cs16-client-legacy/dlls/weapons.cpp

1830 lines
45 KiB
C++

/***
*
* Copyright (c) 1996-2002, 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 "stdafx.h"
#include "cbase.h"
#include "player.h"
#include "monsters.h"
#include "weapons.h"
#include "nodes.h"
#include "soundent.h"
#include "decals.h"
#include "gamerules.h"
#include "hltv.h"
#ifdef LINUX
#include <ctype.h>
#endif
#ifndef min
#define min(a,b) (((a) < (b)) ? (a) : (b))
#endif
#ifndef max
#define max(a,b) (((a) > (b)) ? (a) : (b))
#endif
bool g_bGlockBurstMode;
DLL_GLOBAL short g_sModelIndexLaser;
DLL_GLOBAL const char *g_pModelNameLaser = "sprites/laserbeam.spr";
DLL_GLOBAL short g_sModelIndexLaserDot;
DLL_GLOBAL short g_sModelIndexFireball;
DLL_GLOBAL short g_sModelIndexFireball2;
DLL_GLOBAL short g_sModelIndexFireball3;
DLL_GLOBAL short g_sModelIndexFireball4;
DLL_GLOBAL short g_sModelIndexSmoke;
DLL_GLOBAL short g_sModelIndexSmokePuff;
DLL_GLOBAL short g_sModelIndexWExplosion;
DLL_GLOBAL short g_sModelIndexBubbles;
DLL_GLOBAL short g_sModelIndexBloodDrop;
DLL_GLOBAL short g_sModelIndexBloodSpray;
DLL_GLOBAL short g_sModelIndexRadio;
DLL_GLOBAL short g_sModelIndexCTGhost;
DLL_GLOBAL short g_sModelIndexTGhost;
DLL_GLOBAL short g_sModelIndexC4Glow;
ItemInfo CBasePlayerItem::ItemInfoArray[MAX_WEAPONS];
AmmoInfo CBasePlayerItem::AmmoInfoArray[MAX_AMMO_SLOTS];
extern int gEvilImpulse101;
extern int gmsgCurWeapon;
MULTIDAMAGE gMultiDamage;
int MaxAmmoCarry(int iszName)
{
for (int i = 0; i < MAX_WEAPONS; i++)
{
if (CBasePlayerItem::ItemInfoArray[i].pszAmmo1 && !strcmp(STRING(iszName), CBasePlayerItem::ItemInfoArray[i].pszAmmo1))
return CBasePlayerItem::ItemInfoArray[i].iMaxAmmo1;
if (CBasePlayerItem::ItemInfoArray[i].pszAmmo2 && !strcmp(STRING(iszName), CBasePlayerItem::ItemInfoArray[i].pszAmmo2))
return CBasePlayerItem::ItemInfoArray[i].iMaxAmmo2;
}
ALERT(at_console, "MaxAmmoCarry() doesn't recognize '%s'!\n", STRING(iszName));
return -1;
}
void ClearMultiDamage(void)
{
gMultiDamage.pEntity = NULL;
gMultiDamage.amount = 0;
gMultiDamage.type = 0;
}
void ApplyMultiDamage(entvars_t *pevInflictor, entvars_t *pevAttacker)
{
if (!gMultiDamage.pEntity)
return;
gMultiDamage.pEntity->TakeDamage(pevInflictor, pevAttacker, gMultiDamage.amount, gMultiDamage.type);
}
void AddMultiDamage(entvars_t *pevInflictor, CBaseEntity *pEntity, float flDamage, int bitsDamageType)
{
if (!pEntity)
return;
gMultiDamage.type |= bitsDamageType;
if (pEntity != gMultiDamage.pEntity)
{
ApplyMultiDamage(pevInflictor,pevInflictor);
gMultiDamage.pEntity = pEntity;
gMultiDamage.amount = 0;
}
gMultiDamage.amount += flDamage;
}
void SpawnBlood(Vector vecSpot, int bloodColor, float flDamage)
{
UTIL_BloodDrips(vecSpot, g_vecAttackDir, bloodColor, flDamage);
}
void DecalGunshot(TraceResult *pTrace, int iBulletType, bool ClientOnly, entvars_t *pShooter, bool bHitMetal)
{
}
extern int gmsgBrass;
void EjectBrass(const Vector &vecOrigin, const Vector &vecLeft, const Vector &vecVelocity, float rotation, int model, int soundtype, int entityIndex)
{
MESSAGE_BEGIN(MSG_PVS, gmsgBrass, vecOrigin);
WRITE_BYTE(TE_MODEL);
WRITE_COORD(vecOrigin.x);
WRITE_COORD(vecOrigin.y);
WRITE_COORD(vecOrigin.z);
WRITE_COORD(vecLeft.x);
WRITE_COORD(vecLeft.y);
WRITE_COORD(vecLeft.z);
WRITE_COORD(vecVelocity.x);
WRITE_COORD(vecVelocity.y);
WRITE_COORD(vecVelocity.z);
WRITE_ANGLE(rotation);
WRITE_SHORT(model);
WRITE_BYTE(soundtype);
WRITE_BYTE(entityIndex);
MESSAGE_END();
}
void EjectBrass2(const Vector &vecOrigin, const Vector &vecVelocity, float rotation, int model, int soundtype, entvars_t *pev)
{
MESSAGE_BEGIN(MSG_ONE, SVC_TEMPENTITY, NULL, pev);
WRITE_BYTE(TE_MODEL);
WRITE_COORD(vecOrigin.x);
WRITE_COORD(vecOrigin.y);
WRITE_COORD(vecOrigin.z);
WRITE_COORD(vecVelocity.x);
WRITE_COORD(vecVelocity.y);
WRITE_COORD(vecVelocity.z);
WRITE_ANGLE(rotation);
WRITE_SHORT(model);
WRITE_BYTE(0);
WRITE_BYTE(5);
MESSAGE_END();
}
int giAmmoIndex = 0;
void AddAmmoNameToAmmoRegistry(const char *szAmmoName)
{
for (int i = 0; i < MAX_AMMO_SLOTS; i++)
{
if (!CBasePlayerItem::AmmoInfoArray[i].pszName)
continue;
if (!stricmp(CBasePlayerItem::AmmoInfoArray[i].pszName, szAmmoName))
return;
}
giAmmoIndex++;
ASSERT(giAmmoIndex < MAX_AMMO_SLOTS);
if (giAmmoIndex >= MAX_AMMO_SLOTS)
giAmmoIndex = 0;
CBasePlayerItem::AmmoInfoArray[giAmmoIndex].pszName = szAmmoName;
CBasePlayerItem::AmmoInfoArray[giAmmoIndex].iId = giAmmoIndex;
}
void UTIL_PrecacheOtherWeapon(const char *szClassname)
{
edict_t *pent = CREATE_NAMED_ENTITY(MAKE_STRING(szClassname));
if (FNullEnt(pent))
{
ALERT(at_console, "NULL Ent in UTIL_PrecacheOtherWeapon\n");
return;
}
CBaseEntity *pEntity = CBaseEntity::Instance(VARS(pent));
if (pEntity)
{
ItemInfo II;
pEntity->Precache();
memset(&II, 0, sizeof II);
if (((CBasePlayerItem *)pEntity)->GetItemInfo(&II))
{
CBasePlayerItem::ItemInfoArray[II.iId] = II;
if (II.pszAmmo1 && *II.pszAmmo1)
AddAmmoNameToAmmoRegistry(II.pszAmmo1);
if (II.pszAmmo2 && *II.pszAmmo2)
AddAmmoNameToAmmoRegistry(II.pszAmmo2);
memset(&II, 0, sizeof II);
}
}
REMOVE_ENTITY(pent);
}
void W_Precache(void)
{
memset(CBasePlayerItem::ItemInfoArray, 0, sizeof(CBasePlayerItem::ItemInfoArray));
memset(CBasePlayerItem::AmmoInfoArray, 0, sizeof(CBasePlayerItem::AmmoInfoArray));
giAmmoIndex = 0;
UTIL_PrecacheOther("item_suit");
UTIL_PrecacheOther("item_battery");
UTIL_PrecacheOther("item_antidote");
UTIL_PrecacheOther("item_security");
