// Standard Black Operators Tactical Suppressed M4A1 // Models: HAPE B // Scripts: Giegue, Rizulix, Valve Software // Sounds: TurtleRock Studios, Valve Software, HAPE B, RaptorSKA // Sprites: TurtleRock Studios, Valve Software, SV BOY namespace BTS_M4SD { enum M4SDAnimation { LONGIDLE = 0, IDLE1, LAUNCH, RELOAD, DEPLOY, FIRE1, FIRE2, FIRE3, }; enum M4ScopedMode_e { MODE_UNSCOPE = 0, MODE_SCOPE }; array HEV = { "bts_helmet" }; const int M4SD_DEFAULT_GIVE = 30; const int M4SD_MAX_AMMO = 150; const int M4SD_MAX_CLIP = 30; const int M4SD_WEIGHT = 5; const int M4SD_MAX_DMG = 13; const string MODEL_AMMO = "models/bts_rc/weapons/w_556nato.mdl"; const string V_MODEL = "models/bts_rc/weapons/v_m4sd.mdl"; class weapon_bts_m4sd : ScriptBasePlayerWeaponEntity, HLWeaponUtils { private CBasePlayer@ m_pPlayer = null; float m_flNextAnimTime; int m_iShell; int g_iCurrentMode; int m_iShotsFired; 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, 1, 0 ); break; case 1: m_iCurBodyConfig = g_ModelFuncs.SetBodygroup( g_ModelFuncs.ModelIndex( V_MODEL ), m_iCurBodyConfig, 1, 1 ); break; case 2: m_iCurBodyConfig = g_ModelFuncs.SetBodygroup( g_ModelFuncs.ModelIndex( V_MODEL ), m_iCurBodyConfig, 1, 2 ); break; case 3: m_iCurBodyConfig = g_ModelFuncs.SetBodygroup( g_ModelFuncs.ModelIndex( V_MODEL ), m_iCurBodyConfig, 1, 3 ); break; case 4: m_iCurBodyConfig = g_ModelFuncs.SetBodygroup( g_ModelFuncs.ModelIndex( V_MODEL ), m_iCurBodyConfig, 1, 4 ); break; } return m_iCurBodyConfig; } void Spawn() { Precache(); g_EntityFuncs.SetModel( self, "models/bts_rc/weapons/w_m4sd.mdl" ); self.m_iDefaultAmmo = M4SD_DEFAULT_GIVE; m_iShotsFired = 0; self.FallInit(); } void Precache() { self.PrecacheCustomModels(); g_Game.PrecacheModel( "models/bts_rc/weapons/v_m4sd.mdl" ); g_Game.PrecacheModel( "models/bts_rc/weapons/w_m4sd.mdl" ); g_Game.PrecacheModel( "models/bts_rc/weapons/p_m4sd.mdl" ); g_Game.PrecacheModel( MODEL_AMMO ); m_iShell = g_Game.PrecacheModel( "models/hlclassic/saw_shell.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/m4sd_fire1.wav" ); g_SoundSystem.PrecacheSound( "hl/weapons/357_cock1.wav" ); } bool GetItemInfo( ItemInfo& out info ) { info.iMaxAmmo1 = M4SD_MAX_AMMO; info.iMaxClip = M4SD_MAX_CLIP; info.iSlot = 2; info.iPosition = 9; info.iFlags = 0; info.iWeight = M4SD_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() { bool bResult; { bResult = self.DefaultDeploy( self.GetV_Model( "models/bts_rc/weapons/v_m4sd.mdl" ), self.GetP_Model( "models/bts_rc/weapons/p_m4sd.mdl" ), DEPLOY, "m16", 0, GetBodygroup() ); float deployTime = 1.2; self.m_flTimeWeaponIdle = self.m_flNextPrimaryAttack = self.m_flNextSecondaryAttack = g_Engine.time + deployTime; return bResult; } } void Holster( int skipLocal = 0 ) { self.m_fInReload = false; if ( g_iCurrentMode == MODE_SCOPE ) { g_iCurrentMode = MODE_UNSCOPE; } m_iShotsFired = 0; ToggleZoom( 0 ); BaseClass.Holster( skipLocal ); } float WeaponTimeBase() { return g_Engine.time; //g_WeaponFuncs.WeaponTimeBase(); } // Setting FOV command for ToggleZoom void call line void SetFOV( int fov ) { m_pPlayer.pev.fov = m_pPlayer.m_iFOV = fov; } // Utilizing SetFOV function inside this call line void ToggleZoom( int zoomedFOV ) { if ( self.m_fInZoom == true ) { SetFOV( 0 ); // 0 means reset to default fov } else if ( self.m_fInZoom == false ) { SetFOV( zoomedFOV ); } } void PrimaryAttack() { // don't fire underwater