/* * M16A3 Full Auto */ #include "../hl_utils" namespace HL_M16A3 { enum M16A3Animation { M16A3_DRAW = 0, M16A3_HOLSTER, M16A3_IDLE, M16A3_FIDGET, M16A3_SHOOT_1, M16A3_SHOOT_2, M16A3_RELOAD_M16, M16A3_LAUNCH, M16A3_RELOAD_M203 }; array HEV = { "bts_helmet" }; const int M16A3_DEFAULT_GIVE = 30; const int M16A3_MAX_AMMO = 150; const int M16A3_MAX_AMMO2 = 10; const int M16A3_MAX_CLIP = 30; const int M16A3_MAX_DROP = 14; const int M16A3_WEIGHT = 5; //const int M16A3_DAMAGE = 15; const int M16A3_GL_GIVE = Math.RandomLong( 0, 1 ); //1 const string MODEL_AMMO = "models/bts_rc/weapons/w_9mmarclip.mdl"; const string V_MODEL = "models/bts_rc/weapons/v_m16a2.mdl"; class weapon_bts_m16 : ScriptBasePlayerWeaponEntity, HLWeaponUtils { private CBasePlayer@ m_pPlayer = null; float m_flNextAnimTime; int m_iShell; int m_iSecondaryAmmo; dictionary g_Models = { { "bts_barney", 0 }, { "bts_otis", 0 }, { "bts_barney2", 0 }, { "bts_barney3", 0 }, { "bts_scientist", 1 }, { "bts_scientist2", 1 }, { "bts_scientist3", 3 }, { "bts_scientist4", 1 }, { "bts_scientist5", 1 }, { "bts_scientist6", 1 }, { "bts_construction", 2 }, { "bts_helmet", 4 } }; int GetBodygroup() { string modelName = g_EngineFuncs.GetInfoKeyBuffer(m_pPlayer.edict()).GetValue( "model" ); switch( int(g_Models[ modelName ]) ) { case 0: m_iCurBodyConfig = g_ModelFuncs.SetBodygroup( g_ModelFuncs.ModelIndex( V_MODEL ), m_iCurBodyConfig, 2, 0 ); break; case 1: m_iCurBodyConfig = g_ModelFuncs.SetBodygroup( g_ModelFuncs.ModelIndex( V_MODEL ), m_iCurBodyConfig, 2, 1 ); break; case 2: m_iCurBodyConfig = g_ModelFuncs.SetBodygroup( g_ModelFuncs.ModelIndex( V_MODEL ), m_iCurBodyConfig, 2, 2 ); break; case 3: m_iCurBodyConfig = g_ModelFuncs.SetBodygroup( g_ModelFuncs.ModelIndex( V_MODEL ), m_iCurBodyConfig, 2, 3 ); break; case 4: m_iCurBodyConfig = g_ModelFuncs.SetBodygroup( g_ModelFuncs.ModelIndex( V_MODEL ), m_iCurBodyConfig, 2, 4 ); break; } return m_iCurBodyConfig; } void Spawn() { Precache(); g_EntityFuncs.SetModel( self, "models/w_m16.mdl" ); self.m_iDefaultAmmo = M16A3_DEFAULT_GIVE; self.m_iDefaultSecAmmo = M16A3_GL_GIVE; self.m_iSecondaryAmmoType = 0; self.FallInit(); } void Precache() { self.PrecacheCustomModels(); g_Game.PrecacheModel( "models/bts_rc/weapons/v_m16a2.mdl" ); g_Game.PrecacheModel( "models/w_m16.mdl" ); g_Game.PrecacheModel( "models/p_m16.mdl" ); g_Game.PrecacheModel( MODEL_AMMO ); m_iShell = g_Game.PrecacheModel( "models/shell.mdl" ); g_Game.PrecacheModel( "models/grenade.mdl" ); g_Game.PrecacheModel( "models/w_saw_clip.mdl" ); g_SoundSystem.PrecacheSound( "items/9mmclip1.wav" ); //These are played by the model, needs changing there