UTIL_PrecacheOther("item_longjump");
UTIL_PrecacheOther("item_kevlar");
UTIL_PrecacheOther("item_assaultsuit");
UTIL_PrecacheOther("item_thighpack");
UTIL_PrecacheOtherWeapon("weapon_awp");
UTIL_PrecacheOther("ammo_338magnum");
UTIL_PrecacheOtherWeapon("weapon_g3sg1");
UTIL_PrecacheOtherWeapon("weapon_ak47");
UTIL_PrecacheOtherWeapon("weapon_scout");
UTIL_PrecacheOther("ammo_762nato");
UTIL_PrecacheOtherWeapon("weapon_m249");
UTIL_PrecacheOther("ammo_556natobox");
UTIL_PrecacheOtherWeapon("weapon_m4a1");
UTIL_PrecacheOtherWeapon("weapon_sg552");
UTIL_PrecacheOtherWeapon("weapon_aug");
UTIL_PrecacheOtherWeapon("weapon_sg550");
UTIL_PrecacheOther("ammo_556nato");
UTIL_PrecacheOtherWeapon("weapon_m3");
UTIL_PrecacheOtherWeapon("weapon_xm1014");
UTIL_PrecacheOther("ammo_buckshot");
UTIL_PrecacheOtherWeapon("weapon_usp");
UTIL_PrecacheOtherWeapon("weapon_mac10");
UTIL_PrecacheOtherWeapon("weapon_ump45");
UTIL_PrecacheOther("ammo_45acp");
UTIL_PrecacheOtherWeapon("weapon_fiveseven");
UTIL_PrecacheOtherWeapon("weapon_p90");
UTIL_PrecacheOther("ammo_57mm");
UTIL_PrecacheOtherWeapon("weapon_deagle");
UTIL_PrecacheOther("ammo_50ae");
UTIL_PrecacheOtherWeapon("weapon_p228");
UTIL_PrecacheOther("ammo_357sig");
UTIL_PrecacheOtherWeapon("weapon_knife");
UTIL_PrecacheOtherWeapon("weapon_glock18");
UTIL_PrecacheOtherWeapon("weapon_mp5navy");
UTIL_PrecacheOtherWeapon("weapon_tmp");
UTIL_PrecacheOtherWeapon("weapon_elite");
UTIL_PrecacheOther("ammo_9mm");
UTIL_PrecacheOtherWeapon("weapon_flashbang");
UTIL_PrecacheOtherWeapon("weapon_hegrenade");
UTIL_PrecacheOtherWeapon("weapon_smokegrenade");
UTIL_PrecacheOtherWeapon("weapon_c4");
UTIL_PrecacheOtherWeapon("weapon_galil");
UTIL_PrecacheOtherWeapon("weapon_famas");
if (g_pGameRules->IsDeathmatch())
UTIL_PrecacheOther("weaponbox");
g_sModelIndexFireball = PRECACHE_MODEL("sprites/zerogxplode.spr");
g_sModelIndexWExplosion = PRECACHE_MODEL("sprites/WXplo1.spr");
g_sModelIndexSmoke = PRECACHE_MODEL("sprites/steam1.spr");
g_sModelIndexBubbles = PRECACHE_MODEL("sprites/bubble.spr");
g_sModelIndexBloodSpray = PRECACHE_MODEL("sprites/bloodspray.spr");
g_sModelIndexBloodDrop = PRECACHE_MODEL("sprites/blood.spr");
g_sModelIndexSmokePuff = PRECACHE_MODEL("sprites/smokepuff.spr");
g_sModelIndexFireball2 = PRECACHE_MODEL("sprites/eexplo.spr");
g_sModelIndexFireball3 = PRECACHE_MODEL("sprites/fexplo.spr");
g_sModelIndexFireball4 = PRECACHE_MODEL("sprites/fexplo1.spr");
g_sModelIndexRadio = PRECACHE_MODEL("sprites/radio.spr");
g_sModelIndexCTGhost = PRECACHE_MODEL("sprites/b-tele1.spr");
g_sModelIndexTGhost = PRECACHE_MODEL("sprites/c-tele1.spr");
g_sModelIndexC4Glow = PRECACHE_MODEL("sprites/ledglow.spr");
g_sModelIndexLaser = PRECACHE_MODEL((char *)g_pModelNameLaser);
g_sModelIndexLaserDot = PRECACHE_MODEL("sprites/laserdot.spr");
PRECACHE_MODEL("models/grenade.mdl");
PRECACHE_MODEL("sprites/explode1.spr");
PRECACHE_SOUND("weapons/debris1.wav");
PRECACHE_SOUND("weapons/debris2.wav");
PRECACHE_SOUND("weapons/debris3.wav");
PRECACHE_SOUND("weapons/grenade_hit1.wav");
PRECACHE_SOUND("weapons/grenade_hit2.wav");
PRECACHE_SOUND("weapons/grenade_hit3.wav");
PRECACHE_SOUND("weapons/bullet_hit1.wav");
PRECACHE_SOUND("weapons/bullet_hit2.wav");
PRECACHE_SOUND("items/weapondrop1.wav");
PRECACHE_SOUND("weapons/generic_reload.wav");
}
TYPEDESCRIPTION CBasePlayerItem::m_SaveData[] =
{
DEFINE_FIELD(CBasePlayerItem, m_pPlayer, FIELD_CLASSPTR),
DEFINE_FIELD(CBasePlayerItem, m_pNext, FIELD_CLASSPTR),
DEFINE_FIELD(CBasePlayerItem, m_iId, FIELD_INTEGER),
};
IMPLEMENT_SAVERESTORE(CBasePlayerItem, CBaseAnimating);
TYPEDESCRIPTION CBasePlayerWeapon::m_SaveData[] =
{
#ifdef CLIENT_WEAPONS
DEFINE_FIELD(CBasePlayerWeapon, m_flNextPrimaryAttack, FIELD_FLOAT),
DEFINE_FIELD(CBasePlayerWeapon, m_flNextSecondaryAttack, FIELD_FLOAT),
DEFINE_FIELD(CBasePlayerWeapon, m_flTimeWeaponIdle, FIELD_FLOAT),
#else
DEFINE_FIELD(CBasePlayerWeapon, m_flNextPrimaryAttack, FIELD_TIME),
DEFINE_FIELD(CBasePlayerWeapon, m_flNextSecondaryAttack, FIELD_TIME),
DEFINE_FIELD(CBasePlayerWeapon, m_flTimeWeaponIdle, FIELD_TIME),
#endif
DEFINE_FIELD(CBasePlayerWeapon, m_iPrimaryAmmoType, FIELD_INTEGER),
DEFINE_FIELD(CBasePlayerWeapon, m_iSecondaryAmmoType, FIELD_INTEGER),
DEFINE_FIELD(CBasePlayerWeapon, m_iClip, FIELD_INTEGER),
DEFINE_FIELD(CBasePlayerWeapon, m_iDefaultAmmo, FIELD_INTEGER),
};
IMPLEMENT_SAVERESTORE(CBasePlayerWeapon, CBasePlayerItem);
void CBasePlayerItem::SetObjectCollisionBox(void)
{
pev->absmin = pev->origin + Vector(-24, -24, 0);
pev->absmax = pev->origin + Vector(24, 24, 16);
}
void CBasePlayerItem::FallInit(void)
{
pev->movetype = MOVETYPE_TOSS;
pev->solid = SOLID_BBOX;
UTIL_SetOrigin(pev, pev->origin);
UTIL_SetSize(pev, Vector(0, 0, 0), Vector(0, 0, 0));
SetTouch(&CBasePlayerItem::DefaultTouch);
SetThink(&CBasePlayerItem::FallThink);
pev->nextthink = gpGlobals->time + 0.1;
}
void CBasePlayerItem::FallThink(void)
{
pev->nextthink = gpGlobals->time + 0.1;
if (FBitSet(pev->flags, FL_ONGROUND))
{
if (!FNullEnt(pev->owner))
{
int pitch = 95 + RANDOM_LONG(0, 29);
EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "items/weapondrop1.wav", VOL_NORM, ATTN_NORM, 0, pitch);
}
pev->angles.x = 0;
pev->angles.z = 0;
Materialize();
}
}
void CBasePlayerItem::Materialize(void)
{
if (pev->effects & EF_NODRAW)
{
if (g_pGameRules->IsMultiplayer())
EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, "items/suitchargeok1.wav", VOL_NORM, ATTN_NORM, 0, 150);
