135 lines
3.8 KiB
C++
135 lines
3.8 KiB
C++
/*
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at
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* your option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*
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* In addition, as a special exception, the author gives permission to
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* link the code of this program with the Half-Life Game Engine ("HL
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* Engine") and Modified Game Libraries ("MODs") developed by Valve,
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* L.L.C ("Valve"). You must obey the GNU General Public License in all
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* respects for all of the code used other than the HL Engine and MODs
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* from Valve. If you modify this file, you may extend this exception
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* to your version of the file, but you are not obligated to do so. If
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* you do not wish to do so, delete this exception statement from your
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* version.
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*
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*/
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#include "events.h"
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bool g_bGlockBurstMode = false;
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enum glock18_e
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{
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GLOCK18_IDLE1 = 0,
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GLOCK18_IDLE2,
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GLOCK18_IDLE3,
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GLOCK18_SHOOT1,
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GLOCK18_SHOOT2,
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GLOCK18_SHOOT3,
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GLOCK18_SHOOT_EMPTY,
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GLOCK18_RELOAD,
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GLOCK18_DRAW,
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GLOCK18_HOLSTER,
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GLOCK18_ADD_SILENCER,
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GLOCK18_DRAW2,
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GLOCK18_RELOAD2
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};
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enum glock18_shield_e
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{
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GLOCK18_SHIELD_IDLE1,
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GLOCK18_SHIELD_SHOOT,
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GLOCK18_SHIELD_SHOOT2,
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GLOCK18_SHIELD_SHOOT_EMPTY,
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GLOCK18_SHIELD_RELOAD,
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GLOCK18_SHIELD_DRAW,
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GLOCK18_SHIELD_IDLE,
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GLOCK18_SHIELD_UP,
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GLOCK18_SHIELD_DOWN
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};
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void EV_Fireglock18( event_args_t *args )
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{
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int idx;
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vec3_t origin;
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vec3_t angles;
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vec3_t velocity;
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vec3_t ShellVelocity;
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vec3_t ShellOrigin;
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int shell;
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vec3_t vecSrc, vecAiming;
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vec3_t up, right, forward;
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float flSpread = 0.01;
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idx = args->entindex;
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VectorCopy( args->origin, origin );
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angles.x = (long double)args->iparam1 / 100 + args->angles[0];
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angles.y = (long double)args->iparam2 / 100 + args->angles[1];
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angles.z = args->angles[2];
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VectorCopy( args->velocity, velocity );
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AngleVectors( angles, forward, right, up );
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if ( EV_IsLocal( idx ) )
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{
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++g_iShotsFired;
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EV_MuzzleFlash();
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int seq;
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if( args->bparam1 )
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{
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if( g_bHoldingShield )
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seq = GLOCK18_SHIELD_SHOOT;
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else
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seq = (g_iWeaponFlags & WPNSTATE_GLOCK18_BURST_MODE) != 0 || g_bGlockBurstMode? GLOCK18_SHOOT1: GLOCK18_SHOOT3;
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}
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else
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{
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if( g_bHoldingShield )
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seq = GLOCK18_SHIELD_SHOOT_EMPTY;
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else
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seq = GLOCK18_SHOOT_EMPTY;
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}
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gEngfuncs.pEventAPI->EV_WeaponAnimation(seq, 2);
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}
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#if defined(_CS16CLIENT_FIX_EVENT_ORIGIN)
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else
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{
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cl_entity_t *ent = gEngfuncs.GetEntityByIndex(idx);
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origin = ent->origin;
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}
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#endif
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shell = gEngfuncs.pEventAPI->EV_FindModelIndex ("models/pshell.mdl");
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EV_GetDefaultShellInfo( args, origin, velocity, ShellVelocity, ShellOrigin, forward, -right, up, 12, -10, -7 );
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EV_EjectBrass(ShellOrigin, ShellVelocity, angles[ YAW ], shell, TE_BOUNCE_SHELL);
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gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON,
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(g_iWeaponFlags & WPNSTATE_GLOCK18_BURST_MODE) != 0 || g_bGlockBurstMode ? "weapons/glock18-1.wav": "weapons/glock18-2.wav",
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1, ATTN_NORM, 0,
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94 + gEngfuncs.pfnRandomLong( 0, 0xf ) );
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EV_GetGunPosition( args, vecSrc, origin );
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VectorCopy( forward, vecAiming );
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Vector vSpread;
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int tracerCount;
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vSpread.x = args->fparam1;
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vSpread.y = args->fparam2;
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EV_HLDM_FireBullets( idx,
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forward, right, up,
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1, vecSrc, vecAiming,
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vSpread, 4096.0, BULLET_PLAYER_9MM, 0, &tracerCount,
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2 );
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}
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