238 lines
5.4 KiB
C++
238 lines
5.4 KiB
C++
/***
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*
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* Copyright (c) 1996-2001, 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 "extdll.h"
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#include "util.h"
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#include "cbase.h"
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#include "monsters.h"
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#include "weapons.h"
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#include "player.h"
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LINK_ENTITY_TO_CLASS(weapon_glock, CGlock);
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LINK_ENTITY_TO_CLASS(weapon_9mmhandgun, CGlock);
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void CGlock::Spawn()
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{
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pev->classname = MAKE_STRING("weapon_9mmhandgun"); // hack to allow for old names
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Precache();
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m_iId = WEAPON_GLOCK;
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SET_MODEL(ENT(pev), "models/w_9mmhandgun.mdl");
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m_iDefaultAmmo = GLOCK_DEFAULT_GIVE;
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FallInit(); // get ready to fall down.
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}
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void CGlock::Precache()
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{
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PRECACHE_MODEL("models/v_9mmhandgun.mdl");
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PRECACHE_MODEL("models/w_9mmhandgun.mdl");
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PRECACHE_MODEL("models/p_9mmhandgun.mdl");
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m_iShell = PRECACHE_MODEL("models/shell.mdl"); // brass shell
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PRECACHE_SOUND("items/9mmclip1.wav");
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PRECACHE_SOUND("items/9mmclip2.wav");
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PRECACHE_SOUND("weapons/pl_gun1.wav"); //silenced handgun
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PRECACHE_SOUND("weapons/pl_gun2.wav"); //silenced handgun
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PRECACHE_SOUND("weapons/pl_gun3.wav"); //handgun
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m_usFireGlock1 = PRECACHE_EVENT(1, "events/glock1.sc");
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m_usFireGlock2 = PRECACHE_EVENT(1, "events/glock2.sc");
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}
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bool CGlock::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 = NULL;
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p->iMaxAmmo2 = -1;
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p->iMaxClip = GLOCK_MAX_CLIP;
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p->iSlot = 1;
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p->iPosition = 0;
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p->iFlags = 0;
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p->iId = m_iId = WEAPON_GLOCK;
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p->iWeight = GLOCK_WEIGHT;
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return true;
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}
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bool CGlock::Deploy()
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{
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// pev->body = 1;
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return DefaultDeploy("models/v_9mmhandgun.mdl", "models/p_9mmhandgun.mdl", GLOCK_DRAW, "onehanded");
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}
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void CGlock::SecondaryAttack()
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{
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GlockFire(0.1, 0.2, false);
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}
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void CGlock::PrimaryAttack()
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{
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GlockFire(0.01, 0.3, true);
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}
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void CGlock::GlockFire(float flSpread, float flCycleTime, bool fUseAutoAim)
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{
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if (m_iClip <= 0)
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{
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//if (m_fFireOnEmpty)
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{
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PlayEmptySound();
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m_flNextPrimaryAttack = m_flNextSecondaryAttack = GetNextAttackDelay(0.2);
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}
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return;
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}
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m_iClip--;
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m_pPlayer->pev->effects = (int)(m_pPlayer->pev->effects) | EF_MUZZLEFLASH;
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int flags;
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#if defined(CLIENT_WEAPONS)
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flags = FEV_NOTHOST;
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#else
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flags = 0;
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#endif
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// player "shoot" animation
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m_pPlayer->SetAnimation(PLAYER_ATTACK1);
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// silenced
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if (pev->body == 1)
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{
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m_pPlayer->m_iWeaponVolume = QUIET_GUN_VOLUME;
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m_pPlayer->m_iWeaponFlash = DIM_GUN_FLASH;
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}
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else
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{
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// non-silenced
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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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Vector vecSrc = m_pPlayer->GetGunPosition();
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Vector vecAiming;
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if (fUseAutoAim)
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{
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vecAiming = m_pPlayer->GetAutoaimVector(AUTOAIM_10DEGREES);
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}
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else
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{
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vecAiming = gpGlobals->v_forward;
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}
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Vector vecDir;
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vecDir = m_pPlayer->FireBulletsPlayer(1, vecSrc, vecAiming, Vector(flSpread, flSpread, flSpread), 8192, BULLET_PLAYER_9MM, 0, 0, m_pPlayer->pev, m_pPlayer->random_seed);
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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);
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m_flNextPrimaryAttack = m_flNextSecondaryAttack = GetNextAttackDelay(flCycleTime);
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if (0 == 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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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15);
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}
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void CGlock::Reload()
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{
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if (m_pPlayer->ammo_9mm <= 0)
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return;
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bool iResult = DefaultReload(17, m_iClip > 0 ? GLOCK_RELOAD_NOT_EMPTY : GLOCK_RELOAD, 1.5);
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if (iResult)
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{
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15);
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}
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}
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void CGlock::WeaponIdle()
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{
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ResetEmptySound();
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m_pPlayer->GetAutoaimVector(AUTOAIM_10DEGREES);
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if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase())
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return;
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// only idle if the slid isn't back
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if (m_iClip != 0)
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{
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int iAnim;
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float flRand = UTIL_SharedRandomFloat(m_pPlayer->random_seed, 0.0, 1.0);
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if (flRand <= 0.3 + 0 * 0.75)
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{
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iAnim = GLOCK_IDLE3;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 49.0 / 16;
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}
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else if (flRand <= 0.6 + 0 * 0.875)
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{
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iAnim = GLOCK_IDLE1;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 60.0 / 16.0;
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}
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else
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{
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iAnim = GLOCK_IDLE2;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 40.0 / 16.0;
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}
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SendWeaponAnim(iAnim);
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}
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}
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class CGlockAmmo : public CBasePlayerAmmo
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{
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void Spawn() override
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{
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Precache();
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SET_MODEL(ENT(pev), "models/w_9mmclip.mdl");
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CBasePlayerAmmo::Spawn();
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}
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void Precache() override
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{
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PRECACHE_MODEL("models/w_9mmclip.mdl");
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PRECACHE_SOUND("items/9mmclip1.wav");
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}
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bool AddAmmo(CBaseEntity* pOther) override
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{
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if (pOther->GiveAmmo(AMMO_GLOCKCLIP_GIVE, "9mm", _9MM_MAX_CARRY) != -1)
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{
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EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM);
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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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LINK_ENTITY_TO_CLASS(ammo_glockclip, CGlockAmmo);
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LINK_ENTITY_TO_CLASS(ammo_9mmclip, CGlockAmmo);
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