g_SoundSystem.PrecacheSound( "hl/items/clipinsert1.wav" ); g_SoundSystem.PrecacheSound( "hl/items/cliprelease1.wav" ); g_SoundSystem.PrecacheSound( "hl/items/guncock1.wav" ); g_SoundSystem.PrecacheSound( "bts_rc/weapons/m16_fire1.wav" ); g_SoundSystem.PrecacheSound( "hl/weapons/glauncher.wav" ); g_SoundSystem.PrecacheSound( "hl/weapons/glauncher2.wav" ); g_SoundSystem.PrecacheSound( "hl/weapons/357_cock1.wav" ); } bool GetItemInfo( ItemInfo& out info ) { info.iMaxAmmo1 = M16A3_MAX_AMMO; info.iMaxAmmo2 = M16A3_MAX_AMMO2; info.iMaxClip = M16A3_MAX_CLIP; info.iSlot = 2; info.iPosition = 10; info.iFlags = 0; info.iWeight = M16A3_WEIGHT; return true; } bool AddToPlayer( CBasePlayer@ pPlayer ) { if( !BaseClass.AddToPlayer( pPlayer ) ) return false; @m_pPlayer = pPlayer; NetworkMessage message( MSG_ONE, NetworkMessages::WeapPickup, pPlayer.edict() ); message.WriteLong( self.m_iId ); message.End(); return true; } bool PlayEmptySound() { if( self.m_bPlayEmptySound ) { self.m_bPlayEmptySound = false; g_SoundSystem.EmitSoundDyn( m_pPlayer.edict(), CHAN_WEAPON, "hl/weapons/357_cock1.wav", 0.8, ATTN_NORM, 0, PITCH_NORM ); } return false; } bool Deploy() { return self.DefaultDeploy( self.GetV_Model( "models/bts_rc/weapons/v_m16a2.mdl" ), self.GetP_Model( "models/p_m16.mdl" ), M16A3_DRAW, "m16", 0, GetBodygroup() ); } float WeaponTimeBase() { return g_Engine.time; //g_WeaponFuncs.WeaponTimeBase(); } void PrimaryAttack() { // don't fire underwater if( m_pPlayer.pev.waterlevel == WATERLEVEL_HEAD ) { self.PlayEmptySound( ); self.m_flNextPrimaryAttack = WeaponTimeBase() + 0.13; return; } if( self.m_iClip <= 0 ) { self.PlayEmptySound(); self.m_flNextPrimaryAttack = WeaponTimeBase() + 0.13; return; } m_pPlayer.m_iWeaponVolume = NORMAL_GUN_VOLUME; m_pPlayer.m_iWeaponFlash = NORMAL_GUN_FLASH; --self.m_iClip; switch ( g_PlayerFuncs.SharedRandomLong( m_pPlayer.random_seed, 0, 2 ) ) { case 0: self.SendWeaponAnim( M16A3_SHOOT_1, 0, GetBodygroup() ); break; case 1: self.SendWeaponAnim( M16A3_SHOOT_2, 0, GetBodygroup() ); break; case 2: self.SendWeaponAnim( M16A3_SHOOT_1, 0, GetBodygroup() ); break; } g_SoundSystem.EmitSoundDyn( m_pPlayer.edict(), CHAN_WEAPON, "bts_rc/weapons/m16_fire1.wav", 1.0, ATTN_NORM, 0, 95 + Math.RandomLong( 0, 10 ) ); // player "shoot" animation m_pPlayer.SetAnimation( PLAYER_ATTACK1 ); Vector vecSrc = m_pPlayer.GetGunPosition(); Vector vecAiming = m_pPlayer.GetAutoaimVector( AUTOAIM_5DEGREES ); // Weapon spread Vector vecSpread; if( !