/* AMX Mod X
* AK-47: Avtomat Kalashnikova.
*
* http://aghl.ru/forum/ - Russian Half-Life and Adrenaline Gamer Community
*
* This file is provided as is (no warranties)
*/
// UNDEFINE TO USE CSO MODEL BY KOSHAK
//#define _CSO_
#pragma semicolon 1
#pragma ctrlchar '\'
#include <amxmodx>
#include <hamsandwich>
#include <engine>
#include <hl_wpnmod>
#include <xs>
#define PLUGIN "AK-47: Avtomat Kalashnikova"
#define VERSION "1.0"
#define AUTHOR "KORD_12.7"
// Weapon settings
#define WEAPON_NAME "weapon_ak47"
#define WEAPON_SLOT 2
#define WEAPON_POSITION 5
#define WEAPON_PRIMARY_AMMO "762x39"
#define WEAPON_PRIMARY_AMMO_MAX 90
#define WEAPON_SECONDARY_AMMO "" // NULL
#define WEAPON_SECONDARY_AMMO_MAX -1
#define WEAPON_MAX_CLIP 30
#define WEAPON_DEFAULT_AMMO 30
#define WEAPON_FLAGS 0
#define WEAPON_WEIGHT 15
#define WEAPON_DAMAGE 16.0
// Hud
#define WEAPON_HUD_TXT "sprites/weapon_ak47.txt"
#define WEAPON_HUD_SPR "sprites/weapon_ak47.spr"
// Ammobox
#define AMMOBOX_CLASSNAME "ammo_ak47clip"
// Models and sounds
#define MODEL_CLIP "models/w_ak47_clip.mdl"
#define MODEL_SHELL "models/shell_762x39.mdl"
#if defined _CSO_
#define MODEL_WORLD "models/w_ak47_cso.mdl"
#define MODEL_VIEW "models/v_ak47_cso.mdl"
#define MODEL_PLAYER "models/p_ak47_cso.mdl"
#define SOUND_COCK "weapons/ak47_boltpull.wav"
#define SOUND_FIRE "weapons/ak47-1.wav"
#define SOUND_RELOAD_1 "weapons/ak47_clipin.wav"
#define SOUND_RELOAD_2 "weapons/ak47_clipout.wav"
#else
#define MODEL_WORLD "models/w_ak47_fa.mdl"
#define MODEL_VIEW "models/v_ak47_fa.mdl"
#define MODEL_PLAYER "models/p_ak47_fa.mdl"
#define SOUND_COCK "weapons/ak47_cock.wav"
#define SOUND_FIRE "weapons/ak47_fire1.wav"
#define SOUND_RELOAD_1 "weapons/ak47_magin.wav"
#define SOUND_RELOAD_2 "weapons/ak47_magout.wav"
#endif
#define SOUND_MISS_1 "weapons/bayonet_slash1.wav"
#define SOUND_MISS_2 "weapons/bayonet_slash2.wav"
#define SOUND_MISS_3 "weapons/bayonet_slash3.wav"
#define SOUND_HIT_WALL "weapons/bayonet_hit_wall.wav"
#define SOUND_HIT_FLESH_1 "weapons/knife_hit_flesh1.wav"
#define SOUND_HIT_FLESH_2 "weapons/knife_hit_flesh2.wav"
// Animation
#define ANIM_EXTENSION "mp5"
enum _:Animation
{
#if defined _CSO_
ANIM_IDLE,
ANIM_RELOAD,
ANIM_DEPLOY,
ANIM_FIRE_1,
ANIM_FIRE_2,
ANIM_FIRE_3,
ANIM_STAB
#else
ANIM_IDLE_1,
ANIM_IDLE_2,
ANIM_FIRE_1,
ANIM_FIRE_2,
ANIM_STAB,
ANIM_RELOAD_A,
ANIM_RELOAD_A_EMPTY,
ANIM_RELOAD_B,
ANIM_RELOAD_B_EMPTY,
ANIM_DEPLOY,
ANIM_HOLSTER
#endif
};
new g_iShell;
//**********************************************
//* 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_SOUND(SOUND_COCK);
PRECACHE_SOUND(SOUND_FIRE);
PRECACHE_SOUND(SOUND_MISS_1);
PRECACHE_SOUND(SOUND_MISS_2);
PRECACHE_SOUND(SOUND_MISS_3);
PRECACHE_SOUND(SOUND_RELOAD_1);
PRECACHE_SOUND(SOUND_RELOAD_2);
PRECACHE_SOUND(SOUND_HIT_WALL);
PRECACHE_SOUND(SOUND_HIT_FLESH_1);