pev->effects &= ~EF_NODRAW;
pev->effects |= EF_MUZZLEFLASH;
}
pev->solid = SOLID_TRIGGER;
UTIL_SetOrigin(pev, pev->origin);
SetTouch(&CBasePlayerItem::DefaultTouch);
if (g_pGameRules->IsMultiplayer())
{
SetThink(&CBaseEntity::SUB_Remove);
pev->nextthink = gpGlobals->time + 1;
}
else
SetThink(NULL);
}
void CBasePlayerItem::AttemptToMaterialize(void)
{
float time = g_pGameRules->FlWeaponTryRespawn(this);
if (!time)
{
Materialize();
return;
}
pev->nextthink = gpGlobals->time + time;
}
void CBasePlayerItem::CheckRespawn(void)
{
switch (g_pGameRules->WeaponShouldRespawn(this))
{
case GR_WEAPON_RESPAWN_YES: return;
case GR_WEAPON_RESPAWN_NO: return;
}
}
CBaseEntity *CBasePlayerItem::Respawn(void)
{
CBaseEntity *pNewWeapon = CBaseEntity::Create((char *)STRING(pev->classname), g_pGameRules->VecWeaponRespawnSpot(this), pev->angles, pev->owner);
if (pNewWeapon)
{
pNewWeapon->pev->effects |= EF_NODRAW;
pNewWeapon->SetTouch(NULL);
pNewWeapon->SetThink(&CBasePlayerItem::AttemptToMaterialize);
DROP_TO_FLOOR(ENT(pev));
pNewWeapon->pev->nextthink = g_pGameRules->FlWeaponRespawnTime(this);
}
else
ALERT(at_console, "Respawn failed to create %s!\n", STRING(pev->classname));
return pNewWeapon;
}
void CBasePlayerItem::DefaultTouch(CBaseEntity *pOther)
{
if (!pOther->IsPlayer())
return;
CBasePlayer *pPlayer = (CBasePlayer *)pOther;
if (pPlayer->m_bIsVIP == true && m_iId != WEAPON_USP && m_iId != WEAPON_GLOCK18 && m_iId != WEAPON_P228 && m_iId != WEAPON_DEAGLE && m_iId != WEAPON_KNIFE)
return;
if (!g_pGameRules->CanHavePlayerItem(pPlayer, this))
{
if (gEvilImpulse101)
UTIL_Remove(this);
return;
}
if (pOther->AddPlayerItem(this))
{
AttachToPlayer(pPlayer);
EMIT_SOUND(ENT(pPlayer->pev), CHAN_ITEM, "items/gunpickup2.wav", VOL_NORM, ATTN_NORM);
}
SUB_UseTargets(pOther, USE_TOGGLE, 0);
}
BOOL CanAttack(float attack_time, float curtime, BOOL isPredicted)
{
#ifdef CLIENT_WEAPONS
if (!isPredicted)
#else
if (1)
#endif
return (attack_time <= curtime) ? TRUE : FALSE;
else
return (attack_time <= 0) ? TRUE : FALSE;
}
void CBasePlayerWeapon::SetPlayerShieldAnim(void)
{
if (m_pPlayer->HasShield() == true)
{
if (m_iWeaponState & WPNSTATE_SHIELD_DRAWN)
strcpy(m_pPlayer->m_szAnimExtention, "shield");
else
strcpy(m_pPlayer->m_szAnimExtention, "shieldgun");
}
}
void CBasePlayerWeapon::ResetPlayerShieldAnim(void)
{
if (m_pPlayer->HasShield() == true)
{
if (m_iWeaponState & WPNSTATE_SHIELD_DRAWN)
strcpy(m_pPlayer->m_szAnimExtention, "shieldgun");
}
}
void CBasePlayerWeapon::EjectBrassLate(void)
{
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 * -9 + gpGlobals->v_forward * 16 - gpGlobals->v_right * 9, vecShellVelocity, pev->angles.y, m_iShellId, TE_BOUNCE_SHELL);
}
bool CBasePlayerWeapon::ShieldSecondaryFire(int up_anim, int down_anim)
{
if (m_pPlayer->HasShield() == false)
return false;
if (m_iWeaponState & WPNSTATE_SHIELD_DRAWN)
{
m_iWeaponState &= ~WPNSTATE_SHIELD_DRAWN;
SendWeaponAnim(down_anim, UseDecrement() != FALSE);
strcpy(m_pPlayer->m_szAnimExtention, "shieldgun");
m_fMaxSpeed = 250;
m_pPlayer->m_bShieldDrawn = false;
}
else
{
m_iWeaponState |= WPNSTATE_SHIELD_DRAWN;
SendWeaponAnim(up_anim, UseDecrement() != FALSE);
strcpy(m_pPlayer->m_szAnimExtention, "shielded");
m_fMaxSpeed = 180;
m_pPlayer->m_bShieldDrawn = true;
}
m_pPlayer->UpdateShieldCrosshair((m_iWeaponState & WPNSTATE_SHIELD_DRAWN) == 0 );
m_pPlayer->ResetMaxSpeed();
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.4;
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.4;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.6;
return true;
}
void CBasePlayerWeapon::KickBack(float up_base, float lateral_base, float up_modifier, float lateral_modifier, float up_max, float lateral_max, int direction_change)
{
float flFront, flSide;
if (m_iShotsFired == 1)
{
flFront = up_base;
flSide = lateral_base;
}
else
{
flFront = m_iShotsFired * up_modifier + up_base;
flSide = m_iShotsFired * lateral_modifier + lateral_base;
}
m_pPlayer->pev->punchangle.x -= flFront;
if (m_pPlayer->pev->punchangle.x < -up_max)
m_pPlayer->pev->punchangle.x = -up_max;
if (m_iDirection == 1)
{
m_pPlayer->pev->punchangle.y += flSide;
if (m_pPlayer->pev->punchangle.y > lateral_max)
m_pPlayer->pev->punchangle.y = lateral_max;
}
else
{
m_pPlayer->pev->punchangle.y -= flSide;
if (m_pPlayer->pev->punchangle.y < -lateral_max)
m_pPlayer->pev->punchangle.y = -lateral_max;
}
if (!RANDOM_LONG(0, direction_change))
m_iDirection = !m_iDirection;
}
void CBasePlayerWeapon::FireRemaining(int &shotsFired, float &shootTime, BOOL isGlock18)
{
m_iClip--;
if (m_iClip < 0)
{
m_iClip = 0;
shotsFired = 3;
shootTime = 0;
return;
}
UTIL_MakeVectors(m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle);
Vector vecSrc = m_pPlayer->GetGunPosition();
Vector vecDir;
int flags;
#ifdef CLIENT_WEAPONS
flags = FEV_NOTHOST;
#else
flags = 0;
#endif
if (isGlock18)
{
vecDir = m_pPlayer->FireBullets3(m_pPlayer->GetGunPosition(), gpGlobals->v_forward, 0.05, 8192, 1, BULLET_PLAYER_9MM, 18, 0.9, m_pPlayer->pev, TRUE, m_pPlayer->random_seed);
PLAYBACK_EVENT_FULL(flags, ENT(m_pPlayer->pev), m_usFireGlock18, 0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, (int)(m_pPlayer->pev->punchangle.x * 10000), (int)(m_pPlayer->pev->punchangle.y * 10000), m_iClip != 0, FALSE);
m_pPlayer->ammo_9mm--;
}
else
{
