/* AMX Mod X
* M40A1: Sniper Rifle.
*
* http://aghl.ru/forum/ - Russian Half-Life and Adrenaline Gamer Community
*
* This file is provided as is (no warranties)
*/
#pragma semicolon 1
#pragma ctrlchar '\'
#include <amxmodx>
#include <fakemeta>
#include <hamsandwich>
#include <hl_wpnmod>
#define PLUGIN "M40A1: Sniper Rifle"
#define VERSION "1.1"
#define AUTHOR "KORD_12.7"
// Weapon settings
#define WEAPON_NAME "weapon_sniperrifle"
#define WEAPON_SLOT 3
#define WEAPON_POSITION 4
#define WEAPON_PRIMARY_AMMO "762"
#define WEAPON_PRIMARY_AMMO_MAX 15
#define WEAPON_SECONDARY_AMMO "" // NULL
#define WEAPON_SECONDARY_AMMO_MAX -1
#define WEAPON_MAX_CLIP 5
#define WEAPON_DEFAULT_AMMO 5
#define WEAPON_FLAGS 0
#define WEAPON_WEIGHT 10
#define WEAPON_DAMAGE 100.0
// Hud
#define WEAPON_HUD_TXT_1 "sprites/weapon_sniperrifle.txt"
#define WEAPON_HUD_TXT_2 "sprites/weapon_sniperrifle_scp.txt"
#define WEAPON_HUD_SPR_1 "sprites/weapon_sniperrifle.spr"
#define WEAPON_HUD_SPR_2 "sprites/ofch2.spr"
// Ammobox
#define AMMOBOX_CLASSNAME "ammo_762"
// Models
#define MODEL_WORLD "models/w_m40a1.mdl"
#define MODEL_VIEW "models/v_m40a1.mdl"
#define MODEL_PLAYER "models/p_m40a1.mdl"
#define MODEL_CLIP "models/w_m40a1clip.mdl"
// Sounds
#define SOUND_FIRE "weapons/sniper_fire.wav"
#define SOUND_ZOOM "weapons/sniper_zoom.wav"
#define SOUND_BOLT_1 "weapons/sniper_bolt1.wav"
#define SOUND_BOLT_2 "weapons/sniper_bolt2.wav"
#define SOUND_RELOAD_1 "weapons/sniper_reload_first_seq.wav"
#define SOUND_RELOAD_2 "weapons/sniper_reload_second_seq.wav"
#define SOUND_RELOAD_3 "weapons/sniper_reload3.wav"
// Animation
#define ANIM_EXTENSION "gauss"
enum _:Animation
{
ANIM_DRAW = 0,
ANIM_SLOWIDLE,
ANIM_FIRE,
ANIM_FIRELASTROUND,
ANIM_RELOAD,
ANIM_RELOAD2,
ANIM_RELOAD3,
ANIM_SLOWIDLEEMPTY,
ANIM_HOLSTER
};
//**********************************************
//* Precache resources *
//**********************************************
public plugin_precache()
{
PRECACHE_MODEL(MODEL_VIEW);
PRECACHE_MODEL(MODEL_WORLD);
PRECACHE_MODEL(MODEL_PLAYER);
PRECACHE_MODEL(MODEL_CLIP);
PRECACHE_SOUND(SOUND_FIRE);
PRECACHE_SOUND(SOUND_ZOOM);
PRECACHE_SOUND(SOUND_BOLT_1);
PRECACHE_SOUND(SOUND_BOLT_2);
PRECACHE_SOUND(SOUND_RELOAD_1);
PRECACHE_SOUND(SOUND_RELOAD_2);
PRECACHE_SOUND(SOUND_RELOAD_3);
PRECACHE_GENERIC(WEAPON_HUD_TXT_1);
PRECACHE_GENERIC(WEAPON_HUD_SPR_1);
PRECACHE_GENERIC(WEAPON_HUD_TXT_2);
PRECACHE_GENERIC(WEAPON_HUD_SPR_2);
}
//**********************************************
//* Register weapon. *
//**********************************************
public plugin_init()
{
register_plugin(PLUGIN, VERSION, AUTHOR);
new iM40A1 = wpnmod_register_weapon
(
WEAPON_NAME,
WEAPON_SLOT,
WEAPON_POSITION,
WEAPON_PRIMARY_AMMO,
WEAPON_PRIMARY_AMMO_MAX,
WEAPON_SECONDARY_AMMO,
WEAPON_SECONDARY_AMMO_MAX,
WEAPON_MAX_CLIP,
WEAPON_FLAGS,
WEAPON_WEIGHT
);
new iAmmo762 = wpnmod_register_ammobox(AMMOBOX_CLASSNAME);
wpnmod_register_weapon_forward(iM40A1, Fwd_Wpn_Spawn, "M40A1_Spawn");
wpnmod_register_weapon_forward(iM40A1, Fwd_Wpn_Deploy, "M40A1_Deploy");