PRECACHE_SOUND(SOUND_HIT_FLESH_2);
PRECACHE_GENERIC(WEAPON_HUD_TXT);
PRECACHE_GENERIC(WEAPON_HUD_SPR);
g_iShell = PRECACHE_MODEL(MODEL_SHELL);
}
//**********************************************
//* Register weapon. *
//**********************************************
public plugin_init()
{
register_plugin(PLUGIN, VERSION, AUTHOR);
new iAK47 = 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 iAmmoAK47= wpnmod_register_ammobox(AMMOBOX_CLASSNAME);
wpnmod_register_weapon_forward(iAK47, Fwd_Wpn_Spawn, "AK47_Spawn");
wpnmod_register_weapon_forward(iAK47, Fwd_Wpn_Deploy, "AK47_Deploy");
wpnmod_register_weapon_forward(iAK47, Fwd_Wpn_Idle, "AK47_Idle");
wpnmod_register_weapon_forward(iAK47, Fwd_Wpn_PrimaryAttack, "AK47_PrimaryAttack");
wpnmod_register_weapon_forward(iAK47, Fwd_Wpn_SecondaryAttack, "AK47_SecondaryAttack");
wpnmod_register_weapon_forward(iAK47, Fwd_Wpn_Reload, "AK47_Reload");
wpnmod_register_weapon_forward(iAK47, Fwd_Wpn_Holster, "AK47_Holster");
wpnmod_register_ammobox_forward(iAmmoAK47, Fwd_Ammo_Spawn, "AmmoAK47_Spawn");
wpnmod_register_ammobox_forward(iAmmoAK47, Fwd_Ammo_AddAmmo, "AmmoAK47_AddAmmo");
}
//**********************************************
//* Weapon spawn. *
//**********************************************
public AK47_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);
wpnmod_set_offset_int(iItem, Offset_iInSpecialReload, 0);
}
//**********************************************
//* Deploys the weapon. *
//**********************************************
public AK47_Deploy(const iItem, const iPlayer, const iClip)
{
return wpnmod_default_deploy(iItem, MODEL_VIEW, MODEL_PLAYER, ANIM_DEPLOY, ANIM_EXTENSION);
}
//**********************************************
//* Called when the weapon is holster. *
//**********************************************
public AK47_Holster(const iItem)
{
// Cancel any reload in progress.
wpnmod_set_offset_int(iItem, Offset_iInReload, 0);
}
//**********************************************
//* Displays the idle animation for the weapon.*
//**********************************************
public AK47_Idle(const iItem, const iPlayer, const iClip)
{
wpnmod_reset_empty_sound(iItem);
if (wpnmod_get_offset_float(iItem, Offset_flTimeWeaponIdle) > 0.0)
{
return;
}
#if defined _CSO_
wpnmod_send_weapon_anim(iItem, ANIM_IDLE);
wpnmod_set_offset_float(iItem, Offset_flTimeWeaponIdle, 5.0);
#else
new iAnim;
new Float: flNextIdle;
if (random_float(0.0, 1.0) <= 0.75)
{
iAnim = ANIM_IDLE_1;
flNextIdle = 5.0;
}
else
{
iAnim = ANIM_IDLE_2;
flNextIdle = 6.2;
}
wpnmod_send_weapon_anim(iItem, iAnim);
wpnmod_set_offset_float(iItem, Offset_flTimeWeaponIdle, flNextIdle);
#endif
}
//**********************************************
//* The main attack of a weapon is triggered. *
//**********************************************
public AK47_PrimaryAttack(const iItem, const iPlayer, iClip)
