/* AMX Mod X
* M249: Squad Automatic Weapon.
*
* 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 <hamsandwich>
#include <hl_wpnmod>
#include <xs>
#define PLUGIN "M249: Squad Automatic Weapon"
#define VERSION "1.0a"
#define AUTHOR "KORD_12.7"
// Weapon settings
#define WEAPON_NAME "weapon_m249"
#define WEAPON_SLOT 3
#define WEAPON_POSITION 5
#define WEAPON_PRIMARY_AMMO "556"
#define WEAPON_PRIMARY_AMMO_MAX 200
#define WEAPON_SECONDARY_AMMO "" // NULL
#define WEAPON_SECONDARY_AMMO_MAX -1
#define WEAPON_MAX_CLIP 50
#define WEAPON_DEFAULT_AMMO 50
#define WEAPON_FLAGS 0
#define WEAPON_WEIGHT 15
#define WEAPON_DAMAGE 15.0
// Hud
#define WEAPON_HUD_TXT "sprites/weapon_m249.txt"
#define WEAPON_HUD_SPR "sprites/weapon_m249.spr"
// Ammobox
#define AMMOBOX_CLASSNAME "ammo_556"
// Models
#define MODEL_WORLD "models/w_saw.mdl"
#define MODEL_VIEW "models/v_saw.mdl"
#define MODEL_PLAYER "models/p_saw.mdl"
#define MODEL_CLIP "models/w_saw_clip.mdl"
#define MODEL_SHELL "models/saw_shell.mdl"
#define MODEL_LINK "models/saw_link.mdl"
// Sounds
#define SOUND_FIRE_1 "weapons/saw_fire1.wav"
#define SOUND_FIRE_2 "weapons/saw_fire2.wav"
#define SOUND_FIRE_3 "weapons/saw_fire3.wav"
#define SOUND_RELOAD_1 "weapons/saw_reload.wav"
#define SOUND_RELOAD_2 "weapons/saw_reload2.wav"
// Animation
#define ANIM_EXTENSION "mp5"
enum _:Animation
{
ANIM_SLOWIDLE = 0,
ANIM_IDLE,
ANIM_RELOAD_START,
ANIM_RELOAD_END,
ANIM_HOLSTER,
ANIM_DRAW,
ANIM_FIRE_1,
ANIM_FIRE_2,
ANIM_FIRE_3
};
new g_iShell, g_iLink;
//**********************************************
//* Precache resources *
//**********************************************
public plugin_precache()
{
PRECACHE_MODEL(MODEL_VIEW);
PRECACHE_MODEL(MODEL_WORLD);
PRECACHE_MODEL(MODEL_PLAYER);
PRECACHE_MODEL(MODEL_CLIP);
PRECACHE_MODEL(MODEL_SHELL);
PRECACHE_MODEL(MODEL_LINK);
PRECACHE_SOUND(SOUND_FIRE_1);
PRECACHE_SOUND(SOUND_FIRE_2);
PRECACHE_SOUND(SOUND_FIRE_3);
PRECACHE_SOUND(SOUND_RELOAD_1);
PRECACHE_SOUND(SOUND_RELOAD_2);
PRECACHE_GENERIC(WEAPON_HUD_TXT);
PRECACHE_GENERIC(WEAPON_HUD_SPR);
g_iShell = PRECACHE_MODEL(MODEL_SHELL);
g_iLink = PRECACHE_MODEL(MODEL_LINK);
}
//**********************************************
//* Register weapon. *
//**********************************************
public plugin_init()
{
register_plugin(PLUGIN, VERSION, AUTHOR);
new iM249 = 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 iAmmo556 = wpnmod_register_ammobox(AMMOBOX_CLASSNAME);
wpnmod_register_weapon_forward(iM249, Fwd_Wpn_Spawn, "M249_Spawn");
wpnmod_register_weapon_forward(iM249, Fwd_Wpn_Deploy, "M249_Deploy");
wpnmod_register_weapon_forward(iM249, Fwd_Wpn_Idle, "M249_Idle");
wpnmod_register_weapon_forward(iM249, Fwd_Wpn_PrimaryAttack, "M249_PrimaryAttack");
wpnmod_register_weapon_forward(iM249, Fwd_Wpn_Reload, "M249_Reload");
wpnmod_register_weapon_forward(iM249, Fwd_Wpn_Holster, "M249_Holster");
wpnmod_register_ammobox_forward(iAmmo556, Fwd_Ammo_Spawn, "Ammo556_Spawn");
wpnmod_register_ammobox_forward(iAmmo556, Fwd_Ammo_AddAmmo, "Ammo556_AddAmmo");
}
//**********************************************
//* Weapon spawn. *
//**********************************************
public M249_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 M249_Deploy(const iItem, const iPlayer, const iClip)
{
M249_CheckBodyGroup(iItem, iClip);
return wpnmod_default_deploy(iItem, MODEL_VIEW, MODEL_PLAYER, ANIM_DRAW, ANIM_EXTENSION);
}
//**********************************************
//* Called when the weapon is holster. *
//**********************************************
public M249_Holster(const iItem)
{
// Cancel any reload in progress.
