mirror of https://github.com/FWGS/hlsdk-xash3d
AR2
This commit is contained in:
parent
32fb787c80
commit
15ba8e1a1f
|
@ -0,0 +1,432 @@
|
|||
/***
|
||||
*AR2 Impulse Rifle from HALF-LIFE 2 , rewritten to hlsdk by Solexid.
|
||||
*Uses custom models and sounds
|
||||
*
|
||||
****/
|
||||
|
||||
#include "extdll.h"
|
||||
#include "util.h"
|
||||
#include "customentity.h"
|
||||
#include "cbase.h"
|
||||
#include "monsters.h"
|
||||
#include "weapons.h"
|
||||
#include "nodes.h"
|
||||
#include "player.h"
|
||||
#include "soundent.h"
|
||||
#include "gamerules.h"
|
||||
|
||||
#define AR2_BEAM_SPRITE "sprites/xbeam1.spr"
|
||||
#define WEAPON_AR2 19
|
||||
enum AR2_e
|
||||
{
|
||||
AR2_LONGIDLE = 0,
|
||||
AR2_IDLE1,
|
||||
AR2_LAUNCH,
|
||||
AR2_RELOAD,
|
||||
AR2_DEPLOY,
|
||||
AR2_FIRE1,
|
||||
AR2_FIRE2,
|
||||
AR2_FIRE3,
|
||||
};
|
||||
|
||||
|
||||
|
||||
LINK_ENTITY_TO_CLASS(weapon_ar2, CAR2);
|
||||
// TO WEAPONS.h
|
||||
//
|
||||
//class CAR2 : public CBasePlayerWeapon
|
||||
//{
|
||||
//public:
|
||||
// void Spawn(void);
|
||||
// void Precache(void);
|
||||
// int iItemSlot(void) { return 3; }
|
||||
// int GetItemInfo(ItemInfo *p);
|
||||
// int AddToPlayer(CBasePlayer *pPlayer);
|
||||
// CBeam* m_pBeam1;
|
||||
// void PrimaryAttack(void);
|
||||
// void Cleaner(void);
|
||||
// void SecondaryAttack(void);
|
||||
// int SecondaryAmmoIndex(void);
|
||||
// BOOL Deploy(void);
|
||||
// void Holster(int skiplocal);
|
||||
// void MyAnim(int iAnim);
|
||||
// void Reload(void);
|
||||
// void WeaponIdle(void);
|
||||
// float m_flNextAnimTime;
|
||||
// int m_iShell;
|
||||
//
|
||||
// virtual BOOL UseDecrement(void)
|
||||
// {
|
||||
// return false;
|
||||
//
|
||||
// }
|
||||
//
|
||||
//};
|
||||
|
||||
|
||||
//=========================================================
|
||||
//=========================================================
|
||||
int CAR2::SecondaryAmmoIndex(void)
|
||||
{
|
||||
return m_iSecondaryAmmoType;
|
||||
}
|
||||
|
||||
void CAR2::Spawn()
|
||||
{
|
||||
pev->classname = MAKE_STRING("weapon_ar2"); // hack to allow for old names
|
||||
Precache();
|
||||
SET_MODEL(ENT(pev), "models/w_ar2.mdl");
|
||||
m_iId = WEAPON_AR2;
|
||||
|
||||
m_iDefaultAmmo = 30;
|
||||
|
||||
FallInit();// get ready to fall down.