{
static Float: vecPunchangle[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, 0.08);
wpnmod_set_offset_float(iItem, Offset_flTimeWeaponIdle, 7.0);
wpnmod_set_player_anim(iPlayer, PLAYER_ATTACK1);
#if defined _CSO_
wpnmod_send_weapon_anim(iItem, random_num(ANIM_FIRE_1, ANIM_FIRE_3));
wpnmod_eject_brass(iPlayer, g_iShell, 1, 16.0, -12.0, 10.0);
#else
wpnmod_send_weapon_anim(iItem, random_num(ANIM_FIRE_1, ANIM_FIRE_2));
wpnmod_eject_brass(iPlayer, g_iShell, 1, 18.0, -12.0, 4.0);
#endif
emit_sound(iPlayer, CHAN_WEAPON, SOUND_FIRE, 0.9, ATTN_NORM, 0, PITCH_NORM);
wpnmod_fire_bullets
(
iPlayer,
iPlayer,
1,
VECTOR_CONE_2DEGREES,
8192.0,
WEAPON_DAMAGE,
DMG_BULLET | DMG_NEVERGIB,
3
);
vecPunchangle[0] = random_float(-2.0, 2.0);
set_pev(iPlayer, pev_punchangle, vecPunchangle);
set_pev(iPlayer, pev_effects, pev(iPlayer, pev_effects) | EF_MUZZLEFLASH);
}
//**********************************************
//* Secondary attack of a weapon is triggered. *
//**********************************************
public AK47_SecondaryAttack(const iItem, const iPlayer)
{
wpnmod_set_think(iItem, "AK47_Stab");
wpnmod_send_weapon_anim(iItem, ANIM_STAB);
wpnmod_set_offset_float(iItem, Offset_flNextPrimaryAttack, 0.65);
wpnmod_set_offset_float(iItem, Offset_flNextSecondaryAttack, 0.65);
wpnmod_set_offset_float(iItem, Offset_flTimeWeaponIdle, 5.0);
set_pev(iItem, pev_nextthink, get_gametime() + 0.3);
}
//**********************************************
//* Think functions. *
//**********************************************
public AK47_Stab(const iItem, const iPlayer)
{
#define Offset_trHit Offset_iuser1
#define Instance(%0) ((%0 == -1) ? 0 : %0)
new iClass;
new iTrace;
new iEntity;
new iHitWorld;
new Float: vecSrc[3];
new Float: vecEnd[3];
new Float: vecUp[3];
new Float: vecAngle[3];
new Float: vecRight[3];
new Float: vecForward[3];
new Float: flFraction;
iTrace = create_tr2();
pev(iPlayer, pev_v_angle, vecAngle);
engfunc(EngFunc_MakeVectors, vecAngle);
GetGunPosition(iPlayer, vecSrc);
global_get(glb_v_up, vecUp);
global_get(glb_v_right, vecRight);
global_get(glb_v_forward, vecForward);
xs_vec_mul_scalar(vecUp, -2.0, vecUp);
xs_vec_mul_scalar(vecRight, 1.0, vecRight);
xs_vec_mul_scalar(vecForward, 48.0, vecForward);
xs_vec_add(vecUp, vecRight, vecRight);
xs_vec_add(vecRight, vecForward, vecForward);
xs_vec_add(vecForward, vecSrc, vecEnd);
engfunc(EngFunc_TraceLine, vecSrc, vecEnd, DONT_IGNORE_MONSTERS, iPlayer, iTrace);
get_tr2(iTrace, TR_flFraction, flFraction);
if (flFraction >= 1.0)
{
engfunc(EngFunc_TraceHull, vecSrc, vecEnd, DONT_IGNORE_MONSTERS, HULL_HEAD, iPlayer, iTrace);
get_tr2(iTrace, TR_flFraction, flFraction);
if (flFraction < 1.0)
{
new iHit = Instance(get_tr2(iTrace, TR_pHit));
if (!iHit || ExecuteHamB(Ham_IsBSPModel, iHit))
{
FindHullIntersection(vecSrc, iTrace, Float: {-16.0, -16.0, -18.0}, Float: {16.0, 16.0, 18.0}, iPlayer);
