/* AMX Mod X
* Tavor Assault Rifle - 21.
*
* 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>
#define PLUGIN "TAR-21: Tavor Assault Rifle"
#define VERSION "1.0"
#define AUTHOR "KORD_12.7, Koshak"
// Weapon settings
#define WEAPON_NAME "weapon_tar21"
#define WEAPON_NAME_SIGHT "weapon_tar21_sight"
#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 30
#define WEAPON_DEFAULT_AMMO 30
#define WEAPON_FLAGS 0
#define WEAPON_WEIGHT 15
#define WEAPON_DAMAGE 15.0
// Hud
#define WEAPON_HUD_SPR "sprites/weapon_tar21.spr"
#define WEAPON_HUD_TXT "sprites/weapon_tar21.txt"
#define WEAPON_HUD_TXT_SIGHT "sprites/weapon_tar21_sight.txt"
// Ammobox
#define AMMOBOX_CLASSNAME "ammo_tar21clip"
// Models
#define MODEL_WORLD "models/w_tar21_koshak.mdl"
#define MODEL_VIEW "models/v_tar21_koshak_v2.mdl"
#define MODEL_VIEW_SIGHT "models/v_tar21_sight_koshak.mdl"
#define MODEL_PLAYER "models/p_tar21_koshak.mdl"
#define MODEL_SHELL "models/shell_tar21.mdl"
// Sounds
#define SOUND_SHOOT "weapons/tar21_shoot1.wav"
#define SOUND_CLIP_IN "weapons/tar21_clipin.wav"
#define SOUND_CLIP_OUT "weapons/tar21_clipout.wav"
#define SOUND_BOLT_PULL "weapons/tar21_boltpull.wav"
// Animation
#define ANIM_EXTENSION "mp5"
enum _:Animation
{
KOSHAK_HL = 0,
ANIM_RELOAD,
ANIM_RELOAD_2,
ANIM_DRAW,
ANIM_SHOOT_1,
ANIM_SHOOT_2,
ANIM_SHOOT_3,
ANIM_FASTRUN_BEGIN,
ANIM_FASTRUN_IDLE,
ANIM_FASTRUN_END,
ANIM_SIGHT_BEGIN,
ANIM_SIGHT_END
};
//**********************************************
#define SetThink(%0,%1,%2) \
\
wpnmod_set_think(%0, %1); \
set_pev(%0, pev_nextthink, get_gametime() + %2)
#define Offset_iInZoom Offset_iuser1
//**********************************************
//* Precache resources *
//**********************************************
public plugin_precache()
{
PRECACHE_MODEL(MODEL_VIEW);
PRECACHE_MODEL(MODEL_WORLD);
PRECACHE_MODEL(MODEL_SHELL);
PRECACHE_MODEL(MODEL_PLAYER);
PRECACHE_MODEL(MODEL_VIEW_SIGHT);
PRECACHE_SOUND(SOUND_SHOOT);
PRECACHE_SOUND(SOUND_CLIP_IN);
PRECACHE_SOUND(SOUND_CLIP_OUT);
PRECACHE_SOUND(SOUND_BOLT_PULL);
PRECACHE_GENERIC(WEAPON_HUD_SPR);
PRECACHE_GENERIC(WEAPON_HUD_TXT);
PRECACHE_GENERIC(WEAPON_HUD_TXT_SIGHT);
}
//**********************************************
//* Register weapon. *
//**********************************************
public plugin_init()
{
register_plugin(PLUGIN, VERSION, AUTHOR);
new iTAR = 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 iClip = wpnmod_register_ammobox(AMMOBOX_CLASSNAME);
wpnmod_register_weapon_forward(iTAR, Fwd_Wpn_Spawn, "TAR_Spawn");
wpnmod_register_weapon_forward(iTAR, Fwd_Wpn_Deploy, "TAR_Deploy");
wpnmod_register_weapon_forward(iTAR, Fwd_Wpn_Idle, "TAR_Idle");
wpnmod_register_weapon_forward(iTAR, Fwd_Wpn_PrimaryAttack, "TAR_PrimaryAttack");
wpnmod_register_weapon_forward(iTAR, Fwd_Wpn_SecondaryAttack, "TAR_SecondaryAttack");
wpnmod_register_weapon_forward(iTAR, Fwd_Wpn_Reload, "TAR_Reload");
wpnmod_register_weapon_forward(iTAR, Fwd_Wpn_Holster, "TAR_Holster");
wpnmod_register_ammobox_forward(iClip, Fwd_Ammo_Spawn, "Clip_Spawn");
wpnmod_register_ammobox_forward(iClip, Fwd_Ammo_AddAmmo, "Clip_AddAmmo");
}
//**********************************************
//* Weapon spawn. *
//**********************************************
public TAR_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 TAR_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 TAR_Holster(const iItem, const iPlayer)
{
if (wpnmod_get_offset_int(iItem, Offset_iInZoom))
{
TAR_SecondaryAttack(iItem, iPlayer);
}
// Cancel any reload in progress.
