mirror of
https://github.com/FWGS/hlsdk-xash3d
synced 2024-11-10 20:29:35 +01:00
273 lines
6.1 KiB
C++
273 lines
6.1 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"
|
|
|
|
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 );
|
|
}
|
|
|
|
// modif de Julien
|
|
int CGlock::AddToPlayer( CBasePlayer *pPlayer )
|
|
{
|
|
if ( CBasePlayerWeapon::AddToPlayer( pPlayer ) )
|
|
{
|
|
MESSAGE_BEGIN( MSG_ONE, gmsgWeapPickup, NULL, pPlayer->pev );
|
|
WRITE_BYTE( m_iId );
|
|
MESSAGE_END();
|
|
|
|
m_pPlayer->TextAmmo( TA_HANDGUN );
|
|
|
|
return TRUE;
|
|
}
|
|
return FALSE;
|
|
}
|
|
|
|
void CGlock::SecondaryAttack( void )
|
|
{
|
|
GlockFire( 0.1f, 0.2f, FALSE );
|
|
}
|
|
|
|
void CGlock::PrimaryAttack( void )
|
|
{
|
|
GlockFire( 0.01f, 0.3f, TRUE );
|
|
}
|
|
|
|
void CGlock::GlockFire( float flSpread, float flCycleTime, BOOL fUseAutoAim )
|
|
{
|
|
if( m_iClip <= 0 )
|
|
{
|
|
if( m_fFireOnEmpty )
|
|
{
|
|
PlayEmptySound();
|
|
m_flNextPrimaryAttack = GetNextAttackDelay( 0.2f );
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
m_iClip--;
|
|
|
|
m_pPlayer->pev->effects = (int)( m_pPlayer->pev->effects ) | EF_MUZZLEFLASH;
|
|
|
|
int flags;
|
|
#if 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->Gunflash ();
|
|
}
|
|
|
|
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, g_vecZero, g_vecZero, vecDir.x, vecDir.y, 0, 0, ( m_iClip == 0 ) ? 1 : 0, 0 );
|
|
|
|
/*SendWeaponAnim( GLOCK_SHOOT );
|
|
EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/pl_gun3.wav", 0.8, ATTN_NORM);*/
|
|
|
|
m_flNextPrimaryAttack = m_flNextSecondaryAttack = GetNextAttackDelay( 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->m_rgAmmo[m_iPrimaryAmmoType] <= 0 || m_iClip == GLOCK_MAX_CLIP )
|
|
return;
|
|
|
|
int iResult;
|
|
|
|
if( m_iClip == 0 )
|
|
iResult = DefaultReload( GLOCK_MAX_CLIP, GLOCK_RELOAD, 1.5f );
|
|
else
|
|
iResult = DefaultReload( GLOCK_MAX_CLIP, GLOCK_RELOAD_NOT_EMPTY, 1.5f ); // modif de julien - remplace 18 par 17
|
|
|
|
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 )
|
|
{
|
|
if (m_flTimeWeaponIdle > gpGlobals->time)
|
|
return;
|
|
|
|
int iAnim;
|
|
switch ( RANDOM_LONG( 0, 4 ) )
|
|
{
|
|
case 0 :
|
|
iAnim = GLOCK_IDLE1;
|
|
break;
|
|
|
|
case 1 :
|
|
iAnim = GLOCK_IDLE2;
|
|
break;
|
|
|
|
case 3 :
|
|
default :
|
|
iAnim = GLOCK_IDLE3;
|
|
break;
|
|
}
|
|
|
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + RANDOM_FLOAT( 6, 15 );
|
|
|
|
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 )
|