wpnmod_set_offset_int(iItem, Offset_iInReload, 0);
}
//**********************************************
//* Displays the idle animation for the weapon.*
//**********************************************
public M249_Idle(const iItem, const iPlayer, const iClip)
{
wpnmod_reset_empty_sound(iItem);
if (wpnmod_get_offset_float(iItem, Offset_flTimeWeaponIdle) > 0.0)
{
return;
}
new iAnim;
new Float: flNextIdle;
if (random_float(0.0, 1.0) <= 0.75)
{
iAnim = ANIM_SLOWIDLE;
flNextIdle = 5.0;
}
else
{
iAnim = ANIM_IDLE;
flNextIdle = 6.2;
}
M249_CheckBodyGroup(iItem, iClip);
wpnmod_send_weapon_anim(iItem, iAnim);
wpnmod_set_offset_float(iItem, Offset_flTimeWeaponIdle, flNextIdle);
}
//**********************************************
//* The main attack of a weapon is triggered. *
//**********************************************
public M249_PrimaryAttack(const iItem, const iPlayer, iClip)
{
static Float: vecAngle[3];
static Float: vecForward[3];
static Float: vecVelocity[3];
static Float: vecPunchangle[3];
static aszFireSounds[][] = { SOUND_FIRE_1, SOUND_FIRE_2, SOUND_FIRE_3 };
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, 0.067);
wpnmod_set_offset_float(iItem, Offset_flTimeWeaponIdle, 7.0);
wpnmod_set_player_anim(iPlayer, PLAYER_ATTACK1);
wpnmod_send_weapon_anim(iItem, random_num(ANIM_FIRE_1, ANIM_FIRE_3));
wpnmod_fire_bullets
(
iPlayer,
iPlayer,
1,
pev(iPlayer, pev_flags) & FL_DUCKING ? (VECTOR_CONE_5DEGREES) : (VECTOR_CONE_9DEGREES),
8192.0,
WEAPON_DAMAGE,
DMG_BULLET | DMG_NEVERGIB,
2
);
emit_sound(iPlayer, CHAN_WEAPON, aszFireSounds[random(sizeof aszFireSounds)], 0.9, ATTN_NORM, 0, PITCH_NORM);
wpnmod_eject_brass(iPlayer, g_iShell, 1, 16.0, -18.0, 6.0);
if (iClip % 2)
{
wpnmod_eject_brass(iPlayer, g_iLink, 1, 16.0, -18.0, 6.0);
}
set_pev(iPlayer, pev_effects, pev(iPlayer, pev_effects) | EF_MUZZLEFLASH);
M249_CheckBodyGroup(iItem, iClip);
pev(iPlayer, pev_v_angle, vecAngle);
pev(iPlayer, pev_velocity, vecVelocity);
pev(iPlayer, pev_punchangle, vecPunchangle);
xs_vec_add(vecAngle, vecPunchangle, vecPunchangle);
engfunc(EngFunc_MakeVectors, vecPunchangle);
global_get(glb_v_forward, vecForward);
xs_vec_mul_scalar(vecForward, 35.0, vecPunchangle);
xs_vec_sub(vecVelocity, vecPunchangle, vecVelocity);
vecPunchangle[0] = random_float(-2.0, 2.0);
vecPunchangle[1] = random_float(-2.0, 2.0);
vecPunchangle[2] = 0.0;
set_pev(iPlayer, pev_velocity, vecVelocity);
set_pev(iPlayer, pev_punchangle, vecPunchangle);
}
//**********************************************
//* Called when the weapon is reloaded. *
//**********************************************
public M249_Reload(const iItem, const iPlayer, const iClip, const iAmmo)
{
if (iAmmo <= 0 || iClip >= WEAPON_MAX_CLIP)
{
return;
}
wpnmod_default_reload(iItem, WEAPON_MAX_CLIP, ANIM_RELOAD_START, 4.1);
wpnmod_set_think(iItem, "M249_CompleteReload");
set_pev(iItem, pev_nextthink, get_gametime() + 1.52);
set_pev(iItem, pev_body, 0);
}
//**********************************************
//* Called to send 2-nd part of reload anim. *
//**********************************************
public M249_CompleteReload(const iItem)
{
wpnmod_send_weapon_anim(iItem, ANIM_RELOAD_END);
}
//**********************************************
//* Set weapon chain bodygroup. *
//**********************************************
M249_CheckBodyGroup(const iItem, const iClip)
{
if (!iClip)
{
set_pev(iItem, pev_body, 8);
}
else if (iClip < 9)
{
set_pev(iItem, pev_body, 9 - iClip);
}
else
{
set_pev(iItem, pev_body, 0);
}
}
//**********************************************
//* Ammobox spawn. *
//**********************************************
public Ammo556_Spawn(const iItem)
{
// Setting world model
SET_MODEL(iItem, MODEL_CLIP);
}
//**********************************************
//* Extract ammo from box to player. *
//**********************************************
public Ammo556_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;
}