wpnmod_register_weapon_forward(iM40A1, Fwd_Wpn_Idle, "M40A1_Idle");
wpnmod_register_weapon_forward(iM40A1, Fwd_Wpn_PrimaryAttack, "M40A1_PrimaryAttack");
wpnmod_register_weapon_forward(iM40A1, Fwd_Wpn_SecondaryAttack, "M40A1_SecondaryAttack");
wpnmod_register_weapon_forward(iM40A1, Fwd_Wpn_Reload, "M40A1_Reload");
wpnmod_register_weapon_forward(iM40A1, Fwd_Wpn_Holster, "M40A1_Holster");
wpnmod_register_ammobox_forward(iAmmo762, Fwd_Ammo_Spawn, "Ammo762_Spawn");
wpnmod_register_ammobox_forward(iAmmo762, Fwd_Ammo_AddAmmo, "Ammo762_AddAmmo");
}
//**********************************************
//* Weapon spawn. *
//**********************************************
public M40A1_Spawn(const iItem)
{
// Setting world model
SET_MODEL(iItem, MODEL_WORLD);
// Give a default ammo to weapon
wpnmod_set_offset_int(iItem, Offset_iDefaultAmmo, WEAPON_DEFAULT_AMMO);
}
//**********************************************
//* Deploys the weapon. *
//**********************************************
public M40A1_Deploy(const iItem, const iPlayer, const iClip)
{
return wpnmod_default_deploy(iItem, MODEL_VIEW, MODEL_PLAYER, ANIM_DRAW, ANIM_EXTENSION);
}
//**********************************************
//* Called when the weapon is holster. *
//**********************************************
public M40A1_Holster(const iItem, const iPlayer)
{
new Float: flFov;
if (pev(iPlayer, pev_fov, flFov) && flFov != 0.0)
{
M40A1_SecondaryAttack(iItem, iPlayer);
}
// Cancel any reload in progress.
wpnmod_set_offset_int(iItem, Offset_iInReload, 0);
}
//**********************************************
//* Displays the idle animation for the weapon.*
//**********************************************
public M40A1_Idle(const iItem, const iPlayer, const iClip)
{
wpnmod_reset_empty_sound(iItem);
if (wpnmod_get_offset_float(iItem, Offset_flTimeWeaponIdle) > 0.0)
{
return;
}
wpnmod_send_weapon_anim(iItem, iClip ? ANIM_SLOWIDLE : ANIM_SLOWIDLEEMPTY);
wpnmod_set_offset_float(iItem, Offset_flTimeWeaponIdle, 4.0);
}
//**********************************************
//* The main attack of a weapon is triggered. *
//**********************************************
public M40A1_PrimaryAttack(const iItem, const iPlayer, iClip)
{
if (pev(iPlayer, pev_waterlevel) == 3 || iClip <= 0)
{
wpnmod_play_empty_sound(iItem);
wpnmod_set_offset_float(iItem, Offset_flNextPrimaryAttack, 0.15);
return;
}
wpnmod_set_offset_int(iItem, Offset_iClip, iClip -= 1);
wpnmod_set_offset_int(iPlayer, Offset_iWeaponVolume, LOUD_GUN_VOLUME);
wpnmod_set_offset_int(iPlayer, Offset_iWeaponFlash, BRIGHT_GUN_FLASH);
wpnmod_set_offset_float(iItem, Offset_flNextPrimaryAttack, 1.8);
wpnmod_set_offset_float(iItem, Offset_flNextSecondaryAttack, 1.0);
wpnmod_set_offset_float(iItem, Offset_flTimeWeaponIdle, 7.0);
wpnmod_send_weapon_anim(iItem, iClip ? ANIM_FIRE : ANIM_FIRELASTROUND);
wpnmod_set_player_anim(iPlayer, PLAYER_ATTACK1);
wpnmod_fire_bullets
(
iPlayer,
iPlayer,
1,
Float: {0.0001, 0.0001, 0.0001},
8192.0,
WEAPON_DAMAGE,
DMG_BULLET | DMG_NEVERGIB,
0
);
emit_sound(iPlayer, CHAN_WEAPON, SOUND_FIRE, 0.9, ATTN_NORM, 0, PITCH_NORM);
