hlsdk-xash3d/dlls/gearbox/m249.cpp

330 lines
7.3 KiB
C++

/***
*
* Copyright (c) 1996-2001, 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 m249_e
{
M249_SLOWIDLE = 0,
M249_IDLE2,
M249_LAUNCH,
M249_RELOAD1,
M249_HOLSTER,
M249_DEPLOY,
M249_SHOOT1,
M249_SHOOT2,
M249_SHOOT3,
};
LINK_ENTITY_TO_CLASS(weapon_m249, CM249)
//=========================================================
//=========================================================
void CM249::Spawn()
{
Precache();
SET_MODEL(ENT(pev), "models/w_saw.mdl");
m_iId = WEAPON_M249;
m_iDefaultAmmo = M249_DEFAULT_GIVE;
m_fInSpecialReload = 0;
FallInit();// get ready to fall down.
}
void CM249::Precache(void)
{
PRECACHE_MODEL("models/v_saw.mdl");
PRECACHE_MODEL("models/w_saw.mdl");
PRECACHE_MODEL("models/p_saw.mdl");
m_iShell = PRECACHE_MODEL("models/saw_shell.mdl");// brass shellTE_MODEL
PRECACHE_MODEL("models/w_saw_clip.mdl");
PRECACHE_SOUND("items/9mmclip1.wav");
PRECACHE_SOUND("weapons/saw_fire1.wav");
PRECACHE_SOUND("weapons/saw_fire2.wav");
PRECACHE_SOUND("weapons/saw_fire3.wav");
PRECACHE_SOUND("weapons/saw_reload.wav");
PRECACHE_SOUND("weapons/saw_reload2.wav");
PRECACHE_SOUND("weapons/357_cock1.wav");
m_usM249 = PRECACHE_EVENT(1, "events/m249.sc");
}
int CM249::GetItemInfo(ItemInfo *p)
{
p->pszName = STRING(pev->classname);
p->pszAmmo1 = "556";
p->iMaxAmmo1 = _556_MAX_CARRY;
p->pszAmmo2 = NULL;
p->iMaxAmmo2 = -1;
p->iMaxClip = M249_MAX_CLIP;
p->iSlot = 5;
p->iPosition = 0;
p->iFlags = 0;
p->iId = m_iId = WEAPON_M249;
p->iWeight = M249_WEIGHT;
return 1;
}
int CM249::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 CM249::Deploy()
{
m_fInSpecialReload = FALSE;
UpdateTape();
return DefaultDeploy("models/v_saw.mdl", "models/p_saw.mdl", M249_DEPLOY, "m249");
}
void CM249::Holster(int skiplocal)
{
m_fInSpecialReload = FALSE;
CBasePlayerWeapon::Holster();
}
void CM249::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->pev->punchangle.x = RANDOM_FLOAT( 1.0f, 1.5f );
m_pPlayer->pev->punchangle.y = RANDOM_FLOAT( -0.5f, -0.2f );
m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME;
m_pPlayer->m_iWeaponFlash = NORMAL_GUN_FLASH;
m_iClip--;
UpdateTape();
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;
#if 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_6DEGREES, 8192, BULLET_PLAYER_556, 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_556, 2, 0, m_pPlayer->pev, m_pPlayer->random_seed);
}
int flags;
#if CLIENT_WEAPONS
flags = FEV_NOTHOST;
#else
flags = 0;
#endif
PLAYBACK_EVENT_FULL(flags, m_pPlayer->edict(), m_usM249, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, 0, pev->body, 0, 0);
#if !CLIENT_DLL
// Add inverse impulse, but only if we are on the ground.
// This is mainly to avoid too-high air velocity.
if (m_pPlayer->pev->flags & FL_ONGROUND)
{
float flZVel = m_pPlayer->pev->velocity.z;
m_pPlayer->pev->velocity = m_pPlayer->pev->velocity - gpGlobals->v_forward * (40 + (RANDOM_LONG(1, 2) * 2));
// Add backward velocity
m_pPlayer->pev->velocity.z = flZVel;
}
#endif
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 = GetNextAttackDelay(0.067);
if (m_flNextPrimaryAttack < UTIL_WeaponTimeBase())
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.1;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.2f;
}
void CM249::Reload(void)
{
if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 || m_iClip == M249_MAX_CLIP)
return;
if (DefaultReload(M249_MAX_CLIP, M249_LAUNCH, 1.33, pev->body)) {
m_fInSpecialReload = TRUE;
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 3.78;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 3.78;
}
}
void CM249::ItemPostFrame()
{
if (!m_fInReload)
{
m_iVisibleClip = m_iClip;
}
if ( m_fInSpecialReload )
{
if (m_pPlayer->m_flNextAttack <= UTIL_WeaponTimeBase())
{
int maxClip;
#ifndef CLIENT_DLL
maxClip = iMaxClip();
#else
ItemInfo itemInfo;
GetItemInfo( &itemInfo );
maxClip = itemInfo.iMaxClip;
#endif
m_iVisibleClip = m_iClip + Q_min( maxClip - m_iClip, m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] );
UpdateTape(m_iVisibleClip);
m_fInSpecialReload = FALSE;
SendWeaponAnim( M249_RELOAD1, UseDecrement(), pev->body );
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 2.4;
}
}
CBasePlayerWeapon::ItemPostFrame();
}
void CM249::WeaponIdle(void)
{
ResetEmptySound();
m_pPlayer->GetAutoaimVector(AUTOAIM_5DEGREES);
UpdateTape(m_iVisibleClip);
if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase())
return;
float flRand = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0.0f, 1.0f );
int iAnim;
if (flRand <= 0.8) {
iAnim = M249_SLOWIDLE;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 5;
} else {
iAnim = M249_IDLE2;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 155.0/25.0;
}
SendWeaponAnim(iAnim, UseDecrement(), pev->body);
m_flTimeWeaponIdle = UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15); // how long till we do this again.
}
void CM249::UpdateTape()
{
UpdateTape(m_iClip);
m_iVisibleClip = m_iClip;
}
void CM249::UpdateTape(int clip)
{
pev->body = BodyFromClip(clip);
}
int CM249::BodyFromClip()
{
return BodyFromClip(m_iVisibleClip);
}
int CM249::BodyFromClip(int clip)
{
if (clip == 0) {
return 8;
} else if (clip > 0 && clip < 8) {
return 9 - clip;
} else {
return 0;
}
}
class CM249AmmoClip : public CBasePlayerAmmo
{
void Spawn(void)
{
Precache();
SET_MODEL(ENT(pev), "models/w_saw_clip.mdl");
CBasePlayerAmmo::Spawn();
}
void Precache(void)
{
PRECACHE_MODEL("models/w_saw_clip.mdl");
PRECACHE_SOUND("items/9mmclip1.wav");
}
BOOL AddAmmo(CBaseEntity *pOther)
{
int bResult = (pOther->GiveAmmo(AMMO_556CLIP_GIVE, "556", _556_MAX_CARRY) != -1);
if (bResult)
{
EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM);
}
return bResult;
}
};
LINK_ENTITY_TO_CLASS(ammo_556, CM249AmmoClip);