wpnmod_set_offset_int(iItem, Offset_iInReload, 0);
}
//**********************************************
//* Displays the idle animation for the weapon.*
//**********************************************
public TAR_Idle(const iItem)
{
wpnmod_reset_empty_sound(iItem);
if (wpnmod_get_offset_float(iItem, Offset_flTimeWeaponIdle) > 0.0)
{
return;
}
wpnmod_send_weapon_anim(iItem, KOSHAK_HL);
wpnmod_set_offset_float(iItem, Offset_flTimeWeaponIdle, 4.0);
}
//**********************************************
//* The main attack of a weapon is triggered. *
//**********************************************
public TAR_PrimaryAttack(const iItem, const iPlayer, const 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, 0.06);
wpnmod_set_offset_float(iItem, Offset_flTimeWeaponIdle, 4.0);
wpnmod_set_player_anim(iPlayer, PLAYER_ATTACK1);
wpnmod_send_weapon_anim(iItem, random_num(ANIM_SHOOT_1, ANIM_SHOOT_3));
emit_sound(iPlayer, CHAN_WEAPON, SOUND_SHOOT, 1.0, ATTN_NORM, 0, PITCH_NORM);
wpnmod_fire_bullets
(
iPlayer,
iPlayer,
1,
VECTOR_CONE_2DEGREES,
8192.0,
WEAPON_DAMAGE,
DMG_BULLET | DMG_NEVERGIB,
4
);
static iShellModelIndex;
if (iShellModelIndex || (iShellModelIndex = engfunc(EngFunc_ModelIndex, MODEL_SHELL)))
{
wpnmod_eject_brass(iPlayer, iShellModelIndex, TE_BOUNCE_SHELL, 16.0, -20.0, 6.0);
}
vecPunchangle[0] = random_float(-1.0, 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 TAR_SecondaryAttack(const iItem, const iPlayer)
{
new iInZoom = wpnmod_get_offset_int(iItem, Offset_iInZoom);
if (!iInZoom)
{
SetThink(iItem, "TAR_SightThink", 0.3);
}
else
{
MakeZoom(iItem, iPlayer, WEAPON_NAME, MODEL_VIEW, 0.0);
}
wpnmod_set_offset_int(iItem, Offset_iInZoom, !iInZoom);
wpnmod_set_offset_float(iItem, Offset_flNextPrimaryAttack, 0.35);
wpnmod_set_offset_float(iItem, Offset_flNextSecondaryAttack, 0.5);
wpnmod_send_weapon_anim(iItem, iInZoom ? ANIM_SIGHT_END : ANIM_SIGHT_BEGIN);
}
//**********************************************
//* Enable sight. *
//**********************************************
public TAR_SightThink(const iItem, const iPlayer)
{
MakeZoom(iItem, iPlayer, WEAPON_NAME_SIGHT, MODEL_VIEW_SIGHT, 60.0);
}
//**********************************************
//* Apply zoom. *
//**********************************************
MakeZoom(const iItem, const iPlayer, const szWeaponName[], const szViewModel[], const Float: flFov)
{
static msgWeaponList;
set_pev(iPlayer, pev_fov, flFov);
set_pev(iPlayer, pev_viewmodel2, szViewModel);
wpnmod_set_offset_int(iPlayer, Offset_iFOV, floatround(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(wpnmod_get_weapon_info(iItem, ItemInfo_iMaxAmmo1));
write_byte(wpnmod_get_offset_int(iItem, Offset_iSecondaryAmmoType));
write_byte(wpnmod_get_weapon_info(iItem, ItemInfo_iMaxAmmo2));
write_byte(wpnmod_get_weapon_info(iItem, ItemInfo_iSlot));
write_byte(wpnmod_get_weapon_info(iItem, ItemInfo_iPosition));
write_byte(wpnmod_get_weapon_info(iItem, ItemInfo_iId));
write_byte(wpnmod_get_weapon_info(iItem, ItemInfo_iFlags));
message_end();
}
}
//**********************************************
//* Called when the weapon is reloaded. *
//**********************************************
public TAR_Reload(const iItem, const iPlayer, const iClip, const iAmmo)
{
if (iAmmo <= 0 || iClip >= WEAPON_MAX_CLIP)
{
return;
}
if (!wpnmod_get_offset_int(iItem, Offset_iInZoom))
{
wpnmod_default_reload(iItem, WEAPON_MAX_CLIP, ANIM_RELOAD, 3.13);
}
else
{
TAR_SecondaryAttack(iItem, iPlayer);
wpnmod_default_reload(iItem, WEAPON_MAX_CLIP, ANIM_RELOAD_2, 3.46);
}
}
//**********************************************
//* Ammobox spawn. *
//**********************************************
public Clip_Spawn(const iItem)
{
// Setting world model
SET_MODEL(iItem, MODEL_WORLD);
// Setting sub-model
set_pev(iItem, pev_body, 1);
}
//**********************************************
//* Extract ammo from box to player. *
//**********************************************
public Clip_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;
}