if( m_pPlayer.pev.waterlevel == WATERLEVEL_HEAD ) { self.PlayEmptySound( ); self.m_flNextPrimaryAttack = WeaponTimeBase() + 0.12; return; } if( self.m_iClip <= 0 ) { self.PlayEmptySound(); self.m_flNextPrimaryAttack = WeaponTimeBase() + 0.12; return; } m_pPlayer.m_iWeaponVolume = QUIET_GUN_VOLUME; m_pPlayer.m_iWeaponFlash = DIM_GUN_FLASH; if( g_iCurrentMode == MODE_SCOPE ) { self.m_flNextPrimaryAttack = self.m_flNextSecondaryAttack = WeaponTimeBase() + 0.13; } else if( g_iCurrentMode == MODE_UNSCOPE) { self.m_flNextPrimaryAttack = self.m_flNextSecondaryAttack = WeaponTimeBase() + 0.124; } --self.m_iClip; switch ( g_PlayerFuncs.SharedRandomLong( m_pPlayer.random_seed, 0, 2 ) ) { case 0: self.SendWeaponAnim( FIRE1, 0, GetBodygroup() ); break; case 1: self.SendWeaponAnim( FIRE2, 0, GetBodygroup() ); break; case 2: self.SendWeaponAnim( FIRE3, 0, GetBodygroup() ); break; } g_SoundSystem.EmitSoundDyn( m_pPlayer.edict(), CHAN_WEAPON, "bts_rc/weapons/m4sd_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_CUSTOMDAMAGE, 2, M4SD_MAX_DMG ); 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 (HEV has higher stability for weaponary than the one without it) - HL Lore string modelName = g_EngineFuncs.GetInfoKeyBuffer(m_pPlayer.edict()).GetValue( "model" ); if ( HEV.find(modelName) >= 0 ) { m_pPlayer.pev.punchangle.x = -2.75; // recoil // self.m_flNextPrimaryAttack = self.m_flNextPrimaryAttack + 0.125; if( self.m_flNextPrimaryAttack < WeaponTimeBase() ) self.m_flNextPrimaryAttack = WeaponTimeBase() + 0.125; } 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( -6, 3 ); //recoil when stand } if( self.m_flNextPrimaryAttack < WeaponTimeBase() ) self.m_flNextPrimaryAttack = WeaponTimeBase() + 0.125; } // self.m_flNextPrimaryAttack = self.m_flNextPrimaryAttack + 0.125; if( self.m_flNextPrimaryAttack < WeaponTimeBase() ) self.m_flNextPrimaryAttack = WeaponTimeBase() + 0.125; 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_MP5 ); } } } void SecondaryAttack() { self.m_flNextSecondaryAttack = self.m_flNextPrimaryAttack = WeaponTimeBase() + 0.3f; switch ( g_iCurrentMode ) { case MODE_UNSCOPE: { g_iCurrentMode = MODE_SCOPE; ToggleZoom( 45 ); break; } case MODE_SCOPE: { g_iCurrentMode = MODE_UNSCOPE; ToggleZoom( 0 ); break; } } } void Reload() { self.DefaultReload( M4SD_MAX_CLIP, RELOAD, 3.0, GetBodygroup() ); g_iCurrentMode = 0; ToggleZoom( 0 ); m_iShotsFired = 0; //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 = LONGIDLE; break; case 1: iAnim = IDLE1; break; default: iAnim = LONGIDLE; 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_m4sd : ScriptBasePlayerAmmoEntity { void Spawn() { g_EntityFuncs.SetModel( self, MODEL_AMMO ); pev.scale = 1.0; BaseClass.Spawn(); } bool AddAmmo( CBaseEntity@ pOther ) { int iGive; iGive = M4SD_MAX_CLIP; if( pOther.GiveAmmo( iGive, "556", M4SD_MAX_AMMO ) != -1) { g_SoundSystem.EmitSound( self.edict(), CHAN_ITEM, "hlclassic/items/9mmclip1.wav", 1, ATTN_NORM ); return true; } return false; } } string GetM4SDName() { return "weapon_bts_m4sd"; } string GetM4SDAmmoName() { return "ammo_bts_m4sd"; } void RegisterM4SD() { g_CustomEntityFuncs.RegisterCustomEntity( "BTS_M4SD::weapon_bts_m4sd", GetM4SDName() ); g_CustomEntityFuncs.RegisterCustomEntity( "BTS_M4SD::ammo_bts_m4sd", GetM4SDAmmoName() ); g_ItemRegistry.RegisterWeapon( GetM4SDName(), "bts_rc/weapons", "556", "", GetM4SDAmmoName() ); } }