|
||||
}
|
||||
|
||||
|
||||
void CAR2::Precache(void)
|
||||
{
|
||||
PRECACHE_MODEL("models/v_ar2.mdl");
|
||||
PRECACHE_MODEL("models/w_ar2.mdl");
|
||||
PRECACHE_MODEL("models/p_ar2.mdl");
|
||||
|
||||
m_iShell = PRECACHE_MODEL("models/shell.mdl");// brass shellTE_MODEL
|
||||
|
||||
PRECACHE_MODEL("models/ar2grenade.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("ar2s1.wav");// H to the K
|
||||
|
||||
PRECACHE_SOUND("ar2launch.wav");
|
||||
|
||||
PRECACHE_SOUND("weapons/357_cock1.wav");
|
||||
|
||||
}
|
||||
|
||||
int CAR2::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 = 30;
|
||||
p->iSlot = 2;
|
||||
p->iPosition = 3;
|
||||
p->iFlags = 0;
|
||||
p->iId = m_iId = WEAPON_AR2;
|
||||
p->iWeight = 25;
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
int CAR2::AddToPlayer(CBasePlayer *pPlayer)
|
||||
{
|
||||
if (CBasePlayerWeapon::AddToPlayer(pPlayer))
|
||||
{
|
||||
MESSAGE_BEGIN(MSG_ONE, gmsgWeapPickup, NULL, pPlayer->pev);
|
||||
WRITE_BYTE(m_iId);
|
||||
MESSAGE_END();
|
||||
return TRUE;
|
||||
}
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
BOOL CAR2::Deploy()
|
||||
{
|
||||
return DefaultDeploy("models/v_ar2.mdl", "models/p_ar2.mdl", AR2_DEPLOY, "MP5");
|
||||
}
|
||||
void CAR2::Holster(int skiplocal /* = 0 */)
|
||||
{
|
||||
|
||||
MyAnim(AR2_DEPLOY);
|
||||
}
|
||||
void CAR2::MyAnim(int iAnim)
|
||||
{
|
||||
|
||||
m_pPlayer->pev->weaponanim = iAnim;
|
||||
|
||||
|
||||
|
||||
MESSAGE_BEGIN(MSG_ONE, SVC_WEAPONANIM, NULL, m_pPlayer->pev);
|
||||
WRITE_BYTE(iAnim); // sequence number
|
||||
WRITE_BYTE(pev->body); // weaponmodel bodygroup.
|
||||
MESSAGE_END();
|
||||
}
|
||||
void CAR2::PrimaryAttack()
|
||||
{
|
||||
// don't fire underwater
|
||||
if (m_pPlayer->pev->waterlevel == 3)
|
||||
{
|
||||
PlayEmptySound();
|
||||
m_flNextPrimaryAttack =gpGlobals->time+0.15;
|
||||
return;
|
||||
}
|
||||
|
||||
if (m_iClip <= 0)
|
||||
{
|
||||
PlayEmptySound();
|
||||
m_flNextPrimaryAttack = gpGlobals->time + 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_10DEGREES);
|
||||
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(25, vecSrc, vecAiming, VECTOR_CONE_3DEGREES, 8192, BULLET_PLAYER_MP5, 0, 1, m_pPlayer->pev, m_pPlayer->random_seed);
|
||||
}
|
||||
else
|
||||
{
|
||||
// single player spread
|
||||
vecDir = m_pPlayer->FireBulletsPlayer(20, vecSrc, vecAiming, VECTOR_CONE_1DEGREES, 8192, BULLET_PLAYER_MP5, 0, 1, m_pPlayer->pev, m_pPlayer->random_seed);
|
||||
}
|
||||
|
||||
int iAnim;
|
||||
switch (RANDOM_LONG(0, 2))
|
||||
{
|
||||
case 0:
|
||||
iAnim = AR2_FIRE1;
|
||||
break;
|
||||
|
||||
default:
|
||||
case 1:
|
||||
iAnim = AR2_FIRE2;
|
||||
break;
|
||||
case 2:
|
||||
iAnim = AR2_FIRE3;
|
||||
break;
|
||||
}
|
||||
|
||||
MyAnim(iAnim);
|
||||
|
||||
m_pBeam1 = CBeam::BeamCreate(AR2_BEAM_SPRITE, 40);
|
||||
m_pBeam1->SetFlags(BEAM_FSINE);
|
||||
m_pBeam1->pev->spawnflags |= SF_BEAM_TEMPORARY;
|
||||
m_pBeam1->pev->owner = m_pPlayer->edict();
|
