176 lines
4.3 KiB
C++
176 lines
4.3 KiB
C++
/***
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*
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* Copyright (c) 1996-2002, 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 "stdafx.h"
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#include "cbase.h"
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#include "player.h"
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#include "weapons.h"
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enum mp5n_e
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{
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MP5N_IDLE1,
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MP5N_RELOAD,
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MP5N_DRAW,
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MP5N_SHOOT1,
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MP5N_SHOOT2,
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MP5N_SHOOT3
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};
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LINK_ENTITY_TO_CLASS(weapon_mp5navy, CMP5N);
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void CMP5N::Spawn(void)
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{
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pev->classname = MAKE_STRING("weapon_mp5navy");
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Precache();
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m_iId = WEAPON_MP5N;
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SET_MODEL(ENT(pev), "models/w_mp5.mdl");
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m_iDefaultAmmo = MP5NAVY_DEFAULT_GIVE;
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m_flAccuracy = 0;
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m_bDelayFire = false;
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FallInit();
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}
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void CMP5N::Precache(void)
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{
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PRECACHE_MODEL("models/v_mp5.mdl");
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PRECACHE_MODEL("models/w_mp5.mdl");
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PRECACHE_SOUND("weapons/mp5-1.wav");
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PRECACHE_SOUND("weapons/mp5-2.wav");
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PRECACHE_SOUND("weapons/mp5_clipout.wav");
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PRECACHE_SOUND("weapons/mp5_clipin.wav");
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PRECACHE_SOUND("weapons/mp5_slideback.wav");
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m_iShell = PRECACHE_MODEL("models/pshell.mdl");
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m_usFireMP5N = PRECACHE_EVENT(1, "events/mp5n.sc");
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}
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int CMP5N::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 = MP5N_MAX_CLIP;
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p->iSlot = 0;
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p->iPosition = 7;
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p->iId = m_iId = WEAPON_MP5N;
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p->iFlags = 0;
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p->iWeight = MP5NAVY_WEIGHT;
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return 1;
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}
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BOOL CMP5N::Deploy(void)
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{
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m_flAccuracy = 0;
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m_bDelayFire = false;
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iShellOn = 1;
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return DefaultDeploy("models/v_mp5.mdl", "models/p_mp5.mdl", MP5N_DRAW, "mp5", UseDecrement() != FALSE);
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}
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void CMP5N::PrimaryAttack(void)
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{
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if (!FBitSet(m_pPlayer->pev->flags, FL_ONGROUND))
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MP5NFire((0.2) * m_flAccuracy, 0.075, FALSE);
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else
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MP5NFire((0.04) * m_flAccuracy, 0.075, FALSE);
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}
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void CMP5N::MP5NFire(float flSpread, float flCycleTime, BOOL fUseAutoAim)
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{
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m_bDelayFire = true;
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m_iShotsFired++;
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m_flAccuracy = ((float)(m_iShotsFired * m_iShotsFired * m_iShotsFired) / 220.0) + 0.45;
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if (m_flAccuracy > 0.75)
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m_flAccuracy = 0.75;
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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 = UTIL_WeaponTimeBase() + 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 |= EF_MUZZLEFLASH;
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m_pPlayer->SetAnimation(PLAYER_ATTACK1);
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UTIL_MakeVectors(m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle);
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Vector vecSrc = m_pPlayer->GetGunPosition();
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Vector vecDir = m_pPlayer->FireBullets3(vecSrc, gpGlobals->v_forward, flSpread, 8192, 1, BULLET_PLAYER_9MM, 26, 0.84, m_pPlayer->pev, FALSE, m_pPlayer->random_seed);
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int flags;
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#ifdef 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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PLAYBACK_EVENT_FULL(flags, m_pPlayer->edict(), m_usFireMP5N, 0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, (int)(m_pPlayer->pev->punchangle.x * 100), (int)(m_pPlayer->pev->punchangle.y * 100), FALSE, FALSE);
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m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME;
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m_pPlayer->m_iWeaponFlash = DIM_GUN_FLASH;
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m_flNextPrimaryAttack = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + flCycleTime;
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if (!m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0)
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m_pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0);
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2;
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if (!FBitSet(m_pPlayer->pev->flags, FL_ONGROUND))
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KickBack(0.9, 0.475, 0.35, 0.0425, 5.0, 3.0, 6);
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else if (m_pPlayer->pev->velocity.Length2D() > 0)
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KickBack(0.5, 0.275, 0.2, 0.03, 3.0, 2.0, 10);
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else if (FBitSet(m_pPlayer->pev->flags, FL_DUCKING))
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KickBack(0.225, 0.15, 0.1, 0.015, 2.0, 1.0, 10);
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else
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KickBack(0.25, 0.175, 0.125, 0.02, 2.25, 1.25, 10);
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}
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void CMP5N::Reload(void)
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{
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if (m_pPlayer->ammo_9mm <= 0)
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return;
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if (DefaultReload(MP5N_MAX_CLIP, MP5N_RELOAD, 2.63))
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{
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m_pPlayer->SetAnimation(PLAYER_RELOAD);
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m_flAccuracy = 0;
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m_iShotsFired = 0;
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}
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}
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void CMP5N::WeaponIdle(void)
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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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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 20;
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SendWeaponAnim(MP5N_IDLE1, UseDecrement() != FALSE);
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} |