/*** * * 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 "extdll.h" #include "util.h" #include "cbase.h" #include "monsters.h" #include "weapons.h" #include "nodes.h" #include "player.h" enum glock_e { GLOCK_IDLE1 = 0, GLOCK_IDLE2, GLOCK_IDLE3, GLOCK_SHOOT, GLOCK_SHOOT_EMPTY, GLOCK_RELOAD, GLOCK_RELOAD_NOT_EMPTY, GLOCK_DRAW, GLOCK_HOLSTER, GLOCK_ADD_SILENCER }; LINK_ENTITY_TO_CLASS( weapon_glock, CGlock ) LINK_ENTITY_TO_CLASS( weapon_9mmhandgun, CGlock ) void CGlock::Spawn( ) { pev->classname = MAKE_STRING("weapon_9mmhandgun"); // hack to allow for old names Precache( ); m_iId = WEAPON_GLOCK; SET_MODEL(ENT(pev), "models/w_9mmhandgun.mdl"); m_iDefaultAmmo = GLOCK_DEFAULT_GIVE; FallInit();// get ready to fall down. } void CGlock::Precache( void ) { PRECACHE_MODEL("models/v_9mmhandgun.mdl"); PRECACHE_MODEL("models/w_9mmhandgun.mdl"); PRECACHE_MODEL("models/p_9mmhandgun.mdl"); m_iShell = PRECACHE_MODEL ("models/shell.mdl");// brass shell PRECACHE_SOUND("items/9mmclip1.wav"); PRECACHE_SOUND("items/9mmclip2.wav"); PRECACHE_SOUND ("weapons/pl_gun1.wav");//silenced handgun PRECACHE_SOUND ("weapons/pl_gun2.wav");//silenced handgun PRECACHE_SOUND ("weapons/pl_gun3.wav");//handgun m_usFireGlock1 = PRECACHE_EVENT( 1, "events/glock1.sc" ); m_usFireGlock2 = PRECACHE_EVENT( 1, "events/glock2.sc" ); } int CGlock::GetItemInfo(ItemInfo *p) { p->pszName = STRING(pev->classname); p->pszAmmo1 = "9mm"; p->iMaxAmmo1 = _9MM_MAX_CARRY; p->pszAmmo2 = NULL; p->iMaxAmmo2 = -1; p->iMaxClip = GLOCK_MAX_CLIP; p->iSlot = 1; p->iPosition = 0; p->iFlags = 0; p->iId = m_iId = WEAPON_GLOCK; p->iWeight = GLOCK_WEIGHT; return 1; } BOOL CGlock::Deploy( ) { // pev->body = 1; return DefaultDeploy( "models/v_9mmhandgun.mdl", "models/p_9mmhandgun.mdl", GLOCK_DRAW, "onehanded", /*UseDecrement() ? 1 : 0*/ 0 ); } void CGlock::SecondaryAttack( void ) { GlockFire( 0.1, 0.2, FALSE ); } void CGlock::PrimaryAttack( void ) { GlockFire( 0.01, 0.3, TRUE ); } void CGlock::GlockFire( float flSpread , float flCycleTime, BOOL fUseAutoAim ) { if (m_iClip <= 0) { if (m_fFireOnEmpty) { PlayEmptySound(); m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.2; } return; } m_iClip--; m_pPlayer->pev->effects = (int)(m_pPlayer->pev->effects) | EF_MUZZLEFLASH; int flags; #if defined( CLIENT_WEAPONS ) flags = FEV_NOTHOST; #else flags = 0; #endif // player "shoot" animation m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); // silenced if (pev->body == 1) { m_pPlayer->m_iWeaponVolume = QUIET_GUN_VOLUME; m_pPlayer->m_iWeaponFlash = DIM_GUN_FLASH; } else { // non-silenced m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME; m_pPlayer->m_iWeaponFlash = NORMAL_GUN_FLASH; } Vector vecSrc = m_pPlayer->GetGunPosition( ); Vector vecAiming; if ( fUseAutoAim ) { vecAiming = m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES ); } else { vecAiming = gpGlobals->v_forward; } Vector vecDir; vecDir = m_pPlayer->FireBulletsPlayer( 1, vecSrc, vecAiming, Vector( flSpread, flSpread, flSpread ), 8192, BULLET_PLAYER_9MM, 0, 0, m_pPlayer->pev, m_pPlayer->random_seed ); PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), fUseAutoAim ? m_usFireGlock1 : m_usFireGlock2, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, 0, 0, ( m_iClip == 0 ) ? 1 : 0, 0 ); m_flNextPrimaryAttack = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + flCycleTime; if (!m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0) // HEV suit - indicate out of ammo condition m_pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0); m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); } void CGlock::Reload( void ) { if ( m_pPlayer->ammo_9mm <= 0 ) return; int iResult; if (m_iClip == 0) iResult = DefaultReload( 17, GLOCK_RELOAD, 1.5 ); else iResult = DefaultReload( 17, GLOCK_RELOAD_NOT_EMPTY, 1.5 ); if (iResult) { m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); } } void CGlock::WeaponIdle( void ) { ResetEmptySound( ); m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES ); if ( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() ) return; // only idle if the slid isn't back if (m_iClip != 0) { int iAnim; float flRand = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0.0, 1.0 ); if (flRand <= 0.3 + 0 * 0.75) { iAnim = GLOCK_IDLE3; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 49.0 / 16; } else if (flRand <= 0.6 + 0 * 0.875) { iAnim = GLOCK_IDLE1; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 60.0 / 16.0; } else { iAnim = GLOCK_IDLE2; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 40.0 / 16.0; } SendWeaponAnim( iAnim, 1 ); } } class CGlockAmmo : public CBasePlayerAmmo { void Spawn( void ) { Precache( ); SET_MODEL(ENT(pev), "models/w_9mmclip.mdl"); CBasePlayerAmmo::Spawn( ); } void Precache( void ) { PRECACHE_MODEL ("models/w_9mmclip.mdl"); PRECACHE_SOUND("items/9mmclip1.wav"); } BOOL AddAmmo( CBaseEntity *pOther ) { if (pOther->GiveAmmo( AMMO_GLOCKCLIP_GIVE, "9mm", _9MM_MAX_CARRY ) != -1) { EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM); return TRUE; } return FALSE; } }; LINK_ENTITY_TO_CLASS( ammo_glockclip, CGlockAmmo ) LINK_ENTITY_TO_CLASS( ammo_9mmclip, CGlockAmmo )