set_pev(iPlayer, pev_effects, pev(iPlayer, pev_effects) | EF_MUZZLEFLASH);
set_pev(iPlayer, pev_punchangle, Float: {-4.0, 0.0, 0.0});
}
//**********************************************
//* Secondary attack of a weapon is triggered. *
//**********************************************
public M40A1_SecondaryAttack(const iItem, const iPlayer)
{
new Float: flFov;
if (pev(iPlayer, pev_fov, flFov) && flFov != 0.0)
{
MakeZoom(iItem, iPlayer, "weapon_sniperrifle", 0.0);
}
else if (flFov != 20.0)
{
MakeZoom(iItem, iPlayer, "weapon_sniperrifle_scp", 20.0);
}
emit_sound(iPlayer, CHAN_ITEM, SOUND_ZOOM, random_float(0.95, 1.0), ATTN_NORM, 0, PITCH_NORM);
wpnmod_set_offset_float(iItem, Offset_flNextPrimaryAttack, 0.1);
wpnmod_set_offset_float(iItem, Offset_flNextSecondaryAttack, 0.8);
}
MakeZoom(const iItem, const iPlayer, const szWeaponName[], const Float: flFov)
{
static msgWeaponList;
set_pev(iPlayer, pev_fov, flFov);
wpnmod_set_offset_int(iPlayer, Offset_iFOV, _:flFov);
if (msgWeaponList || (msgWeaponList = get_user_msgid("WeaponList")))
{
message_begin(MSG_ONE, msgWeaponList, .player = iPlayer);
write_string(szWeaponName);
write_byte(wpnmod_get_offset_int(iItem, Offset_iPrimaryAmmoType));
write_byte(WEAPON_PRIMARY_AMMO_MAX);
write_byte(wpnmod_get_offset_int(iItem, Offset_iSecondaryAmmoType));
write_byte(WEAPON_SECONDARY_AMMO_MAX);
write_byte(WEAPON_SLOT - 1);
write_byte(WEAPON_POSITION - 1);
write_byte(get_user_weapon(iPlayer));
write_byte(WEAPON_FLAGS);
message_end();
}
}
//**********************************************
//* Called when the weapon is reloaded. *
//**********************************************
public M40A1_Reload(const iItem, const iPlayer, const iClip, const iAmmo)
{
if (iAmmo <= 0 || iClip >= WEAPON_MAX_CLIP)
{
return;
}
new Float: flFov;
if (pev(iPlayer, pev_fov, flFov) && flFov != 0.0)
{
M40A1_SecondaryAttack(iItem, iPlayer);
}
if (iClip > 0)
{
wpnmod_default_reload(iItem, WEAPON_MAX_CLIP, ANIM_RELOAD3, 2.3);
}
else
{
wpnmod_default_reload(iItem, WEAPON_MAX_CLIP, ANIM_RELOAD, 4.11);
wpnmod_set_think(iItem, "M40A1_CompleteReload");
set_pev(iItem, pev_nextthink, get_gametime() + 2.3);
}
}
//**********************************************
//* Called to send 2-nd part of reload anim. *
//**********************************************
public M40A1_CompleteReload(const iItem)
{
wpnmod_send_weapon_anim(iItem, ANIM_RELOAD2);
}
//**********************************************
//* Ammobox spawn. *
//**********************************************
public Ammo762_Spawn(const iItem)
{
// Setting world model
SET_MODEL(iItem, MODEL_CLIP);
}
//**********************************************
//* Extract ammo from box to player. *
//**********************************************
public Ammo762_AddAmmo(const iItem, const iPlayer)
{
new iResult =
(
ExecuteHamB
(
Ham_GiveAmmo,
iPlayer,
WEAPON_MAX_CLIP,
WEAPON_PRIMARY_AMMO,
WEAPON_PRIMARY_AMMO_MAX
) != -1
);
if (iResult)
{
emit_sound(iItem, CHAN_ITEM, "items/9mmclip1.wav", 1.0, ATTN_NORM, 0, PITCH_NORM);
}
return iResult;
}