(m_pPlayer.pev.flags & FL_DUCKING != 0 ) ) { vecSpread = VECTOR_CONE_6DEGREES; //spread when crouching } else { vecSpread = Vector( 0.01, 0.01, 0.01 ); //spread when standing } vecSpread = vecSpread * 1.0f; // optimized multiplayer. Widened to make it easier to hit a moving player m_pPlayer.FireBullets( 1, vecSrc, vecAiming, vecSpread, 8192, BULLET_PLAYER_SAW, 2 ); if( self.m_iClip == 0 && m_pPlayer.m_rgAmmo( self.m_iPrimaryAmmoType ) <= 0 ) // HEV suit - indicate out of ammo condition m_pPlayer.SetSuitUpdate( "!HEV_AMO0", false, 0 ); // model difference string modelName = g_EngineFuncs.GetInfoKeyBuffer(m_pPlayer.edict()).GetValue( "model" ); if ( HEV.find(modelName) >= 0 ) { m_pPlayer.pev.punchangle.x = -3.0; self.m_flNextPrimaryAttack = self.m_flNextPrimaryAttack + 0.142; if( self.m_flNextPrimaryAttack < WeaponTimeBase() ) self.m_flNextPrimaryAttack = WeaponTimeBase() + 0.142; // Fire rate } else { // crouching recoil logic if( m_pPlayer.pev.flags & FL_DUCKING != 0 ) { m_pPlayer.pev.punchangle.x = Math.RandomLong( -3, 2 ); //recoil when crouching } else { m_pPlayer.pev.punchangle.x = Math.RandomLong( -8, 3 ); //recoil when stand } self.m_flNextPrimaryAttack = self.m_flNextPrimaryAttack + 0.145; if( self.m_flNextPrimaryAttack < WeaponTimeBase() ) self.m_flNextPrimaryAttack = WeaponTimeBase() + 0.145; // Fire rate } self.m_flTimeWeaponIdle = WeaponTimeBase() + g_PlayerFuncs.SharedRandomFloat( m_pPlayer.random_seed, 10, 15 ); TraceResult tr; float x, y; g_Utility.GetCircularGaussianSpread( x, y ); Vector vecDir = vecAiming + x * vecSpread.x * g_Engine.v_right + y * vecSpread.y * g_Engine.v_up; Vector vecEnd = vecSrc + vecDir * 4096; g_Utility.TraceLine( vecSrc, vecEnd, dont_ignore_monsters, m_pPlayer.edict(), tr ); if( tr.flFraction < 1.0 ) { if( tr.pHit !is null ) { CBaseEntity@ pHit = g_EntityFuncs.Instance( tr.pHit ); if( pHit is null || pHit.IsBSPModel() ) g_WeaponFuncs.DecalGunshot( tr, BULLET_PLAYER_CUSTOMDAMAGE ); } } } void SecondaryAttack() { // don't fire underwater if( m_pPlayer.pev.waterlevel == WATERLEVEL_HEAD ) { self.PlayEmptySound(); self.m_flNextPrimaryAttack = WeaponTimeBase() + 0.15; return; } if( m_pPlayer.m_rgAmmo(self.m_iSecondaryAmmoType) <= 0 ) { self.PlayEmptySound(); return; } m_pPlayer.m_iWeaponVolume = NORMAL_GUN_VOLUME; m_pPlayer.m_iWeaponFlash = BRIGHT_GUN_FLASH; m_pPlayer.m_iExtraSoundTypes = bits_SOUND_DANGER; m_pPlayer.m_flStopExtraSoundTime = WeaponTimeBase() + 0.2; m_pPlayer.m_rgAmmo( self.m_iSecondaryAmmoType, m_pPlayer.m_rgAmmo( self.m_iSecondaryAmmoType ) - 1 ); m_pPlayer.pev.punchangle.x = -11.0; self.SendWeaponAnim( M16A3_LAUNCH, 0, GetBodygroup() ); // player "shoot" animation m_pPlayer.SetAnimation( PLAYER_ATTACK1 ); if ( g_PlayerFuncs.SharedRandomLong( m_pPlayer.random_seed, 0, 1 ) != 0 ) { // play this sound through BODY channel so we can hear it if player didn't stop firing MP3 g_SoundSystem.EmitSoundDyn( m_pPlayer.edict(), CHAN_WEAPON, "hl/weapons/glauncher.wav", 