}
get_tr2(iTrace, TR_vecEndPos, vecEnd);
}
}
get_tr2(iTrace, TR_flFraction, flFraction);
switch (random_num(0, 2))
{
case 0: emit_sound(iPlayer, CHAN_WEAPON, SOUND_MISS_1, 1.0, ATTN_NORM, 0, PITCH_NORM);
case 1: emit_sound(iPlayer, CHAN_WEAPON, SOUND_MISS_2, 1.0, ATTN_NORM, 0, PITCH_NORM);
case 2: emit_sound(iPlayer, CHAN_WEAPON, SOUND_MISS_3, 1.0, ATTN_NORM, 0, PITCH_NORM);
}
if (flFraction < 1.0)
{
iHitWorld = true;
iEntity = Instance(get_tr2(iTrace, TR_pHit));
wpnmod_clear_multi_damage();
pev(iPlayer, pev_v_angle, vecAngle);
engfunc(EngFunc_MakeVectors, vecAngle);
global_get(glb_v_forward, vecForward);
ExecuteHamB(Ham_TraceAttack, iEntity, iPlayer, WEAPON_DAMAGE * 2.5, vecForward, iTrace, DMG_CLUB | DMG_NEVERGIB);
wpnmod_apply_multi_damage(iPlayer, iPlayer);
wpnmod_set_player_anim(iPlayer, PLAYER_ATTACK1);
if (iEntity && (iClass = ExecuteHamB(Ham_Classify, iEntity)) != CLASS_NONE && iClass != CLASS_MACHINE)
{
switch (random_num(0, 1))
{
case 0: emit_sound(iPlayer, CHAN_ITEM, SOUND_HIT_FLESH_1, 1.0, ATTN_NORM, 0, PITCH_NORM);
case 1: emit_sound(iPlayer, CHAN_ITEM, SOUND_HIT_FLESH_2, 1.0, ATTN_NORM, 0, PITCH_NORM);
}
if (!ExecuteHamB(Ham_IsAlive, iEntity))
{
return;
}
iHitWorld = false;
}
if (iHitWorld)
{
wpnmod_set_offset_int(iItem, Offset_trHit, iTrace);
emit_sound(iPlayer, CHAN_ITEM, SOUND_HIT_WALL, 1.0, ATTN_NORM, 0, PITCH_NORM);
}
wpnmod_set_think(iItem, "AK47_Smack");
set_pev(iItem, pev_nextthink, get_gametime() + 0.1);
}
free_tr2(iTrace);
}
public AK47_Smack(const iItem)
{
new iTrace = wpnmod_get_offset_int(iItem, Offset_trHit);
UTIL_DecalTrace(iTrace, get_decal_index("{shot1") + random_num(0, 4));
free_tr2(iTrace);
}
//**********************************************
//* Called when the weapon is reloaded. *
//**********************************************
public AK47_Reload(const iItem, const iPlayer, const iClip, const iAmmo)
{
if (iAmmo <= 0 || iClip >= WEAPON_MAX_CLIP)
{
return;
}
#if defined _CSO_
wpnmod_default_reload(iItem, WEAPON_MAX_CLIP, ANIM_RELOAD, 2.45);
#else
new iAnim;
new iInSpecialReload;
new Float: flNextReload = 2.05;
iAnim = (iInSpecialReload = wpnmod_get_offset_int(iItem, Offset_iInSpecialReload)) ? ANIM_RELOAD_B : ANIM_RELOAD_A;
if (!iClip)
{
iAnim ++;
flNextReload = 2.52;
}
wpnmod_default_reload(iItem, WEAPON_MAX_CLIP, iAnim, flNextReload);
wpnmod_set_offset_int(iItem, Offset_iInSpecialReload, !iInSpecialReload);
#endif
}
//**********************************************
//* Ammobox spawn. *
//**********************************************
public AmmoAK47_Spawn(const iItem)
{
// Setting world model
SET_MODEL(iItem, MODEL_CLIP);
}
//**********************************************
//* Extract ammo from box to player. *
//**********************************************
public AmmoAK47_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;