||||
m_pBeam1->SetEndAttachment(1);
|
||||
m_pBeam1->SetStartPos(this->pev->origin + this->pev->view_ofs + gpGlobals->v_forward * 1000 + gpGlobals->v_up * 20 + gpGlobals->v_right * 5 + gpGlobals->v_forward * 30);
|
||||
m_pBeam1->SetEndPos(this->pev->origin + pev->view_ofs +gpGlobals->v_up*20+gpGlobals->v_right*5+gpGlobals->v_forward*30);
|
||||
m_pBeam1->SetWidth(15);
|
||||
m_pBeam1->SetBrightness(255);
|
||||
EMIT_SOUND(ENT(pev), CHAN_VOICE, "ar2s1.wav", 1, ATTN_NORM);
|
||||
|
||||
if (!m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0)
|
||||
// HEV suit - indicate out of ammo condition
|
||||
m_pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0);
|
||||
SetThink(&CAR2::Cleaner);
|
||||
pev->nextthink = gpGlobals->time + 0.03;
|
||||
m_flNextPrimaryAttack = gpGlobals->time + (0.08);
|
||||
|
||||
if (m_flNextPrimaryAttack < gpGlobals->time )
|
||||
m_flNextPrimaryAttack = gpGlobals->time + 0.02;
|
||||
|
||||
m_flTimeWeaponIdle = gpGlobals->time + UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15);
|
||||
}
|
||||
|
||||
void CAR2::Cleaner(void) {
|
||||
|
||||
UTIL_Remove(m_pBeam1);
|
||||
}
|
||||
|
||||
void CAR2::SecondaryAttack(void)
|
||||
{
|
||||
// don't fire underwater
|
||||
if (m_pPlayer->pev->waterlevel == 3)
|
||||
{
|
||||
PlayEmptySound();
|
||||
m_flNextPrimaryAttack = gpGlobals->time + 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 = gpGlobals->time + 0.7;
|
||||
|
||||
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);
|
||||
|
||||
CGrenade::AR2Shoot(m_pPlayer->pev,
|
||||
m_pPlayer->pev->origin + m_pPlayer->pev->view_ofs + gpGlobals->v_forward * 16,
|
||||
gpGlobals->v_forward * 1300,5);
|
||||
|
||||
|
||||
EMIT_SOUND(ENT(pev), CHAN_VOICE, "ar2launch.wav", 0.75, ATTN_NORM);
|
||||
MyAnim(AR2_LAUNCH);
|
||||
|
||||
m_flNextPrimaryAttack = gpGlobals->time + 1;
|
||||
m_flNextSecondaryAttack = gpGlobals->time + 2;
|
||||
m_flTimeWeaponIdle = gpGlobals->time + + 5;// idle pretty soon after shooting.
|
||||
|
||||
if (!m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType])
|
||||
// HEV suit - indicate out of ammo condition
|
||||
m_pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0);
|
||||
}
|
||||
|
||||
void CAR2::Reload(void)
|
||||
{
|
||||
;
|
||||
|
||||
if (m_pPlayer->ammo_9mm <= 0)
|
||||
return;
|
||||
|
||||
DefaultReload(30, AR2_RELOAD, 1.0);
|
||||
|
||||
}
|
||||
|
||||
|
||||
void CAR2::WeaponIdle(void)
|
||||
{
|
||||
ResetEmptySound();
|
||||
|
||||
m_pPlayer->GetAutoaimVector(AUTOAIM_5DEGREES);
|
||||
|
||||
if (m_flTimeWeaponIdle >gpGlobals->time)
|
||||
return;
|
||||
|
||||
int iAnim;
|
||||
switch (RANDOM_LONG(0, 1))
|
||||
{
|
||||
case 0:
|
||||
iAnim = AR2_LONGIDLE;
|
||||
break;
|
||||
|
||||
default:
|
||||
case 1:
|
||||
iAnim = AR2_IDLE1;
|
||||
break;
|
||||
}
|
||||
|
||||
MyAnim(iAnim);
|
||||
|
||||
m_flTimeWeaponIdle = gpGlobals->time+UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15); // how long till we do this again.