vecDir = m_pPlayer->FireBullets3(m_pPlayer->GetGunPosition(), gpGlobals->v_forward, m_fBurstSpread, 8192, 2, BULLET_PLAYER_556MM, 30, 0.96, m_pPlayer->pev, TRUE, m_pPlayer->random_seed);
PLAYBACK_EVENT_FULL(flags, ENT(m_pPlayer->pev), m_usFireFamas, 0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, (int)(m_pPlayer->pev->punchangle.x * 10000000), (int)(m_pPlayer->pev->punchangle.y * 10000000), m_iClip != 0, FALSE);
m_pPlayer->ammo_556nato--;
}
m_pPlayer->pev->effects |= EF_MUZZLEFLASH;
m_pPlayer->SetAnimation(PLAYER_ATTACK1);
shotsFired++;
if (shotsFired == 3)
shootTime = 0;
else
shootTime = gpGlobals->time + 0.1;
}
bool CBasePlayerWeapon::HasSecondaryAttack(void)
{
if (m_pPlayer->HasShield() == false)
{
if (m_iId == WEAPON_AK47 || m_iId == WEAPON_XM1014 || m_iId == WEAPON_MAC10 || m_iId == WEAPON_ELITE || m_iId == WEAPON_FIVESEVEN || m_iId == WEAPON_MP5N || m_iId == WEAPON_M249 || m_iId == WEAPON_M3 || m_iId == WEAPON_TMP || m_iId == WEAPON_DEAGLE || m_iId == WEAPON_P228 || m_iId == WEAPON_P90 || m_iId == WEAPON_C4 || m_iId == WEAPON_GALIL)
return false;
}
return true;
}
void CBasePlayerWeapon::ItemPostFrame(void)
{
int button = m_pPlayer->pev->button;
if (!HasSecondaryAttack())
button &= ~IN_ATTACK2;
if (m_flGlock18Shoot != 0)
FireRemaining(m_iGlock18ShotsFired, m_flGlock18Shoot, TRUE);
else if (gpGlobals->time > m_flFamasShoot && m_flFamasShoot != 0)
FireRemaining(m_iFamasShotsFired, m_flFamasShoot, FALSE);
if (m_flNextPrimaryAttack <= UTIL_WeaponTimeBase())
{
if (m_pPlayer->m_bResumeZoom == true)
{
m_pPlayer->pev->fov = m_pPlayer->m_iFOV = m_pPlayer->m_iLastZoom;
if (m_pPlayer->m_iFOV == m_pPlayer->m_iLastZoom)
m_pPlayer->m_bResumeZoom = false;
}
}
if (m_pPlayer->m_flEjectBrass != 0)
{
if (gpGlobals->time >= m_pPlayer->m_flEjectBrass)
{
m_pPlayer->m_flEjectBrass = 0;
EjectBrassLate();
}
}
if (m_pPlayer->HasShield() != false)
{
if (m_fInReload && m_pPlayer->pev->button & IN_ATTACK2)
{
SecondaryAttack();
m_pPlayer->pev->button &= ~IN_ATTACK2;
m_fInReload = FALSE;
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase();
}
}
if ((m_fInReload) && m_pPlayer->m_flNextAttack <= UTIL_WeaponTimeBase())
{
int j = min(iMaxClip() - m_iClip, m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]);
m_iClip += j;
m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] -= j;
m_pPlayer->TabulateAmmo();
m_fInReload = FALSE;
}
if ((button & IN_ATTACK2) && m_flNextSecondaryAttack <= UTIL_WeaponTimeBase())
{
if (pszAmmo2() && !m_pPlayer->m_rgAmmo[SecondaryAmmoIndex()])
m_fFireOnEmpty = TRUE;
SecondaryAttack();
m_pPlayer->pev->button &= ~IN_ATTACK2;
}
else if ((m_pPlayer->pev->button & IN_ATTACK) && m_flNextPrimaryAttack <= UTIL_WeaponTimeBase())
{
if ((!m_iClip && pszAmmo1()) || (iMaxClip() == WEAPON_NOCLIP && !m_pPlayer->m_rgAmmo[PrimaryAmmoIndex()]))
m_fFireOnEmpty = TRUE;
m_pPlayer->TabulateAmmo();
if ((m_pPlayer->m_bCanShoot == true && g_pGameRules->IsMultiplayer() && !g_pGameRules->IsFreezePeriod() && !m_pPlayer->m_bIsDefusing) || !g_pGameRules->IsMultiplayer())
PrimaryAttack();
}
else if (m_pPlayer->pev->button & IN_RELOAD && iMaxClip() != WEAPON_NOCLIP && !m_fInReload)
{
if (m_flNextPrimaryAttack < UTIL_WeaponTimeBase())
{
if (m_flFamasShoot == 0 && m_flGlock18Shoot == 0)
{
if (!(m_iWeaponState & WPNSTATE_SHIELD_DRAWN))
Reload();
}
}
}
else if (!(button & (IN_ATTACK | IN_ATTACK2)))
{
if (m_bDelayFire == true)
{
m_bDelayFire = false;
if (m_iShotsFired > 15)
m_iShotsFired = 15;
m_flDecreaseShotsFired = gpGlobals->time + 0.4;
}
m_fFireOnEmpty = FALSE;
if (m_iId != WEAPON_USP && m_iId != WEAPON_GLOCK18 && m_iId != WEAPON_P228 && m_iId != WEAPON_DEAGLE && m_iId != WEAPON_ELITE && m_iId != WEAPON_FIVESEVEN)
{
if (m_iShotsFired > 0)
{
if (gpGlobals->time > m_flDecreaseShotsFired)
{
m_iShotsFired--;
m_flDecreaseShotsFired = gpGlobals->time + 0.0225;
}
}
}
else
m_iShotsFired = 0;
if (!IsUseable() && m_flNextPrimaryAttack < UTIL_WeaponTimeBase())
{
}
else
{
if (!m_iClip && !(iFlags() & ITEM_FLAG_NOAUTORELOAD) && m_flNextPrimaryAttack < UTIL_WeaponTimeBase())
{
if (m_flFamasShoot == 0 && m_flGlock18Shoot == 0)
{
Reload();
return;
}
}
}
WeaponIdle();
return;
}
if (ShouldWeaponIdle())
WeaponIdle();
}
void CBasePlayerItem::DestroyItem(void)
{
if (m_pPlayer)
m_pPlayer->RemovePlayerItem(this);
Kill();
}
int CBasePlayerItem::AddToPlayer(CBasePlayer *pPlayer)
{
m_pPlayer = pPlayer;
return TRUE;
}
void CBasePlayerItem::Drop(void)
{
SetTouch(NULL);
SetThink(&CBaseEntity::SUB_Remove);
pev->nextthink = gpGlobals->time + 0.1;
}
void CBasePlayerItem::Kill(void)
{
SetTouch(NULL);
SetThink(&CBaseEntity::SUB_Remove);
pev->nextthink = gpGlobals->time + 0.1;
}
void CBasePlayerItem::Holster(int skiplocal)
{
m_pPlayer->pev->viewmodel = 0;
m_pPlayer->pev->weaponmodel = 0;
}
void CBasePlayerItem::AttachToPlayer(CBasePlayer *pPlayer)
{
pev->movetype = MOVETYPE_FOLLOW;
pev->solid = SOLID_NOT;
pev->aiment = pPlayer->edict();
pev->effects = EF_NODRAW;
pev->modelindex = 0;
pev->model = iStringNull;
pev->owner = pPlayer->edict();
pev->nextthink = gpGlobals->time + 0.1;
SetTouch(NULL);
}
int CBasePlayerWeapon::AddDuplicate(CBasePlayerItem *pOriginal)
{
if (m_iDefaultAmmo)
return ExtractAmmo((CBasePlayerWeapon *)pOriginal);
else
return ExtractClipAmmo((CBasePlayerWeapon *)pOriginal);
}
int CBasePlayerWeapon::AddToPlayer(CBasePlayer *pPlayer)
{
int bResult = CBasePlayerItem::AddToPlayer(pPlayer);
pPlayer->pev->weapons |= (1 << m_iId);
if (!m_iPrimaryAmmoType)
{