}
//**********************************************
//* Some usefull stocks. *
//**********************************************
stock FindHullIntersection(const Float: vecSrc[3], &iTrace, const Float: vecMins[3], const Float: vecMaxs[3], const iEntity)
{
new i, j, k;
new iTempTrace;
new Float: vecEnd[3];
new Float: flDistance;
new Float: flFraction;
new Float: vecEndPos[3];
new Float: vecHullEnd[3];
new Float: flThisDistance;
new Float: vecMinMaxs[2][3];
flDistance = 999999.0;
xs_vec_copy(vecMins, vecMinMaxs[0]);
xs_vec_copy(vecMaxs, vecMinMaxs[1]);
get_tr2(iTrace, TR_vecEndPos, vecHullEnd);
xs_vec_sub(vecHullEnd, vecSrc, vecHullEnd);
xs_vec_mul_scalar(vecHullEnd, 2.0, vecHullEnd);
xs_vec_add(vecHullEnd, vecSrc, vecHullEnd);
engfunc(EngFunc_TraceLine, vecSrc, vecHullEnd, DONT_IGNORE_MONSTERS, iEntity, (iTempTrace = create_tr2()));
get_tr2(iTempTrace, TR_flFraction, flFraction);
if (flFraction < 1.0)
{
free_tr2(iTrace);
iTrace = iTempTrace;
return;
}
for (i = 0; i < 2; i++)
{
for (j = 0; j < 2; j++)
{
for (k = 0; k < 2; k++)
{
vecEnd[0] = vecHullEnd[0] + vecMinMaxs[i][0];
vecEnd[1] = vecHullEnd[1] + vecMinMaxs[j][1];
vecEnd[2] = vecHullEnd[2] + vecMinMaxs[k][2];
engfunc(EngFunc_TraceLine, vecSrc, vecEnd, DONT_IGNORE_MONSTERS, iEntity, iTempTrace);
get_tr2(iTempTrace, TR_flFraction, flFraction);
if (flFraction < 1.0)
{
get_tr2(iTempTrace, TR_vecEndPos, vecEndPos);
xs_vec_sub(vecEndPos, vecSrc, vecEndPos);
if ((flThisDistance = xs_vec_len(vecEndPos)) < flDistance)
{
free_tr2(iTrace);
iTrace = iTempTrace;
flDistance = flThisDistance;
}
}
}
}
}
}
stock UTIL_DecalTrace(const iTrace, iDecalIndex)
{
new iHit;
new iEntity;
new iMessage;
new Float: flFraction;
new Float: vecEndPos[3];
if (iDecalIndex < 0 || get_tr2(iTrace, TR_flFraction, flFraction) && flFraction == 1.0)
{
return;
}
if (pev_valid((iHit = get_tr2(iTrace, TR_pHit))))
{
if (iHit && !((pev(iHit, pev_solid) == SOLID_BSP) || (pev(iHit, pev_movetype) == MOVETYPE_PUSHSTEP)))
{
return;
}
iEntity = iHit;
}
else
{
iEntity = 0;
}
iMessage = TE_DECAL;
if (iEntity != 0)
{
if (iDecalIndex > 255)
{
iMessage = TE_DECALHIGH;
iDecalIndex -= 256;
}
}
else
{
iMessage = TE_WORLDDECAL;
if (iDecalIndex > 255)
{
iMessage = TE_WORLDDECALHIGH;
iDecalIndex -= 256;
}
}
get_tr2(iTrace, TR_vecEndPos, vecEndPos);
#define write_coord_f(%0) engfunc(EngFunc_WriteCoord,%0)
message_begin(MSG_BROADCAST, SVC_TEMPENTITY);
write_byte(iMessage);
write_coord_f(vecEndPos[0]);
write_coord_f(vecEndPos[1]);
write_coord_f(vecEndPos[2]);
write_byte(iDecalIndex);
#undef write_coord_f
if (iEntity)
{
write_short(iEntity);
}
message_end();
}
stock GetGunPosition(const iPlayer, Float: vecResult[3])
{
new Float: vecViewOfs[3];
pev(iPlayer, pev_origin, vecResult);
pev(iPlayer, pev_view_ofs, vecViewOfs);
xs_vec_add(vecResult, vecViewOfs, vecResult);
}