/*** * * Copyright (c) 1999, 2000 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" #include "soundent.h" #include "gamerules.h" enum tommygun_e { TOMMYGUN_IDLE = 0, TOMMYGUN_RELOAD, TOMMYGUN_DRAW, TOMMYGUN_FIRE1, TOMMYGUN_FIRE2, TOMMYGUN_EMPTY_IDLE, }; #include "TommyGun.h" LINK_ENTITY_TO_CLASS( weapon_tommygun, CTommyGun ); //========================================================= //========================================================= void CTommyGun::Spawn( ) { pev->classname = MAKE_STRING("weapon_tommygun"); // hack to allow for old names Precache( ); SET_MODEL(ENT(pev), "models/w_tommygun.mdl"); m_iId = WEAPON_TOMMYGUN; m_iDefaultAmmo = TOMMYGUN_DEFAULT_GIVE; FallInit();// get ready to fall down. } void CTommyGun::Precache( void ) { PRECACHE_MODEL("models/v_tommygun.mdl"); PRECACHE_MODEL("models/w_tommygun.mdl"); PRECACHE_MODEL("models/p_tommygun.mdl"); m_iShell = PRECACHE_MODEL ("models/shell.mdl");// brass shellTE_MODEL PRECACHE_MODEL("models/tommy_ammo.mdl"); PRECACHE_SOUND("weapons/tommy_draw_slideback.wav"); PRECACHE_SOUND("weapons/tommy_reload_clipin.wav"); PRECACHE_SOUND("weapons/tommy_reload_clipout.wav"); PRECACHE_SOUND("weapons/tommy_shoot1.wav"); PRECACHE_SOUND("weapons/tommy_shoot2.wav"); // PRECACHE_SOUND ("weapons/357_cock1.wav"); m_usTommyGun = PRECACHE_EVENT( 1, "events/tommygun.sc" ); } int CTommyGun::GetItemInfo(ItemInfo *p) { p->pszName = STRING(pev->classname); p->pszAmmo1 = "Tommy Gun"; p->iMaxAmmo1 = TOMMYGUN_MAX_CARRY; p->pszAmmo2 = NULL; p->iMaxAmmo2 = -1; p->iMaxClip = TOMMYGUN_MAX_CLIP; p->iSlot = 1; p->iPosition = 2; p->iFlags = 0; p->iId = m_iId = WEAPON_TOMMYGUN; p->iWeight = TOMMYGUN_WEIGHT; return 1; } int CTommyGun::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 CTommyGun::Deploy( ) { return DefaultDeploy( "models/v_tommygun.mdl", "models/p_tommygun.mdl", TOMMYGUN_DRAW, "tommygun" ); } void CTommyGun::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; } PLAYBACK_EVENT( 0, m_pPlayer->edict(), m_usTommyGun ); m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME; m_pPlayer->m_iWeaponFlash = NORMAL_GUN_FLASH; m_iClip--; // player "shoot" animation m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); Vector vecSrc = m_pPlayer->GetGunPosition( ); Vector vecAiming = m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES ); if ( g_pGameRules->IsDeathmatch() ) { // optimized multiplayer. Widened to make it easier to hit a moving player m_pPlayer->FireBullets( 1, vecSrc, vecAiming, VECTOR_CONE_6DEGREES, 8192, BULLET_PLAYER_TOMMYGUN, 2 ); } else { // single player spread m_pPlayer->FireBullets( 1, vecSrc, vecAiming, VECTOR_CONE_3DEGREES, 8192, BULLET_PLAYER_TOMMYGUN, 2 ); } //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_flNextPrimaryAttack = m_flNextPrimaryAttack + 0.1; if (m_flNextPrimaryAttack < gpGlobals->time) m_flNextPrimaryAttack = gpGlobals->time + 0.1; m_flTimeWeaponIdle = gpGlobals->time + RANDOM_FLOAT ( 10, 15 ); } void CTommyGun::SecondaryAttack( void ) { PrimaryAttack(); } void CTommyGun::Reload( void ) { DefaultReload( TOMMYGUN_MAX_CLIP, TOMMYGUN_RELOAD, 177.0/38.0 ); } void CTommyGun::WeaponIdle( void ) { ResetEmptySound( ); m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES ); if (m_flTimeWeaponIdle > gpGlobals->time) return; SendWeaponAnim( TOMMYGUN_IDLE ); //m_flTimeWeaponIdle = gpGlobals->time + RANDOM_FLOAT ( 10, 15 );// how long till we do this again. m_flTimeWeaponIdle = gpGlobals->time + 40.0/12.0 + RANDOM_FLOAT ( 1, 4 ); } //////////////////////////////////////////////////////////////////////////// void CTommyGunAmmoClip::Spawn( void ) { Precache( ); SET_MODEL(ENT(pev), "models/tommy_ammo.mdl"); CBasePlayerAmmo::Spawn( ); } void CTommyGunAmmoClip::Precache( void ) { PRECACHE_MODEL ("models/tommy_ammo.mdl"); PRECACHE_SOUND("items/9mmclip1.wav"); } BOOL CTommyGunAmmoClip::AddAmmo( CBaseEntity *pOther ) { int bResult = (pOther->GiveAmmo( AMMO_TOMMYGUNCLIP_GIVE, "Tommy Gun", TOMMYGUN_MAX_CARRY) != -1); if (bResult) { EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM); } return bResult; } LINK_ENTITY_TO_CLASS( ammo_tommygun, CTommyGunAmmoClip );