0.8, ATTN_NORM, 0, PITCH_NORM ); } else { // play this sound through BODY channel so we can hear it if player didn't stop firing MP3 g_SoundSystem.EmitSoundDyn( m_pPlayer.edict(), CHAN_WEAPON, "hl/weapons/glauncher2.wav", 0.8, ATTN_NORM, 0, PITCH_NORM ); } Math.MakeVectors( m_pPlayer.pev.v_angle + m_pPlayer.pev.punchangle ); // we don't add in player velocity anymore. if( ( m_pPlayer.pev.button & IN_DUCK ) != 0 ) { g_EntityFuncs.ShootContact( m_pPlayer.pev, m_pPlayer.pev.origin + g_Engine.v_forward * 16 + g_Engine.v_right * 6, g_Engine.v_forward * 900 ); //800 } else { g_EntityFuncs.ShootContact( m_pPlayer.pev, m_pPlayer.pev.origin + m_pPlayer.pev.view_ofs * 0.5 + g_Engine.v_forward * 16 + g_Engine.v_right * 6, g_Engine.v_forward * 900 ); //800 } self.m_flNextPrimaryAttack = WeaponTimeBase() + 1.25; self.m_flNextSecondaryAttack = WeaponTimeBase() + 1.25; self.m_flTimeWeaponIdle = WeaponTimeBase() + 5;// idle pretty soon after shooting. if( m_pPlayer.m_rgAmmo(self.m_iSecondaryAmmoType) <= 0 ) // HEV suit - indicate out of ammo condition m_pPlayer.SetSuitUpdate( "!HEV_AMO0", false, 0 ); } void Reload() { self.DefaultReload( M16A3_MAX_CLIP, M16A3_RELOAD_M16, 3.25, GetBodygroup() ); //Set 3rd person reloading animation -Sniper BaseClass.Reload(); } void WeaponIdle() { self.ResetEmptySound(); m_pPlayer.GetAutoaimVector( AUTOAIM_5DEGREES ); if( self.m_flTimeWeaponIdle > WeaponTimeBase() ) return; int iAnim; switch( g_PlayerFuncs.SharedRandomLong( m_pPlayer.random_seed, 0, 1 ) ) { case 0: iAnim = M16A3_IDLE; break; case 1: iAnim = M16A3_FIDGET; break; default: iAnim = M16A3_FIDGET; break; } self.SendWeaponAnim( iAnim, 0, GetBodygroup() ); self.m_flTimeWeaponIdle = WeaponTimeBase() + g_PlayerFuncs.SharedRandomFloat( m_pPlayer.random_seed, 10, 15 );// how long till we do this again. } } class ammo_bts_m16 : ScriptBasePlayerAmmoEntity { void Spawn() { g_EntityFuncs.SetModel( self, MODEL_AMMO ); pev.scale = 1.0; BaseClass.Spawn(); } bool AddAmmo( CBaseEntity@ pOther ) { int iGive; iGive = M16A3_MAX_CLIP; if( pOther.GiveAmmo( iGive, "556", M16A3_MAX_AMMO ) != -1) { g_SoundSystem.EmitSound( self.edict(), CHAN_ITEM, "hlclassic/items/9mmclip1.wav", 1, ATTN_NORM ); return true; } return false; } } string GetHLM16Name() { return "weapon_bts_m16"; } string GetHLM16AmmoName() { return "ammo_bts_m16"; } void RegisterHLM16() { g_CustomEntityFuncs.RegisterCustomEntity( "HL_M16A3::weapon_bts_m16", GetHLM16Name() ); g_CustomEntityFuncs.RegisterCustomEntity( "HL_M16A3::ammo_bts_m16", GetHLM16AmmoName() ); g_ItemRegistry.RegisterWeapon( GetHLM16Name(), "bts_rc/weapons", "556", "ARgrenades", GetHLM16AmmoName() ); } }