m_iPrimaryAmmoType = pPlayer->GetAmmoIndex(pszAmmo1());
m_iSecondaryAmmoType = pPlayer->GetAmmoIndex(pszAmmo2());
}
if (bResult)
bResult = AddWeapon();
if (bResult)
{
MESSAGE_BEGIN(MSG_ONE, gmsgWeapPickup, NULL, pPlayer->pev);
WRITE_BYTE(m_iId);
MESSAGE_END();
}
return bResult;
}
int CBasePlayerWeapon::UpdateClientData(CBasePlayer *pPlayer)
{
BOOL bSend = FALSE;
int state = 0;
if (pPlayer->m_pActiveItem == this)
{
if (pPlayer->m_fOnTarget)
state = WEAPON_IS_ONTARGET;
else
state = 1;
}
if (!pPlayer->m_fWeapon)
bSend = TRUE;
if (this == pPlayer->m_pActiveItem || this == pPlayer->m_pClientActiveItem)
{
if (pPlayer->m_pActiveItem != pPlayer->m_pClientActiveItem)
bSend = TRUE;
}
if (m_iClip != m_iClientClip || state != m_iClientWeaponState || pPlayer->m_iFOV != pPlayer->m_iClientFOV)
bSend = TRUE;
if (bSend)
{
MESSAGE_BEGIN(MSG_ONE, gmsgCurWeapon, NULL, pPlayer->pev);
WRITE_BYTE(state);
WRITE_BYTE(m_iId);
WRITE_BYTE(m_iClip);
MESSAGE_END();
m_iClientClip = m_iClip;
m_iClientWeaponState = state;
pPlayer->m_fWeapon = TRUE;
}
if (m_pNext)
m_pNext->UpdateClientData(pPlayer);
return 1;
}
void CBasePlayerWeapon::SendWeaponAnim(int iAnim, int skiplocal)
{
m_pPlayer->pev->weaponanim = iAnim;
#ifdef CLIENT_WEAPONS
if (skiplocal && ENGINE_CANSKIP(ENT(m_pPlayer->pev)))
return;
#endif
MESSAGE_BEGIN(MSG_ONE, SVC_WEAPONANIM, NULL, m_pPlayer->pev);
WRITE_BYTE(iAnim);
WRITE_BYTE(pev->body);
MESSAGE_END();
}
BOOL CBasePlayerWeapon::AddPrimaryAmmo(int iCount, char *szName, int iMaxClip, int iMaxCarry)
{
int iIdAmmo;
if (iMaxClip < 1)
{
m_iClip = -1;
iIdAmmo = m_pPlayer->GiveAmmo(iCount, szName, iMaxCarry);
}
else if (!m_iClip)
{
int i = min(m_iClip + iCount, iMaxClip) - m_iClip;
m_iClip += i;
iIdAmmo = m_pPlayer->GiveAmmo(iCount - i, szName, iMaxCarry);
}
else
iIdAmmo = m_pPlayer->GiveAmmo(iCount, szName, iMaxCarry);
if (iIdAmmo > 0)
{
m_iPrimaryAmmoType = iIdAmmo;
if (m_pPlayer->HasPlayerItem(this))
EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", VOL_NORM, ATTN_NORM);
}
return iIdAmmo > 0 ? TRUE : FALSE;
}
BOOL CBasePlayerWeapon::AddSecondaryAmmo(int iCount, char *szName, int iMax)
{
int iIdAmmo = m_pPlayer->GiveAmmo(iCount, szName, iMax);
if (iIdAmmo > 0)
{
m_iSecondaryAmmoType = iIdAmmo;
EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", VOL_NORM, ATTN_NORM);
}
return iIdAmmo > 0 ? TRUE : FALSE;
}
BOOL CBasePlayerWeapon::IsUseable(void)
{
if (m_iClip <= 0)
{
if (m_pPlayer->m_rgAmmo[PrimaryAmmoIndex()] <= 0 && iMaxAmmo1() != -1)
return FALSE;
}
return TRUE;
}
BOOL CBasePlayerWeapon::CanDeploy(void)
{
return TRUE;
}
BOOL CBasePlayerWeapon::DefaultDeploy(char *szViewModel, char *szWeaponModel, int iAnim, char *szAnimExt, int skiplocal)
{
if (!CanDeploy())
return FALSE;
m_pPlayer->TabulateAmmo();
m_pPlayer->pev->viewmodel = MAKE_STRING(szViewModel);
m_pPlayer->pev->weaponmodel = MAKE_STRING(szWeaponModel);
model_name = m_pPlayer->pev->weaponmodel;
strcpy(m_pPlayer->m_szAnimExtention, szAnimExt);
SendWeaponAnim(iAnim, skiplocal);
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.75;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.5;
m_flDecreaseShotsFired = gpGlobals->time;
m_pPlayer->m_iFOV = m_pPlayer->pev->fov = 90;
m_pPlayer->m_bResumeZoom = false;
m_pPlayer->m_iLastZoom = 90;
return TRUE;
}
void CBasePlayerWeapon::ReloadSound(void)
{
CBasePlayer *pPlayer = NULL;
while ((pPlayer = (CBasePlayer *)UTIL_FindEntityByClassname(pPlayer, "player")) != NULL)
{
if (pPlayer->pev->flags == FL_DORMANT)
break;
if (pPlayer == m_pPlayer)
continue;
float flDistance = m_pPlayer->pev->origin.Length() - pPlayer->pev->origin.Length();
if (flDistance <= 512)
{
MESSAGE_BEGIN(MSG_ONE, gmsgReloadSound, NULL, ENT(m_pPlayer->pev));
WRITE_BYTE((1.0 - (flDistance / 512.0)) * 255.0);
const char *classname = STRING(pev->classname);
if (!strcmp(classname, "weapon_m3") || !strcmp(classname, "weapon_xm1014"))
WRITE_BYTE(0);
else
WRITE_BYTE(1);
MESSAGE_END();
}
}
}
BOOL CBasePlayerWeapon::DefaultReload(int iClipSize, int iAnim, float fDelay, int body)
{
if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0)
return FALSE;
int j = min(iClipSize - m_iClip, m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]);
if (!j)
return FALSE;
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + fDelay;
ReloadSound();
SendWeaponAnim(iAnim, UseDecrement() ? 1 : 0);
m_fInReload = TRUE;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + fDelay + 0.5;
return TRUE;
}
BOOL CBasePlayerWeapon::PlayEmptySound(void)
{
if (m_iId == WEAPON_USP || m_iId == WEAPON_GLOCK18 || m_iId == WEAPON_P228 || m_iId == WEAPON_DEAGLE || m_iId == WEAPON_ELITE || m_iId == WEAPON_FIVESEVEN)
{
if (m_iPlayEmptySound)
{
EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/dryfire_pistol.wav", 0.8, ATTN_NORM);
return FALSE;
}
}
else
{
if (m_iPlayEmptySound)
{
EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/dryfire_rifle.wav", 0.8, ATTN_NORM);
return FALSE;
}
}
return FALSE;
}
void CBasePlayerWeapon::ResetEmptySound(void)
{
m_iPlayEmptySound = 1;
}
int CBasePlayerWeapon::PrimaryAmmoIndex(void)
{
return m_iPrimaryAmmoType;
}
int CBasePlayerWeapon::SecondaryAmmoIndex(void)
{
return -1;
}
void CBasePlayerWeapon::Holster(int skiplocal)
{
m_fInReload = FALSE;
m_pPlayer->pev->viewmodel = 0;
m_pPlayer->pev->weaponmodel = 0;
}
void CBasePlayerAmmo::Spawn(void)
{
pev->movetype = MOVETYPE_TOSS;
pev->solid = SOLID_TRIGGER;
UTIL_SetSize(pev, Vector(-16, -16, 0), Vector(16, 16, 16));
