/*** * * Copyright (c) 1996-2001, 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 "player.h" 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() { 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"); } bool 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 true; } bool CGlock::Deploy() { // pev->body = 1; return DefaultDeploy("models/v_9mmhandgun.mdl", "models/p_9mmhandgun.mdl", GLOCK_DRAW, "onehanded"); } void CGlock::SecondaryAttack() { GlockFire(0.1, 0.2, false); } void CGlock::PrimaryAttack() { 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 = m_flNextSecondaryAttack = GetNextAttackDelay(0.2); } return; } m_iClip--; m_pPlayer->pev->effects = (int)(m_pPlayer->pev->effects) | EF_MUZZLEFLASH; int flags; #if defined(CLIENT_WEAPONS) flags = FEV_NOTHOST; #else flags = 0; #endif // player "shoot" animation m_pPlayer->SetAnimation(PLAYER_ATTACK1); // silenced if (pev->body == 1) { m_pPlayer->m_iWeaponVolume = QUIET_GUN_VOLUME; m_pPlayer->m_iWeaponFlash = DIM_GUN_FLASH; } else { // non-silenced m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME; m_pPlayer->m_iWeaponFlash = NORMAL_GUN_FLASH; } Vector vecSrc = m_pPlayer->GetGunPosition(); Vector vecAiming; if (fUseAutoAim) { vecAiming = m_pPlayer->GetAutoaimVector(AUTOAIM_10DEGREES); } else { vecAiming = gpGlobals->v_forward; } Vector vecDir; vecDir = m_pPlayer->FireBulletsPlayer(1, vecSrc, vecAiming, Vector(flSpread, flSpread, flSpread), 8192, BULLET_PLAYER_9MM, 0, 0, m_pPlayer->pev, m_pPlayer->random_seed); PLAYBACK_EVENT_FULL(flags, m_pPlayer->edict(), fUseAutoAim ? m_usFireGlock1 : m_usFireGlock2, 0.0, g_vecZero, g_vecZero, vecDir.x, vecDir.y, 0, 0, (m_iClip == 0) ? 1 : 0, 0); m_flNextPrimaryAttack = m_flNextSecondaryAttack = GetNextAttackDelay(flCycleTime); if (0 == 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 = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15); } void CGlock::Reload() { if (m_pPlayer->ammo_9mm <= 0) return; bool iResult = DefaultReload(17, m_iClip > 0 ? GLOCK_RELOAD_NOT_EMPTY : GLOCK_RELOAD, 1.5); if (iResult) { m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15); } } void CGlock::WeaponIdle() { ResetEmptySound(); m_pPlayer->GetAutoaimVector(AUTOAIM_10DEGREES); if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase()) return; // only idle if the slid isn't back if (m_iClip != 0) { int iAnim; float flRand = UTIL_SharedRandomFloat(m_pPlayer->random_seed, 0.0, 1.0); if (flRand <= 0.3 + 0 * 0.75) { iAnim = GLOCK_IDLE3; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 49.0 / 16; } else if (flRand <= 0.6 + 0 * 0.875) { iAnim = GLOCK_IDLE1; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 60.0 / 16.0; } else { iAnim = GLOCK_IDLE2; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 40.0 / 16.0; } SendWeaponAnim(iAnim); } } class CGlockAmmo : public CBasePlayerAmmo { void Spawn() override { Precache(); SET_MODEL(ENT(pev), "models/w_9mmclip.mdl"); CBasePlayerAmmo::Spawn(); } void Precache() override { PRECACHE_MODEL("models/w_9mmclip.mdl"); PRECACHE_SOUND("items/9mmclip1.wav"); } bool AddAmmo(CBaseEntity* pOther) override { 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);