/*** * * 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" 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 }; class CGlock : public CBasePlayerWeapon { public: void Spawn( void ); void Precache( void ); int iItemSlot( void ) { return 2; } int GetItemInfo(ItemInfo *p); void PrimaryAttack( void ); void SecondaryAttack( void ); void GlockFire( float flSpread, float flCycleTime, BOOL fUseAutoAim ); BOOL Deploy( void ); void Reload( void ); void WeaponIdle( void ); private: int m_iShell; unsigned short m_usFireGlock1; unsigned short m_usFireGlock2; }; 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" ); } void CGlock::SecondaryAttack( void ) { GlockFire( 0.1, 0.2, FALSE ); } void CGlock::PrimaryAttack( void ) { GlockFire( 0.01, 0.3, TRUE ); } void CGlock::GlockFire( float flSpread , float flCycleTime, BOOL fUseAutoAim ) { if (m_iClip <= 0) { if (m_fFireOnEmpty) { PlayEmptySound(); m_flNextPrimaryAttack = gpGlobals->time + 0.2; } return; } m_iClip--; m_pPlayer->pev->effects = (int)(m_pPlayer->pev->effects) | EF_MUZZLEFLASH; #if defined ( OLD_WEAPONS ) if (m_iClip != 0) SendWeaponAnim( GLOCK_SHOOT ); else SendWeaponAnim( GLOCK_SHOOT_EMPTY ); #endif if ( fUseAutoAim ) { PLAYBACK_EVENT_FULL( 0, m_pPlayer->edict(), m_usFireGlock1, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, 0, 0, ( m_iClip == 0 ) ? 1 : 0, 0 ); } else { PLAYBACK_EVENT_FULL( 0, m_pPlayer->edict(), m_usFireGlock2, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, 0, 0, ( m_iClip == 0 ) ? 1 : 0, 0 ); } // player "shoot" animation m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); #if defined ( OLD_WEAPONS ) UTIL_MakeVectors( m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle ); Vector vecShellVelocity = m_pPlayer->pev->velocity + gpGlobals->v_right * RANDOM_FLOAT(50,70) + gpGlobals->v_up * RANDOM_FLOAT(100,150) + gpGlobals->v_forward * 25; EjectBrass ( pev->origin + m_pPlayer->pev->view_ofs + gpGlobals->v_up * -12 + gpGlobals->v_forward * 32 + gpGlobals->v_right * 6 , vecShellVelocity, pev->angles.y, m_iShell, TE_BOUNCE_SHELL ); #endif // silenced if (pev->body == 1) { m_pPlayer->m_iWeaponVolume = QUIET_GUN_VOLUME; m_pPlayer->m_iWeaponFlash = DIM_GUN_FLASH; #if defined ( OLD_WEAPONS ) switch(RANDOM_LONG(0,1)) { case 0: EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/pl_gun1.wav", RANDOM_FLOAT(0.9, 1.0), ATTN_NORM); break; case 1: EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/pl_gun2.wav", RANDOM_FLOAT(0.9, 1.0), ATTN_NORM); break; } #endif } else { // non-silenced m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME; m_pPlayer->m_iWeaponFlash = NORMAL_GUN_FLASH; #if defined ( OLD_WEAPONS ) EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/pl_gun3.wav", RANDOM_FLOAT(0.92, 1.0), ATTN_NORM, 0, 98 + RANDOM_LONG(0,3)); #endif } Vector vecSrc = m_pPlayer->GetGunPosition( ); Vector vecAiming; if ( fUseAutoAim ) { vecAiming = m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES ); } else { vecAiming = gpGlobals->v_forward; } m_pPlayer->FireBullets( 1, vecSrc, vecAiming, Vector( flSpread, flSpread, flSpread ), 8192, BULLET_PLAYER_9MM, 0 ); m_flNextPrimaryAttack = m_flNextSecondaryAttack = gpGlobals->time + 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 = gpGlobals->time + RANDOM_FLOAT ( 10, 15 ); #if defined ( OLD_WEAPONS ) m_pPlayer->pev->punchangle.x -= 2; #endif } void CGlock::Reload( void ) { int iResult; if (m_iClip == 0) iResult = DefaultReload( 17, GLOCK_RELOAD, 1.5 ); else iResult = DefaultReload( 18, GLOCK_RELOAD_NOT_EMPTY, 1.5 ); if (iResult) { m_flTimeWeaponIdle = gpGlobals->time + RANDOM_FLOAT ( 10, 15 ); } } void CGlock::WeaponIdle( void ) { ResetEmptySound( ); m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES ); if (m_flTimeWeaponIdle > gpGlobals->time) return; // only idle if the slid isn't back if (m_iClip != 0) { int iAnim; float flRand = RANDOM_FLOAT(0, 1); if (flRand <= 0.3 + 0 * 0.75) { iAnim = GLOCK_IDLE3; m_flTimeWeaponIdle = gpGlobals->time + 49.0 / 16; } else if (flRand <= 0.6 + 0 * 0.875) { iAnim = GLOCK_IDLE1; m_flTimeWeaponIdle = gpGlobals->time + 60.0 / 16.0; } else { iAnim = GLOCK_IDLE2; m_flTimeWeaponIdle = gpGlobals->time + 40.0 / 16.0; } SendWeaponAnim( iAnim ); } } 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 );