UTIL_SetOrigin(pev, pev->origin);
SetTouch(&CBasePlayerAmmo::DefaultTouch);
if (g_pGameRules->IsMultiplayer())
{
SetThink(&CBaseEntity::SUB_Remove);
pev->nextthink = gpGlobals->time + 2;
}
}
CBaseEntity *CBasePlayerAmmo::Respawn(void)
{
pev->effects |= EF_NODRAW;
SetTouch(NULL);
UTIL_SetOrigin(pev, g_pGameRules->VecAmmoRespawnSpot(this));
SetThink(&CBasePlayerAmmo::Materialize);
pev->nextthink = g_pGameRules->FlAmmoRespawnTime(this);
return this;
}
void CBasePlayerAmmo::Materialize(void)
{
if (pev->effects & EF_NODRAW)
{
EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, "items/suitchargeok1.wav", VOL_NORM, ATTN_NORM, 0, 150);
pev->effects &= ~EF_NODRAW;
pev->effects |= EF_MUZZLEFLASH;
}
SetTouch(&CBasePlayerAmmo::DefaultTouch);
}
void CBasePlayerAmmo::DefaultTouch(CBaseEntity *pOther)
{
if (!pOther->IsPlayer())
return;
if (AddAmmo(pOther))
{
if (g_pGameRules->AmmoShouldRespawn(this) != GR_AMMO_RESPAWN_YES)
{
SetTouch(NULL);
SetThink(&CBaseEntity::SUB_Remove);
pev->nextthink = gpGlobals->time + 0.1;
}
else
Respawn();
}
else if (gEvilImpulse101)
{
SetTouch(NULL);
SetThink(&CBaseEntity::SUB_Remove);
pev->nextthink = gpGlobals->time + 0.1;
}
}
int CBasePlayerWeapon::ExtractAmmo(CBasePlayerWeapon *pWeapon)
{
int iReturn = 0;
if (pszAmmo1())
{
iReturn = pWeapon->AddPrimaryAmmo(m_iDefaultAmmo, (char *)pszAmmo1(), iMaxClip(), iMaxAmmo1());
m_iDefaultAmmo = 0;
}
if (pszAmmo2())
iReturn = AddSecondaryAmmo(0, (char *)pszAmmo2(), iMaxAmmo2());
return iReturn;
}
BOOL CBasePlayerWeapon::ExtractClipAmmo(CBasePlayerWeapon *pWeapon)
{
int iAmmo;
if (m_iClip == WEAPON_NOCLIP)
iAmmo = 0;
else
iAmmo = m_iClip;
return pWeapon->m_pPlayer->GiveAmmo(iAmmo, (char *)pszAmmo1(), iMaxAmmo1());
}
void CBasePlayerWeapon::RetireWeapon(void)
{
m_pPlayer->pev->viewmodel = NULL;
m_pPlayer->pev->weaponmodel = NULL;
g_pGameRules->GetNextBestWeapon(m_pPlayer, this);
}
LINK_ENTITY_TO_CLASS(weaponbox, CWeaponBox);
TYPEDESCRIPTION CWeaponBox::m_SaveData[] =
{
DEFINE_ARRAY(CWeaponBox, m_rgAmmo, FIELD_INTEGER, MAX_AMMO_SLOTS),
DEFINE_ARRAY(CWeaponBox, m_rgiszAmmo, FIELD_STRING, MAX_AMMO_SLOTS),
DEFINE_ARRAY(CWeaponBox, m_rgpPlayerItems, FIELD_CLASSPTR, MAX_ITEM_TYPES),
DEFINE_FIELD(CWeaponBox, m_cAmmoTypes, FIELD_INTEGER),
};
IMPLEMENT_SAVERESTORE(CWeaponBox, CBaseEntity);
void CWeaponBox::Precache(void)
{
PRECACHE_MODEL("models/w_weaponbox.mdl");
}
void CWeaponBox::KeyValue(KeyValueData *pkvd)
{
if (m_cAmmoTypes < MAX_AMMO_SLOTS)
{
PackAmmo(ALLOC_STRING(pkvd->szKeyName), atoi(pkvd->szValue));
m_cAmmoTypes++;
pkvd->fHandled = TRUE;
}
else
ALERT(at_console, "WeaponBox too full! only %d ammotypes allowed\n", MAX_AMMO_SLOTS);
}
void CWeaponBox::Spawn(void)
{
Precache();
pev->movetype = MOVETYPE_TOSS;
pev->solid = SOLID_TRIGGER;
UTIL_SetSize(pev, g_vecZero, g_vecZero);
SET_MODEL(ENT(pev), "models/w_weaponbox.mdl");
}
void CWeaponBox::Kill(void)
{
for (int i = 0; i < MAX_ITEM_TYPES; i++)
{
CBasePlayerItem *pWeapon = m_rgpPlayerItems[i];
while (pWeapon)
{
pWeapon->SetThink(&CBaseEntity::SUB_Remove);
pWeapon->pev->nextthink = gpGlobals->time + 0.1;
pWeapon = pWeapon->m_pNext;
}
}
UTIL_Remove(this);
}
extern int gmsgBombPickup;
void CWeaponBox::Touch(CBaseEntity *pOther)
{
if (!(pev->flags & FL_ONGROUND))
return;
if (!pOther->IsPlayer())
return;
if (!pOther->IsAlive())
return;
CBasePlayer *pPlayer = (CBasePlayer *)pOther;
if (pPlayer->m_bIsVIP == true || pPlayer->m_bShieldDrawn == true)
return;
bool bCanAmmo = true;
bool bAddItem = false;
for (int i = 0; i < MAX_ITEM_TYPES; i++)
{
if (m_rgpPlayerItems[i])
{
CBasePlayerItem *pItem = m_rgpPlayerItems[i];
while (pItem)
{
if (FClassnameIs(pItem->pev, "weapon_c4"))
{
if (pPlayer->m_iTeam != TEAM_TERRORIST || pPlayer->pev->deadflag != DEAD_NO)
return;
if (pPlayer->m_bShowHints && !(pPlayer->m_flDisplayHistory & DHF_BOMB_RETRIEVED))
{
pPlayer->m_flDisplayHistory |= DHF_BOMB_RETRIEVED;
pPlayer->HintMessage("#Hint_you_have_the_bomb");
}
else
ClientPrint(pPlayer->pev, HUD_PRINTCENTER, "#Got_bomb");
UTIL_LogPrintf("\"%s<%i><%s><TERRORIST>\" triggered \"Got_The_Bomb\"\n", STRING(pPlayer->pev->netname), GETPLAYERUSERID(pPlayer->edict()), GETPLAYERAUTHID(pPlayer->edict()));
MESSAGE_BEGIN(MSG_SPEC, SVC_DIRECTOR);
WRITE_BYTE(9);
WRITE_BYTE(DRC_CMD_EVENT);
WRITE_SHORT(ENTINDEX(pPlayer->edict()));
WRITE_SHORT(ENTINDEX(edict()));
WRITE_LONG(5);
MESSAGE_END();
pPlayer->m_bHasC4 = true;
pPlayer->SetBombIcon(FALSE);
pPlayer->pev->body = 1;
CBaseEntity *pEntity = NULL;
while (pEntity = UTIL_FindEntityByClassname(pEntity, "player"))
{
if (FNullEnt(pEntity->edict()))
break;
if (!pEntity->IsPlayer())
continue;
if (pEntity->pev->flags == FL_DORMANT)
continue;
CBasePlayer *pOther = GetClassPtr((CBasePlayer *)pEntity->pev);
if (pOther->pev->deadflag == DEAD_NO && pOther->m_iTeam == TEAM_TERRORIST)
{
if (pOther != pPlayer)
ClientPrint(pOther->pev, HUD_PRINTCENTER, "#Game_bomb_pickup", &gpGlobals->pStringBase[pPlayer->pev->netname]);
MESSAGE_BEGIN(MSG_ONE, gmsgBombPickup, NULL, pOther->pev);
MESSAGE_END();
}
}
}
if (i >= WPNSLOT_PRIMARY && i <= WPNSLOT_SECONDARY && pPlayer->m_rgpPlayerItems[i] != NULL)
{
}
else if (i == WPNSLOT_GRENADE)
{
if (m_rgpPlayerItems[i]&&m_rgpPlayerItems[i]->IsWeapon())
{
CBasePlayerWeapon *pWeapon = (CBasePlayerWeapon *)m_rgpPlayerItems[i];
const char *pszGrenadeName = NULL;
int iMaxGrenades = 1;
switch (pWeapon->m_iId)
{
case WEAPON_HEGRENADE: pszGrenadeName = "weapon_hegrenade"; break;
