hlsdk-xash3d/dlls/hs/mw2.cpp

234 lines
5.3 KiB
C++

/***
*
* 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 mw2_e
{
MW2_LONGIDLE = 0,
MW2_IDLE1,
MW2_GRENADE,
MW2_RELOAD,
MW2_DRAW,
MW2_SHOOT1,
MW2_SHOOT2,
MW2_SHOOT3,
MW2_DEPLOY,
};
LINK_ENTITY_TO_CLASS( weapon_mw2, CMW2 );
LINK_ENTITY_TO_CLASS( weapon_gauss, CMW2 );
LINK_ENTITY_TO_CLASS( ammo_gaussclip, CMW2 );
//=========================================================
//=========================================================
void CMW2::Spawn( )
{
pev->classname = MAKE_STRING("weapon_mw2"); // hack to allow for old names
Precache( );
SET_MODEL(ENT(pev), "models/w_mw2.mdl");
m_iId = WEAPON_MW2;
m_iDefaultAmmo = MW2_DEFAULT_GIVE;
FallInit();// get ready to fall down.
}
void CMW2::Precache( void )
{
PRECACHE_MODEL("models/v_mw2.mdl");
PRECACHE_MODEL("models/w_mw2.mdl");
PRECACHE_MODEL("models/p_mw2.mdl");
m_iShell = PRECACHE_MODEL ("models/rshell.mdl");// brass shell
PRECACHE_SOUND("weapons/m4a1_clipin.wav");
PRECACHE_MODEL ("models/w_9mmclip.mdl");
PRECACHE_SOUND ("weapons/m4a1_unsil-1.wav");
PRECACHE_SOUND ("weapons/m4a1_unsil-2.wav");
PRECACHE_SOUND ("weapons/m4a1_boltpull.wav");
m_usMW2 = PRECACHE_EVENT( 1, "events/mw2.sc" );
}
int CMW2::GetItemInfo(ItemInfo *p)
{
p->pszName = STRING(pev->classname);
p->pszAmmo1 = "mw2";
p->iMaxAmmo1 = MW2_MAX_CARRY;
p->iMaxClip = MW2_MAX_CLIP;
p->iSlot = 2;
p->iPosition = 3;
p->iFlags = 0;
p->iId = m_iId = WEAPON_MW2;
p->iWeight = MW2_WEIGHT;
return 1;
}
int CMW2::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 CMW2::Deploy( )
{
return DefaultDeploy( "models/v_mw2.mdl", "models/p_mw2.mdl", MW2_DRAW, "mp5" );
}
void CMW2::PrimaryAttack()
{
// don't fire underwater
if (m_pPlayer->pev->waterlevel == 3)
{
PlayEmptySound( );
m_flNextPrimaryAttack = 0.15;
return;
}
if (m_iClip <= 0)
{
PlayEmptySound();
m_flNextPrimaryAttack = 0.15;
return;
}
m_pPlayer->m_iWeaponVolume = LOUD_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_5DEGREES );
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( 1, vecSrc, vecAiming, VECTOR_CONE_9DEGREES, 8192, BULLET_PLAYER_MW2, 2, 0, m_pPlayer->pev, m_pPlayer->random_seed );
}
else
{
// single player spread
vecDir = m_pPlayer->FireBulletsPlayer( 1, vecSrc, vecAiming, VECTOR_CONE_3DEGREES, 8192, BULLET_PLAYER_MW2, 2, 0, m_pPlayer->pev, m_pPlayer->random_seed );
}
int flags;
#if defined( CLIENT_WEAPONS )
flags = FEV_NOTHOST;
#else
flags = 0;
#endif
#ifndef CLIENT_DLL
UTIL_ScreenShake( m_pPlayer->pev->origin, 250.0, 200.0, 2.5, 1 );
#endif
PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usMW2, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, 0, 0, 0, 0 );
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 = UTIL_WeaponTimeBase() + 0.1;
if ( m_flNextPrimaryAttack < UTIL_WeaponTimeBase() )
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.1;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
}
void CMW2::Reload( void )
{
DefaultReload( MW2_MAX_CLIP, MW2_RELOAD, 3.0 );
}
void CMW2::WeaponIdle( void )
{
ResetEmptySound( );
m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES );
if ( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() )
return;
int iAnim;
iAnim = MW2_IDLE1;
SendWeaponAnim( iAnim );
m_flTimeWeaponIdle = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); // how long till we do this again.
}
class CMW2AmmoClip : 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 )
{
int bResult = (pOther->GiveAmmo( AMMO_MW2_GIVE, "mw2", MW2_MAX_CARRY) != -1);
if (bResult)
{
EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM);
}
return bResult;
}
};
LINK_ENTITY_TO_CLASS( ammo_mw2, CMW2AmmoClip );