/*** *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; }