case WEAPON_SMOKEGRENADE: pszGrenadeName = "weapon_smokegrenade"; break;
case WEAPON_FLASHBANG: pszGrenadeName = "weapon_flashbang"; iMaxGrenades = 2; break;
}
if (m_rgAmmo[pWeapon->m_iPrimaryAmmoType] < iMaxGrenades && pszGrenadeName)
{
pPlayer->GiveNamedItem(pszGrenadeName);
pItem = m_rgpPlayerItems[i] = m_rgpPlayerItems[i]->m_pNext;
continue;
}
}
}
else if (pPlayer->HasShield() != false && i == WPNSLOT_PRIMARY)
{
}
else
{
bAddItem = true;
if (pPlayer->AddPlayerItem(pItem))
pItem->AttachToPlayer(pPlayer);
pItem = m_rgpPlayerItems[i] = m_rgpPlayerItems[i]->m_pNext;
continue;
}
bCanAmmo = false;
pItem = m_rgpPlayerItems[i]->m_pNext;
}
}
}
if (bCanAmmo)
{
for (int i = 0; i < MAX_AMMO_SLOTS; i++)
{
if (!FStringNull(m_rgiszAmmo[i]))
{
pPlayer->GiveAmmo(m_rgAmmo[i], (char *)STRING(m_rgiszAmmo[i]), MaxAmmoCarry(m_rgiszAmmo[i]));
m_rgiszAmmo[i] = NULL;
m_rgAmmo[i] = 0;
}
}
}
if (bAddItem)
EMIT_SOUND(ENT(pOther->pev), CHAN_ITEM, "items/gunpickup2.wav", VOL_NORM, ATTN_NORM);
if (bCanAmmo)
{
SetTouch(NULL);
UTIL_Remove(this);
}
}
BOOL CWeaponBox::PackWeapon(CBasePlayerItem *pWeapon)
{
if (HasWeapon(pWeapon))
return FALSE;
if (pWeapon->m_pPlayer)
{
if (pWeapon->m_pPlayer->m_pActiveItem == pWeapon)
pWeapon->Holster();
if (!pWeapon->m_pPlayer->RemovePlayerItem(pWeapon))
return FALSE;
}
int iWeaponSlot = pWeapon->iItemSlot();
if (m_rgpPlayerItems[iWeaponSlot])
{
pWeapon->m_pNext = m_rgpPlayerItems[iWeaponSlot];
m_rgpPlayerItems[iWeaponSlot] = pWeapon;
}
else
{
m_rgpPlayerItems[iWeaponSlot] = pWeapon;
pWeapon->m_pNext = NULL;
}
pWeapon->pev->spawnflags |= SF_NORESPAWN;
pWeapon->pev->movetype = MOVETYPE_NONE;
pWeapon->pev->solid = SOLID_NOT;
pWeapon->pev->effects = EF_NODRAW;
pWeapon->pev->modelindex = 0;
pWeapon->pev->model = NULL;
pWeapon->pev->owner = ENT(pev);
pWeapon->SetThink(NULL);
pWeapon->SetTouch(NULL);
pWeapon->m_pPlayer = NULL;
return TRUE;
}
BOOL CWeaponBox::PackAmmo(int iszName, int iCount)
{
if (FStringNull(iszName))
{
ALERT(at_console, "NULL String in PackAmmo!\n");
return FALSE;
}
int iMaxCarry = MaxAmmoCarry(iszName);
if (iMaxCarry != -1 && iCount > 0)
{
GiveAmmo(iCount, (char *)STRING(iszName), iMaxCarry);
return TRUE;
}
return FALSE;
}
int CWeaponBox::GiveAmmo(int iCount, char *szName, int iMax, int *pIndex)
{
int i = 1;
for (; i < MAX_AMMO_SLOTS && !FStringNull(m_rgiszAmmo[i]); i++)
{
if (!stricmp(szName, STRING(m_rgiszAmmo[i])))
{
if (pIndex)
*pIndex = i;
int iAdd = min(iCount, iMax - m_rgAmmo[i]);
if (iCount == 0 || iAdd > 0)
{
m_rgAmmo[i] += iAdd;
return i;
}
return -1;
}
}
if (i < MAX_AMMO_SLOTS)
{
if (pIndex)
*pIndex = i;
m_rgiszAmmo[i] = MAKE_STRING(szName);
m_rgAmmo[i] = iCount;
return i;
}
ALERT(at_console, "out of named ammo slots\n");
return i;
}
BOOL CWeaponBox::HasWeapon(CBasePlayerItem *pCheckItem)
{
CBasePlayerItem *pItem = m_rgpPlayerItems[pCheckItem->iItemSlot()];
while (pItem)
{
if (FClassnameIs(pItem->pev, STRING(pCheckItem->pev->classname)))
return TRUE;
pItem = pItem->m_pNext;
}
return FALSE;
}
BOOL CWeaponBox::IsEmpty(void)
{
int i;
for (i = 0; i < MAX_ITEM_TYPES; i++)
{
if (m_rgpPlayerItems[i])
return FALSE;
}
for (i = 0; i < MAX_AMMO_SLOTS; i++)
{
if (m_rgiszAmmo[i])
return FALSE;
}
return TRUE;
}
void CWeaponBox::SetObjectCollisionBox(void)
{
pev->absmin = pev->origin + Vector(-16, -16, 0);
pev->absmax = pev->origin + Vector(16, 16, 16);
}
void CArmoury::ArmouryTouch(CBaseEntity *pOther)
{
if (!pOther->IsPlayer())
return;
CBasePlayer *pPlayer = (CBasePlayer *)pOther;
if (pPlayer->m_bIsVIP == true)
return;
if (m_iCount > 0 && m_iItem <= ARMOURY_M249)
{
if (pPlayer->m_bHasPrimary == true)
return;
m_iCount--;
switch (m_iItem)
{
case ARMOURY_MP5NAVY:
{
pPlayer->GiveNamedItem("weapon_mp5navy");
pPlayer->GiveAmmo(60, "9mm", _9MM_MAX_CARRY);
break;
}
case ARMOURY_TMP:
{
pPlayer->GiveNamedItem("weapon_tmp");
pPlayer->GiveAmmo(60, "9mm", _9MM_MAX_CARRY);
break;
}
case ARMOURY_P90:
{
pPlayer->GiveNamedItem("weapon_p90");
pPlayer->GiveAmmo(50, "57mm", _57MM_MAX_CARRY);
break;
}
case ARMOURY_MAC10:
{
pPlayer->GiveNamedItem("weapon_mac10");
pPlayer->GiveAmmo(60, "45acp", _45ACP_MAX_CARRY);
break;
}
case ARMOURY_AK47:
{
pPlayer->GiveNamedItem("weapon_ak47");
pPlayer->GiveAmmo(60, "762Nato", _762NATO_MAX_CARRY);
break;
}
case ARMOURY_SG552:
{
pPlayer->GiveNamedItem("weapon_sg552");
pPlayer->GiveAmmo(60, "556Nato", _556NATO_MAX_CARRY);
break;
}
case ARMOURY_M4A1:
{
pPlayer->GiveNamedItem("weapon_m4a1");
pPlayer->GiveAmmo(60, "556Nato", _556NATO_MAX_CARRY);
break;
}
case ARMOURY_AUG:
{
pPlayer->GiveNamedItem("weapon_aug");
pPlayer->GiveAmmo(60, "556Nato", _556NATO_MAX_CARRY);
break;
}
case ARMOURY_SCOUT:
{
pPlayer->GiveNamedItem("weapon_scout");
pPlayer->GiveAmmo(30, "762Nato", _762NATO_MAX_CARRY);
break;
}
case ARMOURY_G3SG1:
{
pPlayer->GiveNamedItem("weapon_g3sg1");
pPlayer->GiveAmmo(30, "762Nato", _762NATO_MAX_CARRY);
break;
}
case ARMOURY_AWP:
{
pPlayer->GiveNamedItem("weapon_awp");
pPlayer->GiveAmmo(20, "338Magnum", _338MAGNUM_MAX_CARRY);
break;
}
case ARMOURY_M3:
{
pPlayer->GiveNamedItem("weapon_m3");
pPlayer->GiveAmmo(24, "buckshot", BUCKSHOT_MAX_CARRY);
break;
}
case ARMOURY_XM1014:
{
pPlayer->GiveNamedItem("weapon_xm1014");
pPlayer->GiveAmmo(24, "buckshot", BUCKSHOT_MAX_CARRY);
break;
}
case ARMOURY_M249:
{
pPlayer->GiveNamedItem("weapon_m249");
pPlayer->GiveAmmo(60, "556NatoBox", _556NATOBOX_MAX_CARRY);
break;
}
}
}