|
||||
}
|
||||
|
||||
|
||||
|
||||
//CGrenade * AR2Shoot(entvars_t * pevOwner, Vector vecStart, Vector vecVelocity, float time); to weapons.h
|
||||
CGrenade * CGrenade::AR2Shoot(entvars_t *pevOwner, Vector vecStart, Vector vecVelocity, float time)
|
||||
{
|
||||
CGrenade *pGrenade = GetClassPtr((CGrenade *)NULL);
|
||||
pGrenade->Spawn();
|
||||
UTIL_SetOrigin(pGrenade->pev, vecStart);
|
||||
pGrenade->pev->velocity = vecVelocity;
|
||||
pGrenade->pev->movetype = MOVETYPE_BOUNCEMISSILE;
|
||||
pGrenade->pev->angles = UTIL_VecToAngles(pGrenade->pev->velocity);
|
||||
pGrenade->pev->owner = ENT(pevOwner);
|
||||
|
||||
UTIL_SetSize(pGrenade->pev, Vector(-5, -5, -5), Vector(5, 5, 5));
|
||||
pGrenade->SetTouch(&CGrenade::AR2Touch); // Bounce if touched
|
||||
|
||||
pGrenade->pev->dmgtime = gpGlobals->time + time;
|
||||
pGrenade->SetThink(&CGrenade::TumbleThink);
|
||||
pGrenade->pev->nextthink = gpGlobals->time + 0.1;
|
||||
if (time < 0.1)
|
||||
{
|
||||
pGrenade->pev->nextthink = gpGlobals->time;
|
||||
pGrenade->pev->velocity = Vector(0, 0, 0);
|
||||
}
|
||||
|
||||
pGrenade->pev->sequence = RANDOM_LONG(3, 6);
|
||||
pGrenade->pev->framerate = 1.0;
|
||||
|
||||
|
||||
pGrenade->pev->gravity = 0.5;
|
||||
pGrenade->pev->friction = 0.8;
|
||||
|
||||
SET_MODEL(ENT(pGrenade->pev), "models/ar2grenade.mdl");
|
||||
pGrenade->pev->dmg = 30;
|
||||
|
||||
return pGrenade;
|
||||
}
|
||||
//void AR2Touch(CBaseEntity * pOther); to weapons.h
|
||||
|
||||
void CGrenade::AR2Touch(CBaseEntity *pOther)
|
||||
{
|
||||
// don't hit the guy that launched this sphere
|
||||
if (pOther->edict() == pev->owner)
|
||||
return;
|
||||
|
||||
// only do damage if we're moving fairly fast
|
||||
if (m_flNextAttack < gpGlobals->time )
|
||||
{
|
||||
entvars_t *pevOwner = VARS(pev->owner);
|
||||
if (pevOwner)
|
||||
{
|
||||
TraceResult tr = UTIL_GetGlobalTrace();
|
||||
ClearMultiDamage();
|
||||
pOther->TraceAttack(pevOwner, 250, gpGlobals->v_forward, &tr, DMG_CLUB);
|
||||
ApplyMultiDamage(pev, pevOwner);
|
||||
}
|
||||
m_flNextAttack = gpGlobals->time + 0.03; // debounce
|
||||
}
|
||||
|
||||
Vector vecTestVelocity;
|
||||
vecTestVelocity = pev->velocity;
|
||||
|
||||
if (!m_fRegisteredSound && vecTestVelocity.Length() <= 60)
|
||||
{
|
||||
CSoundEnt::InsertSound(bits_SOUND_DANGER, pev->origin, pev->dmg / 0.4, 0.3);
|
||||
m_fRegisteredSound = TRUE;
|
||||
}
|
||||
|
||||
{
|
||||
// play bounce sound
|
||||
switch (RANDOM_LONG(0, 2))
|
||||
{
|
||||
case 0: EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/grenade_hit1.wav", 0.25, ATTN_NORM); break;
|
||||
case 1: EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/grenade_hit2.wav", 0.25, ATTN_NORM); break;
|
||||
case 2: EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/grenade_hit3.wav", 0.25, ATTN_NORM); break;
|
||||
}
|
||||
}
|
||||
pev->framerate = pev->velocity.Length() / 200.0;
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
Loading…
Reference in New Issue