/*** * * 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" #include "soundent.h" #include "gamerules.h" #include "UserMessages.h" LINK_ENTITY_TO_CLASS(weapon_mp5, CMP5); LINK_ENTITY_TO_CLASS(weapon_9mmAR, CMP5); //========================================================= //========================================================= void CMP5::Spawn() { pev->classname = MAKE_STRING("weapon_9mmAR"); // hack to allow for old names Precache(); SET_MODEL(ENT(pev), "models/w_9mmAR.mdl"); m_iId = WEAPON_MP5; m_iDefaultAmmo = gpGlobals->maxClients > 1 ? MP5_MAX_CLIP : MP5_DEFAULT_GIVE; FallInit(); // get ready to fall down. } void CMP5::Precache() { PRECACHE_MODEL("models/v_9mmAR.mdl"); PRECACHE_MODEL("models/w_9mmAR.mdl"); PRECACHE_MODEL("models/p_9mmAR.mdl"); 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("weapons/hks1.wav"); // H to the K PRECACHE_SOUND("weapons/hks2.wav"); // H to the K PRECACHE_SOUND("weapons/hks3.wav"); // H to the K PRECACHE_SOUND("weapons/glauncher.wav"); PRECACHE_SOUND("weapons/glauncher2.wav"); PRECACHE_SOUND("weapons/357_cock1.wav"); m_usMP5 = PRECACHE_EVENT(1, "events/mp5.sc"); m_usMP52 = PRECACHE_EVENT(1, "events/mp52.sc"); } bool CMP5::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 = MP5_MAX_CLIP; p->iSlot = 2; p->iPosition = 0; p->iFlags = 0; p->iId = m_iId = WEAPON_MP5; p->iWeight = MP5_WEIGHT; return true; } bool CMP5::Deploy() { return DefaultDeploy("models/v_9mmAR.mdl", "models/p_9mmAR.mdl", MP5_DEPLOY, "mp5"); } void CMP5::PrimaryAttack() { // don't fire underwater if (m_pPlayer->pev->waterlevel == 3) { PlayEmptySound(); m_flNextPrimaryAttack = 0.15; return; } if (m_iClip <= 0) { PlayEmptySound(); m_flNextPrimaryAttack = 0.15; return; } m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME; m_pPlayer->m_iWeaponFlash = NORMAL_GUN_FLASH; m_iClip--; m_pPlayer->pev->effects = (int)(m_pPlayer->pev->effects) | EF_MUZZLEFLASH; // player "shoot" animation m_pPlayer->SetAnimation(PLAYER_ATTACK1); Vector vecSrc = m_pPlayer->GetGunPosition(); Vector vecAiming = m_pPlayer->GetAutoaimVector(AUTOAIM_5DEGREES); Vector vecDir; #ifdef CLIENT_DLL if (bIsMultiplayer()) #else if (g_pGameRules->IsMultiplayer()) #endif { // optimized multiplayer. Widened to make it easier to hit a moving player vecDir = m_pPlayer->FireBulletsPlayer(1, vecSrc, vecAiming, VECTOR_CONE_6DEGREES, 8192, BULLET_PLAYER_MP5, 2, 0, m_pPlayer->pev, m_pPlayer->random_seed); } else { // single player spread vecDir = m_pPlayer->FireBulletsPlayer(1, vecSrc, vecAiming, VECTOR_CONE_3DEGREES, 8192, BULLET_PLAYER_MP5, 2, 0, m_pPlayer->pev, m_pPlayer->random_seed); } int flags; #if defined(CLIENT_WEAPONS) flags = FEV_NOTHOST; #else flags = 0; #endif PLAYBACK_EVENT_FULL(flags, m_pPlayer->edict(), m_usMP5, 0.0, g_vecZero, g_vecZero, vecDir.x, vecDir.y, 0, 0, 0, 0); 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_flNextPrimaryAttack = GetNextAttackDelay(0.1); if (m_flNextPrimaryAttack < UTIL_WeaponTimeBase()) m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.1; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15); } void CMP5::SecondaryAttack() { // don't fire underwater if (m_pPlayer->pev->waterlevel == 3) { PlayEmptySound(); m_flNextPrimaryAttack = 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 = UTIL_WeaponTimeBase() + 0.2; m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType]--; // player "shoot" animation m_pPlayer->SetAnimation(PLAYER_ATTACK1); 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); int flags; #if defined(CLIENT_WEAPONS) flags = FEV_NOTHOST; #else flags = 0; #endif PLAYBACK_EVENT(flags, m_pPlayer->edict(), m_usMP52); m_flNextPrimaryAttack = GetNextAttackDelay(1); m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 1; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 5; // idle pretty soon after shooting. if (0 == m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType]) // HEV suit - indicate out of ammo condition m_pPlayer->SetSuitUpdate("!HEV_AMO0", false, 0); } void CMP5::Reload() { if (m_pPlayer->ammo_9mm <= 0) return; DefaultReload(MP5_MAX_CLIP, MP5_RELOAD, 1.5); } void CMP5::WeaponIdle() { ResetEmptySound(); m_pPlayer->GetAutoaimVector(AUTOAIM_5DEGREES); if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase()) return; int iAnim; switch (RANDOM_LONG(0, 1)) { case 0: iAnim = MP5_LONGIDLE; break; default: case 1: iAnim = MP5_IDLE1; break; } SendWeaponAnim(iAnim); m_flTimeWeaponIdle = UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15); // how long till we do this again. } class CMP5AmmoClip : public CBasePlayerAmmo { void Spawn() override { Precache(); SET_MODEL(ENT(pev), "models/w_9mmARclip.mdl"); CBasePlayerAmmo::Spawn(); } void Precache() override { PRECACHE_MODEL("models/w_9mmARclip.mdl"); PRECACHE_SOUND("items/9mmclip1.wav"); } bool AddAmmo(CBaseEntity* pOther) override { bool 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, CMP5AmmoClip); LINK_ENTITY_TO_CLASS(ammo_9mmAR, CMP5AmmoClip); class CMP5Chainammo : public CBasePlayerAmmo { void Spawn() override { Precache(); SET_MODEL(ENT(pev), "models/w_chainammo.mdl"); CBasePlayerAmmo::Spawn(); } void Precache() override { PRECACHE_MODEL("models/w_chainammo.mdl"); PRECACHE_SOUND("items/9mmclip1.wav"); } bool AddAmmo(CBaseEntity* pOther) override { bool 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, CMP5Chainammo); class CMP5AmmoGrenade : public CBasePlayerAmmo { void Spawn() override { Precache(); SET_MODEL(ENT(pev), "models/w_ARgrenade.mdl"); CBasePlayerAmmo::Spawn(); } void Precache() override { PRECACHE_MODEL("models/w_ARgrenade.mdl"); PRECACHE_SOUND("items/9mmclip1.wav"); } bool AddAmmo(CBaseEntity* pOther) override { bool 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, CMP5AmmoGrenade); LINK_ENTITY_TO_CLASS(ammo_ARgrenades, CMP5AmmoGrenade);