/*** * * 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" #include "soundent.h" #include "gamerules.h" enum gmgeneral_e { GMGENERAL_IDLE, GMGENERAL_FIRE1, GMGENERAL_FIRE2, GMGENERAL_RELOAD, GMGENERAL_DRAW }; LINK_ENTITY_TO_CLASS( weapon_gmgeneral, CGMGeneral ); //========================================================= //========================================================= void CGMGeneral::Spawn( ) { Precache( ); SET_MODEL(ENT(pev), "models/gmgeneral_around.aomdc"); m_iId = WEAPON_GMGENERAL; m_iDefaultAmmo = GMGENERAL_DEFAULT_GIVE; FallInit();// get ready to fall down. } void CGMGeneral::Precache( void ) { PRECACHE_MODEL("models/gmgeneral_display.aomdc"); PRECACHE_MODEL("models/gmgeneral_around.aomdc"); PRECACHE_MODEL("models/p_9mmAR.mdl"); m_iShell = PRECACHE_MODEL ("models/shell.mdl");// brass shellTE_MODEL PRECACHE_SOUND("gmgeneral/gm_expell.wav"); PRECACHE_SOUND("gmgeneral/gm_fov.wav"); PRECACHE_SOUND("items/9mmclip1.wav"); PRECACHE_SOUND("items/clipinsert1.wav"); PRECACHE_SOUND("items/cliprelease1.wav"); PRECACHE_SOUND ("weapons/357_cock1.wav"); m_usGMGeneral = PRECACHE_EVENT( 1, "events/mp5k2.sc" ); } int CGMGeneral::GetItemInfo(ItemInfo *p) { p->pszName = STRING(pev->classname); p->pszAmmo1 = NULL; p->iMaxAmmo1 = GMGENERAL_MAX_CARRY; p->pszAmmo2 = NULL; p->iMaxAmmo2 = -1; p->iMaxClip = GMGENERAL_MAX_CLIP; p->iSlot = 2; p->iPosition = 3; p->iFlags = 0; p->iId = m_iId = WEAPON_GMGENERAL; p->iWeight = GMGENERAL_WEIGHT; return 1; } int CGMGeneral::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 CGMGeneral::Deploy( ) { return DefaultDeploy( "models/gmgeneral_display.aomdc", "models/p_9mmAR.mdl", GMGENERAL_DRAW, "L85 Spec Wep" ); } void CGMGeneral::Holster( int skiplocal /* = 0 */ ) { if( m_fInZoom ) SecondaryAttack(); } void CGMGeneral::PrimaryAttack() { // don't fire underwater if (m_pPlayer->pev->waterlevel == 3 && m_pPlayer->pev->watertype > CONTENT_FLYFIELD) { PlayEmptySound( ); m_flNextPrimaryAttack = 0.15; return; } m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME; m_pPlayer->m_iWeaponFlash = NORMAL_GUN_FLASH; 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_5DEGREES ); Vector vecDir = m_pPlayer->FireBulletsPlayer( 1, vecSrc, vecAiming, VECTOR_CONE_3DEGREES, 8192, BULLET_PLAYER_MP5, 2, gSkillData.plrDmgMP5K, m_pPlayer->pev, m_pPlayer->random_seed ); int flags; #if defined( CLIENT_WEAPONS ) flags = FEV_NOTHOST; #else flags = 0; #endif PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usGMGeneral, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, 0, 0, 0, 0 ); m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.07; if ( m_flNextPrimaryAttack < UTIL_WeaponTimeBase() ) m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.07; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); } void CGMGeneral::SecondaryAttack() { if ( m_pPlayer->pev->fov != 0 ) { m_fInZoom = FALSE; m_pPlayer->pev->fov = m_pPlayer->m_iFOV = 0; // 0 means reset to default fov } else if ( m_pPlayer->pev->fov != 20 ) { m_fInZoom = TRUE; m_pPlayer->pev->fov = m_pPlayer->m_iFOV = 20; } EMIT_SOUND(ENT(pev), CHAN_ITEM, "gmgeneral/gm_fov.wav", 1, ATTN_NORM); m_flNextPrimaryAttack = m_flNextSecondaryAttack = 0.4; } void CGMGeneral::Reload( void ) { DefaultReload( GMGENERAL_MAX_CLIP, GMGENERAL_RELOAD, 2.63 ); } void CGMGeneral::WeaponIdle( void ) { ResetEmptySound( ); m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES ); if ( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() ) return; SendWeaponAnim( GMGENERAL_IDLE ); m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); } class CGMGeneralAmmoClip : public CBasePlayerAmmo { void Spawn( void ) { Precache( ); SET_MODEL(ENT(pev), "models/gmgeneral_around.aomdc"); CBasePlayerAmmo::Spawn( ); } void Precache( void ) { PRECACHE_MODEL ("models/gmgeneral_around.aomdc"); PRECACHE_SOUND("items/9mmclip1.wav"); } BOOL AddAmmo( CBaseEntity *pOther ) { int bResult = (pOther->GiveAmmo( AMMO_GMGENERALCLIP_GIVE, "", GMGENERAL_MAX_CARRY) != -1); if (bResult) { EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM); } return bResult; } }; LINK_ENTITY_TO_CLASS( ammo_gmgeneral, CGMGeneralAmmoClip );