hlsdk-xash3d/dlls/mp5.cpp

236 lines
5.5 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"
#include "nail.h"
enum mp5_e
{
MP5_LONGIDLE = 0,
MP5_IDLE1,
MP5_LAUNCH,
MP5_RELOAD,
MP5_DEPLOY,
MP5_FIRE1,
MP5_FIRE2,
MP5_FIRE3,
MP5_DEPLOY_EMPTY,
MP5_LONGIDLE_EMPTY,
MP5_IDLE1_EMPTY
};
LINK_ENTITY_TO_CLASS( weapon_nailgun, CMP5 )
//=========================================================
//=========================================================
void CMP5::Spawn()
{
Precache();
SET_MODEL( ENT( pev ), "models/w_nailgun.mdl" );
m_iId = WEAPON_MP5;
m_iDefaultAmmo = MP5_DEFAULT_GIVE;
#if CLIENT_DLL
if( bIsMultiplayer() )
#else
if( g_pGameRules->IsMultiplayer() )
#endif
m_iDefaultAmmo = MP5_DEFAULT_GIVE_MP;
FallInit();// get ready to fall down.
}
void CMP5::Precache( void )
{
PRECACHE_MODEL( "models/v_nailgun.mdl" );
PRECACHE_MODEL( "models/w_nailgun.mdl" );
PRECACHE_MODEL( "models/p_nailgun.mdl" );
PRECACHE_MODEL( "models/w_nailround.mdl" );
PRECACHE_SOUND( "items/9mmclip1.wav" );
PRECACHE_SOUND( "items/clipinsert1.wav" );
PRECACHE_SOUND( "items/cliprelease1.wav" );
PRECACHE_SOUND( "weapons/nailgun.wav" );
UTIL_PrecacheOther( "nailgun_nail" );
}
int CMP5::GetItemInfo( ItemInfo *p )
{
p->pszName = STRING( pev->classname );
p->pszAmmo1 = "9mm";
p->iMaxAmmo1 = _9MM_MAX_CARRY;
p->pszAmmo2 = NULL;
p->iMaxAmmo2 = -1;
p->iMaxClip = MP5_MAX_CLIP;
p->iSlot = 1;
p->iPosition = 1;
p->iFlags = 0;
p->iId = m_iId = WEAPON_MP5;
p->iWeight = MP5_WEIGHT;
return 1;
}
int CMP5::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 CMP5::Deploy()
{
return DefaultDeploy( "models/v_nailgun.mdl", "models/p_nailgun.mdl", m_iClip ? MP5_DEPLOY : MP5_DEPLOY_EMPTY, "mp5" );
}
void CMP5::PrimaryAttack()
{
// don't fire underwater
if( m_pPlayer->pev->waterlevel == 3 )
{
PlayEmptySound();
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.3f;
return;
}
if( m_iClip <= 0 )
{
PlayEmptySound();
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.3f;
return;
}
m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME;
m_iClip--;
EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_WEAPON, "weapons/nailgun.wav", 1.0, ATTN_NORM, 0, 94 + RANDOM_LONG( 0, 15 ) );
SendWeaponAnim( MP5_FIRE1 + RANDOM_LONG( 0, 2 ) );
// m_pPlayer->pev->effects = (int)( m_pPlayer->pev->effects ) | EF_MUZZLEFLASH;
// player "shoot" animation
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
Vector vecAngles = m_pPlayer->pev->punchangle + m_pPlayer->pev->v_angle;
UTIL_MakeVectors( vecAngles );
vecAngles.x = -vecAngles.x;
Vector vecSrc = m_pPlayer->GetGunPosition() - gpGlobals->v_up * 3 + gpGlobals->v_right * 3;
float flSpread = 0.0349;
float x, y;
do{
x = RANDOM_FLOAT( -0.5, 0.5 ) + RANDOM_FLOAT( -0.5, 0.5 );
y = RANDOM_FLOAT( -0.5, 0.5 ) + RANDOM_FLOAT( -0.5, 0.5 );
}
while( x * x + y * y > 1.0f );
Vector vecSpread = x * flSpread * gpGlobals->v_up + y * flSpread * gpGlobals->v_right + gpGlobals->v_forward;
Vector vecDest = vecSrc + vecSpread * 2048.0f;
UTIL_MakeTracer( vecSrc, vecDest );
CNailGunNail *pNail = CNailGunNail::NailCreate( FALSE );
pNail->pev->origin = vecSrc;
pNail->pev->angles = vecAngles;
pNail->pev->owner = m_pPlayer->edict();
pNail->pev->velocity = vecSpread * 1600.0f;
pNail->pev->speed = 1600.0f;
pNail->pev->avelocity.z = 30;
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.1f;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
if( !m_iClip )
SendWeaponAnim( MP5_LONGIDLE_EMPTY );
m_pPlayer->pev->punchangle.x -= 1.0f;
}
void CMP5::Reload( void )
{
if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 || m_iClip == MP5_MAX_CLIP )
return;
DefaultReload( MP5_MAX_CLIP, MP5_RELOAD, 1.5f );
}
void CMP5::WeaponIdle( void )
{
ResetEmptySound();
if( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() )
return;
int iAnim;
switch( RANDOM_LONG( 0, 1 ) )
{
case 0:
iAnim = m_iClip ? MP5_LONGIDLE : MP5_LONGIDLE_EMPTY;
break;
default:
case 1:
iAnim = m_iClip ? MP5_IDLE1 : MP5_IDLE1_EMPTY;
break;
}
SendWeaponAnim( iAnim );
m_flTimeWeaponIdle = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); // how long till we do this again.
}
class CMP5AmmoClip : public CBasePlayerAmmo
{
void Spawn( void )
{
Precache();
SET_MODEL( ENT( pev ), "models/w_nailround.mdl" );
CBasePlayerAmmo::Spawn();
}
void Precache( void )
{
PRECACHE_MODEL( "models/w_nailround.mdl" );
PRECACHE_SOUND( "items/9mmclip1.wav" );
}
BOOL AddAmmo( CBaseEntity *pOther )
{
int bResult = ( pOther->GiveAmmo( AMMO_MP5CLIP_GIVE, "9mm", _9MM_MAX_CARRY ) != -1 );
if( bResult )
{
EMIT_SOUND( ENT( pev ), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM );
}
return bResult;
}
};
LINK_ENTITY_TO_CLASS( ammo_nailround, CMP5AmmoClip )