else if (m_iCount > 0 && m_iItem >= ARMOURY_FLASHBANG)
{
switch (m_iItem)
{
case ARMOURY_FLASHBANG:
{
if (pPlayer->AmmoInventory(pPlayer->GetAmmoIndex("Flashbang")) >= 2)
return;
pPlayer->GiveNamedItem("weapon_flashbang");
m_iCount--;
break;
}
case ARMOURY_HEGRENADE:
{
if (pPlayer->AmmoInventory(pPlayer->GetAmmoIndex("HEGrenade")) >= 1)
return;
pPlayer->GiveNamedItem("weapon_hegrenade");
m_iCount--;
break;
}
case ARMOURY_KEVLAR:
{
if (pPlayer->m_iKevlar == 1)
return;
pPlayer->GiveNamedItem("item_kevlar");
m_iCount--;
}
case ARMOURY_ASSAULT:
{
if (pPlayer->m_iKevlar == 2)
return;
pPlayer->GiveNamedItem("item_assaultsuit");
m_iCount--;
}
case ARMOURY_SMOKEGRENADE:
{
if (pPlayer->AmmoInventory(pPlayer->GetAmmoIndex("SmokeGrenade")) >= 1)
return;
pPlayer->GiveNamedItem("weapon_smokegrenade");
m_iCount--;
break;
}
}
}
if (!m_iCount)
pev->effects |= EF_NODRAW;
}
void CArmoury::KeyValue(KeyValueData *pkvd)
{
if (!strcmp(pkvd->szKeyName, "item"))
{
m_iItem = atoi(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else if (!strcmp(pkvd->szKeyName, "count"))
{
m_iCount = atoi(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else
CBaseEntity::KeyValue(pkvd);
}
LINK_ENTITY_TO_CLASS(armoury_entity, CArmoury);
void CArmoury::Spawn(void)
{
Precache();
pev->movetype = MOVETYPE_TOSS;
pev->solid = SOLID_TRIGGER;
UTIL_SetSize(pev, Vector(-16, -16, 0), Vector(16, 16, 16));
UTIL_SetOrigin(pev, pev->origin);
SetTouch(&CArmoury::ArmouryTouch);
switch (m_iItem)
{
case ARMOURY_MP5NAVY: SET_MODEL(ENT(pev), "models/w_mp5.mdl"); break;
case ARMOURY_TMP: SET_MODEL(ENT(pev), "models/w_tmp.mdl"); break;
case ARMOURY_P90: SET_MODEL(ENT(pev), "models/w_p90.mdl"); break;
case ARMOURY_MAC10: SET_MODEL(ENT(pev), "models/w_mac10.mdl"); break;
case ARMOURY_AK47: SET_MODEL(ENT(pev), "models/w_ak47.mdl"); break;
case ARMOURY_SG552: SET_MODEL(ENT(pev), "models/w_sg552.mdl"); break;
case ARMOURY_M4A1: SET_MODEL(ENT(pev), "models/w_m4a1.mdl"); break;
case ARMOURY_AUG: SET_MODEL(ENT(pev), "models/w_aug.mdl"); break;
case ARMOURY_SCOUT: SET_MODEL(ENT(pev), "models/w_scout.mdl"); break;
case ARMOURY_G3SG1: SET_MODEL(ENT(pev), "models/w_g3sg1.mdl"); break;
case ARMOURY_AWP: SET_MODEL(ENT(pev), "models/w_awp.mdl"); break;
case ARMOURY_M3: SET_MODEL(ENT(pev), "models/w_m3.mdl"); break;
case ARMOURY_XM1014: SET_MODEL(ENT(pev), "models/w_xm1014.mdl"); break;
case ARMOURY_M249: SET_MODEL(ENT(pev), "models/w_m249.mdl"); break;
case ARMOURY_FLASHBANG: SET_MODEL(ENT(pev), "models/w_flashbang.mdl"); break;
case ARMOURY_HEGRENADE: SET_MODEL(ENT(pev), "models/w_hegrenade.mdl"); break;
case ARMOURY_KEVLAR: SET_MODEL(ENT(pev), "models/w_kevlar.mdl"); break;
case ARMOURY_ASSAULT: SET_MODEL(ENT(pev), "models/w_assault.mdl"); break;
case ARMOURY_SMOKEGRENADE: SET_MODEL(ENT(pev), "models/w_smokegrenade.mdl"); break;
default: PRECACHE_MODEL("models/w_kevlar.mdl"); break;
}
if (m_iCount <= 0)
m_iCount = 1;
m_bAlreadyCounted = false;
m_iInitialCount = m_iCount;
}
void CArmoury::Restart(void)
{
if (m_iItem == ARMOURY_FLASHBANG || m_iItem == ARMOURY_HEGRENADE)
{
if (!m_bAlreadyCounted)
{
m_bAlreadyCounted = true;
g_pGameRules->m_iTotalGrenadeCount += m_iInitialCount;
m_iCount = m_iInitialCount;
pev->effects &= ~EF_NODRAW;
return;
}
m_iCount = (float)(m_iInitialCount / g_pGameRules->m_iTotalGrenadeCount) * g_pGameRules->m_iNumTerrorist * 1.75;
}
else if (m_iItem == ARMOURY_KEVLAR || m_iItem == ARMOURY_ASSAULT)
{
if (!m_bAlreadyCounted)
{
m_bAlreadyCounted = true;
g_pGameRules->m_iTotalArmourCount += m_iInitialCount;
m_iCount = m_iInitialCount;
pev->effects &= ~EF_NODRAW;
return;
}
m_iCount = (float)(m_iInitialCount / g_pGameRules->m_iTotalArmourCount) * g_pGameRules->m_iNumTerrorist;
}
else
{
if (!m_bAlreadyCounted)
{
m_bAlreadyCounted = true;
g_pGameRules->m_iTotalGunCount += m_iInitialCount;
m_iCount = m_iInitialCount;
pev->effects &= ~EF_NODRAW;
return;
}
m_iCount = (float)(m_iInitialCount / g_pGameRules->m_iTotalGunCount) * g_pGameRules->m_iNumTerrorist * 0.85;
}
if (m_iCount < 1)
m_iCount = 1;
pev->effects &= ~EF_NODRAW;
}
void CArmoury::Precache(void)
{
switch (m_iItem)
{
case ARMOURY_MP5NAVY: PRECACHE_MODEL("models/w_mp5.mdl"); break;
case ARMOURY_TMP: PRECACHE_MODEL("models/w_tmp.mdl"); break;
case ARMOURY_P90: PRECACHE_MODEL("models/w_p90.mdl"); break;
case ARMOURY_MAC10: PRECACHE_MODEL("models/w_mac10.mdl"); break;
case ARMOURY_AK47: PRECACHE_MODEL("models/w_ak47.mdl"); break;
case ARMOURY_SG552: PRECACHE_MODEL("models/w_sg552.mdl"); break;
case ARMOURY_M4A1: PRECACHE_MODEL("models/w_m4a1.mdl"); break;
case ARMOURY_AUG: PRECACHE_MODEL("models/w_aug.mdl"); break;
case ARMOURY_SCOUT: PRECACHE_MODEL("models/w_scout.mdl"); break;
case ARMOURY_G3SG1: PRECACHE_MODEL("models/w_g3sg1.mdl"); break;
case ARMOURY_AWP: PRECACHE_MODEL("models/w_awp.mdl"); break;
case ARMOURY_M3: PRECACHE_MODEL("models/w_m3.mdl"); break;
case ARMOURY_XM1014: PRECACHE_MODEL("models/w_xm1014.mdl"); break;
case ARMOURY_M249: PRECACHE_MODEL("models/w_m249.mdl"); break;
case ARMOURY_FLASHBANG: PRECACHE_MODEL("models/w_flashbang.mdl"); break;
case ARMOURY_HEGRENADE: PRECACHE_MODEL("models/w_hegrenade.mdl"); break;
case ARMOURY_KEVLAR: PRECACHE_MODEL("models/w_kevlar.mdl"); break;
case ARMOURY_ASSAULT: PRECACHE_MODEL("models/w_assault.mdl"); break;
case ARMOURY_SMOKEGRENADE: PRECACHE_MODEL("models/w_smokegrenade.mdl"); break;
default: PRECACHE_MODEL("models/w_kevlar.mdl"); break;
}
}