN_FLASH;
|
||
|
#if defined ( OLD_WEAPONS )
|
||
|
EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/pl_gun3.wav", RANDOM_FLOAT(0.92, 1.0), ATTN_NORM, 0, 98 + RANDOM_LONG(0,3));
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
Vector vecSrc = m_pPlayer->GetGunPosition( );
|
||
|
Vector vecAiming;
|
||
|
|
||
|
if ( fUseAutoAim )
|
||
|
{
|
||
|
vecAiming = m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
vecAiming = gpGlobals->v_forward;
|
||
|
}
|
||
|
|
||
|
m_pPlayer->FireBullets( 1, vecSrc, vecAiming, Vector( flSpread, flSpread, flSpread ), 8192, BULLET_PLAYER_9MM, 0 );
|
||
|
|
||
|
m_flNextPrimaryAttack = m_flNextSecondaryAttack = gpGlobals->time + flCycleTime;
|
||
|
|
||
|
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_flTimeWeaponIdle = gpGlobals->time + RANDOM_FLOAT ( 10, 15 );
|
||
|
|
||
|
#if defined ( OLD_WEAPONS )
|
||
|
m_pPlayer->pev->punchangle.x -= 2;
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
|
||
|
void CGlock::Reload( void )
|
||
|
{
|
||
|
int iResult;
|
||
|
|
||
|
if (m_iClip == 0)
|
||
|
iResult = DefaultReload( 17, GLOCK_RELOAD, 1.5 );
|
||
|
else
|
||
|
iResult = DefaultReload( 18, GLOCK_RELOAD_NOT_EMPTY, 1.5 );
|
||
|
|
||
|
if (iResult)
|
||
|
{
|
||
|
m_flTimeWeaponIdle = gpGlobals->time + RANDOM_FLOAT ( 10, 15 );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
void CGlock::WeaponIdle( void )
|
||
|
{
|
||
|
ResetEmptySound( );
|
||
|
|
||
|
m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES );
|
||
|
|
||
|
if (m_flTimeWeaponIdle > gpGlobals->time)
|
||
|
return;
|
||
|
|
||
|
// only idle if the slid isn't back
|
||
|
if (m_iClip != 0)
|
||
|
{
|
||
|
int iAnim;
|
||
|
float flRand = RANDOM_FLOAT(0, 1);
|
||
|
if (flRand <= 0.3 + 0 * 0.75)
|
||
|
{
|
||
|
iAnim = GLOCK_IDLE3;
|
||
|
m_flTimeWeaponIdle = gpGlobals->time + 49.0 / 16;
|
||
|
}
|
||
|
else if (flRand <= 0.6 + 0 * 0.875)
|
||
|
{
|
||
|
iAnim = GLOCK_IDLE1;
|
||
|
m_flTimeWeaponIdle = gpGlobals->time + 60.0 / 16.0;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
iAnim = GLOCK_IDLE2;
|
||
|
m_flTimeWeaponIdle = gpGlobals->time + 40.0 / 16.0;
|
||
|
}
|
||
|
SendWeaponAnim( iAnim );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
class CGlockAmmo : public CBasePlayerAmmo
|
||
|
{
|
||
|
void Spawn( void )
|
||
|
{
|
||
|
Precache( );
|
||
|
SET_MODEL(ENT(pev), "models/w_9mmclip.mdl");
|
||
|
CBasePlayerAmmo::Spawn( );
|
||
|
}
|
||
|
void Precache( void )
|
||
|
{
|
||
|
PRECACHE_MODEL ("models/w_9mmclip.mdl");
|
||
|
PRECACHE_SOUND("items/9mmclip1.wav");
|
||
|
}
|
||
|
BOOL AddAmmo( CBaseEntity *pOther )
|
||
|
{
|
||
|
if (pOther->GiveAmmo( AMMO_GLOCKCLIP_GIVE, "9mm", _9MM_MAX_CARRY ) != -1)
|
||
|
{
|
||
|
EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM);
|
||
|
return TRUE;
|
||
|
}
|
||
|
return FALSE;
|
||
|
}
|
||
|
};
|
||
|
LINK_ENTITY_TO_CLASS( ammo_glockclip, CGlockAmmo );
|
||
|
LINK_ENTITY_TO_CLASS( ammo_9mmclip, CGlockAmmo );
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|