/* * The original Half-Life version of the Glock * Modified for the Crack-Life Sven Co-op conversion * * Original Crack-Life mod by: Siemka321 * Sven Co-op Re-conversion: Rafael "R4to0" Alves */ namespace CLGLOCK { enum CLGlock_e { CLGLRELOAD, CLGLDRAW, CLGLIDLE = 2, CLGLFIRE, CLGLHOLSTER }; // Models const string g_PeeMdl = "models/cracklife/p_9mmhandgun.mdl"; //Thanks Tayklor const string g_VeeMdl = "models/cracklife/v_9mmhandgun.mdl"; const string g_WeeMdl = "models/cracklife/w_9mmhandgun.mdl"; // Sounds const string g_FireSnd = "cracklife/debris/beamstart1.wav"; //PINGLES! const string g_EmptySnd = "cracklife/weapons/357_cock1.wav"; //NO! // Weapon Info const uint g_MaxAmmoPri = 999; const uint g_MaxClip = 17; const uint g_Weight = 10; const uint g_PrimaryDmg = int( g_EngineFuncs.CVarGetFloat( "sk_plr_9mm_bullet" ) ); const string g_PriAmmoType = "cl_9mm"; //Default: 9mm const string g_WeaponName = "weapon_clglock"; // Weapon HUD uint g_Slot = 1; uint g_Position = 4; class weapon_clglock : ScriptBasePlayerWeaponEntity { private CBasePlayer@ m_pPlayer { get const { return cast( self.m_hPlayer.GetEntity() ); } set { self.m_hPlayer = EHandle( @value ); } } void Spawn() { Precache(); g_EntityFuncs.SetModel( self, g_WeeMdl ); self.m_iDefaultAmmo = g_MaxClip; self.FallInit(); } void Precache() { self.PrecacheCustomModels(); g_Game.PrecacheModel( g_PeeMdl ); g_Game.PrecacheModel( g_VeeMdl ); g_Game.PrecacheModel( g_WeeMdl ); g_SoundSystem.PrecacheSound( g_FireSnd ); g_SoundSystem.PrecacheSound( g_EmptySnd ); } bool GetItemInfo( ItemInfo& out info ) { info.iMaxAmmo1 = g_MaxAmmoPri; info.iMaxAmmo2 = -1; info.iMaxClip = g_MaxClip; info.iSlot = g_Slot; info.iPosition = g_Position; info.iId = g_ItemRegistry.GetIdForName( self.pev.classname ); info.iWeight = g_Weight; return true; } bool AddToPlayer( CBasePlayer@ pPlayer ) { if( BaseClass.AddToPlayer( pPlayer ) == true ) { @m_pPlayer = pPlayer; NetworkMessage clglock( MSG_ONE, NetworkMessages::WeapPickup, pPlayer.edict() ); clglock.WriteLong( g_ItemRegistry.GetIdForName( self.pev.classname ) ); clglock.End(); return true; } return false; } bool Deploy() { return self.DefaultDeploy( g_VeeMdl, g_PeeMdl, CLGLDRAW, "onehanded" ); } void Holster( int skipLocal = 0 ) { self.m_fInReload = false; // cancel any reload in progress. SetThink( null ); BaseClass.Holster( skipLocal ); self.m_flTimeWeaponIdle = g_Engine.time + g_PlayerFuncs.SharedRandomFloat( m_pPlayer.random_seed, 10, 15 ); } void SecondaryAttack() { GlockFire( 0.1f, 0.2f ); self.m_flNextSecondaryAttack = self.m_flNextPrimaryAttack = g_Engine.time + 0.2f; } void PrimaryAttack() { GlockFire( 0.01f, 0.3f ); self.m_flNextPrimaryAttack = self.m_flNextSecondaryAttack = g_Engine.time + 0.3f; } void GlockFire( float flSpread , float flCycleTime) { if( self.m_iClip <= 0 ) { //self.PlayEmptySound(); g_SoundSystem.EmitSoundDyn( m_pPlayer.edict(), CHAN_WEAPON, g_EmptySnd, Math.RandomFloat( 0.92f, 1.0f ), ATTN_NORM, 0, 98 + Math.RandomLong( 0, 3 ) ); self.m_flNextPrimaryAttack = g_Engine.time + 0.2f; return; } --self.m_iClip; m_pPlayer.SetAnimation( PLAYER_ATTACK1 ); self.SendWeaponAnim( CLGLFIRE, 0, 0 ); // Fire sound m_pPlayer.m_iWeaponVolume = NORMAL_GUN_VOLUME; m_pPlayer.m_iWeaponFlash = NORMAL_GUN_FLASH; g_SoundSystem.EmitSoundDyn( m_pPlayer.edict(), CHAN_WEAPON, g_FireSnd, Math.RandomFloat( 0.92f, 1.0f ), ATTN_NORM, 0, 98 + Math.RandomLong( 0, 3 ) ); Vector vecSrc = m_pPlayer.GetGunPosition(); Vector vecAiming = g_Engine.v_forward; m_pPlayer.FireBullets( 1, vecSrc, vecAiming, Vector( flSpread, flSpread, flSpread ), 8192, BULLET_PLAYER_9MM, 0, g_PrimaryDmg ); 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 ); self.m_flTimeWeaponIdle = g_Engine.time + g_PlayerFuncs.SharedRandomFloat( m_pPlayer.random_seed, 10, 15 ); // Decal shit TraceResult tr; float x, y; g_Utility.GetCircularGaussianSpread( x, y ); Vector vecDir = vecAiming + x * flSpread * g_Engine.v_right + y * flSpread * g_Engine.v_up; Vector vecEnd = vecSrc + vecDir * 4096; g_Utility.TraceLine( vecSrc, vecEnd, dont_ignore_monsters, m_pPlayer.edict(), tr ); if( tr.flFraction < 1.0f ) { if( tr.pHit !is null ) { CBaseEntity@ pHit = g_EntityFuncs.Instance( tr.pHit ); if( pHit is null || pHit.IsBSPModel() ) g_WeaponFuncs.DecalGunshot( tr, BULLET_PLAYER_9MM ); } } } void Reload() { if( m_pPlayer.m_rgAmmo( self.m_iPrimaryAmmoType ) <= 0 || self.m_iClip == g_MaxClip ) return; self.DefaultReload( g_MaxClip, CLGLRELOAD, 2.75f, 0 ); BaseClass.Reload(); self.m_flTimeWeaponIdle = g_Engine.time + g_PlayerFuncs.SharedRandomFloat( m_pPlayer.random_seed, 10, 15 ); } void WeaponIdle() { self.ResetEmptySound(); if( self.m_flTimeWeaponIdle > g_Engine.time ) return; int iAnim = CLGLIDLE; self.m_flTimeWeaponIdle = g_Engine.time + g_PlayerFuncs.SharedRandomFloat( m_pPlayer.random_seed, 60, 16 ); self.SendWeaponAnim( iAnim ); } } void Register() { g_CustomEntityFuncs.RegisterCustomEntity( "CLGLOCK::weapon_clglock", g_WeaponName ); g_ItemRegistry.RegisterWeapon( g_WeaponName, "cracklife", g_PriAmmoType ); } } // End of namespace