/* AMX Mod X
* RPG-7.
*
* 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 <fakemeta_util>
#include <hl_wpnmod>
#include <xs>
#define PLUGIN "RPG-7"
#define VERSION "1.1"
#define AUTHOR "KORD_12.7, Koshak"
// Weapon settings
#define WEAPON_NAME "weapon_rpg7"
#define WEAPON_NAME_SCOPED "weapon_rpg7_scp"
#define WEAPON_SLOT 1
#define WEAPON_POSITION 4
#define WEAPON_PRIMARY_AMMO "rockets_rpg7"
#define WEAPON_PRIMARY_AMMO_MAX 5
#define WEAPON_SECONDARY_AMMO "" // NULL
#define WEAPON_SECONDARY_AMMO_MAX -1
#define WEAPON_MAX_CLIP 1
#define WEAPON_DEFAULT_AMMO 1
#define WEAPON_FLAGS 0
#define WEAPON_WEIGHT 20
#define WEAPON_DAMAGE 200.0
// Hud
#define WEAPON_HUD_TXT_1 "sprites/weapon_rpg7.txt"
#define WEAPON_HUD_SPR_1 "sprites/weapon_rpg7.spr"
#define WEAPON_HUD_TXT_2 "sprites/weapon_rpg7_scp.txt"
#define WEAPON_HUD_SPR_2 "sprites/weapon_rpg7_scp.spr"
// Ammobox
#define AMMOBOX_CLASSNAME_1 "ammo_rpg7box"
#define AMMOBOX_CLASSNAME_2 "ammo_rpg7clip"
// Models
#define MODEL_WORLD "models/w_rpg7.mdl"
#define MODEL_VIEW "models/v_rpg7.mdl"
#define MODEL_VIEW_SCOPE "models/v_rpg7_scp.mdl"
#define MODEL_PLAYER_1 "models/p_rpg7_1.mdl"
#define MODEL_PLAYER_2 "models/p_rpg7_2.mdl"
#define MODEL_CLIP_1 "models/w_rpg7_box_1.mdl"
#define MODEL_CLIP_2 "models/w_rpg7clip.mdl"
#define MODEL_ROCKET "models/rpg7_rocket.mdl"
// Sounds
#define SOUND_FIRE "weapons/rpg7_fire.wav"
#define SOUND_ZOOM "weapons/sniper_zoom.wav"
#define SOUND_RELOAD_1 "weapons/rpg7_clip1.wav"
#define SOUND_RELOAD_2 "weapons/rpg7_clip2.wav"
#define SOUND_RELOAD_3 "weapons/rpg7_clip3.wav"
#define SOUND_ROCKET_FLY "weapons/rpg7_rocket_fly.wav"
// Sprites
#define SPRITE_TRAIL "sprites/smoke.spr"
#define SPRITE_EXPLODE "sprites/rpg7_exp.spr"
#define SPRITE_EXPLODE_WATER "sprites/WXplo1.spr"
// Rocket
#define ROCKET_VELOCITY 2000
#define ROCKET_CLASSNAME "rpg7_rocket"
// Animation
#define ANIM_EXTENSION_1 "rpg"
#define ANIM_EXTENSION_2 "hive"
enum _:Animation
{
ANIM_FIRE,
ANIM_RELOAD,
ANIM_DRAW_READY,
ANIM_HOLSTER_READY,
ANIM_DRAW_EMPTY,
ANIM_HOLSTER_EMPTY,
ANIM_IDLE_READY,
ANIM_IDLE_EMPTY
};
#define CNAHGE_ANIM_EXT(%0,%1,%2) \
wpnmod_set_anim_ext(%0, %1); \
set_pev(%0, pev_weaponmodel2, %2)
#define Offset_iInZoom Offset_iuser1
new g_iModelIndexTrail;
new g_iModelIndexFireball;
new g_iModelIndexWExplosion;
//**********************************************
//* Precache resources *
//**********************************************
public plugin_precache()
{
PRECACHE_MODEL(MODEL_VIEW);
PRECACHE_MODEL(MODEL_WORLD);
PRECACHE_MODEL(MODEL_ROCKET);
PRECACHE_MODEL(MODEL_CLIP_1);
PRECACHE_MODEL(MODEL_CLIP_2);
PRECACHE_MODEL(MODEL_PLAYER_1);
PRECACHE_MODEL(MODEL_PLAYER_2);
PRECACHE_MODEL(MODEL_VIEW_SCOPE);
PRECACHE_SOUND(SOUND_FIRE);
PRECACHE_SOUND(SOUND_ZOOM);
PRECACHE_SOUND(SOUND_RELOAD_1);
PRECACHE_SOUND(SOUND_RELOAD_2);
PRECACHE_SOUND(SOUND_RELOAD_3);
PRECACHE_SOUND(SOUND_ROCKET_FLY);
PRECACHE_GENERIC(WEAPON_HUD_TXT_1);
PRECACHE_GENERIC(WEAPON_HUD_SPR_1);
PRECACHE_GENERIC(WEAPON_HUD_TXT_2);
PRECACHE_GENERIC(WEAPON_HUD_SPR_2);
g_iModelIndexTrail = PRECACHE_MODEL(SPRITE_TRAIL);
g_iModelIndexFireball = PRECACHE_MODEL(SPRITE_EXPLODE);
g_iModelIndexWExplosion = PRECACHE_MODEL(SPRITE_EXPLODE_WATER);
}
//**********************************************
//* Register weapon. *
//**********************************************
public plugin_init()
{
register_plugin(PLUGIN, VERSION, AUTHOR);
new iRPG7 = 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 iAmmoLarge = wpnmod_register_ammobox(AMMOBOX_CLASSNAME_1);
new iAmmoSingle = wpnmod_register_ammobox(AMMOBOX_CLASSNAME_2);
wpnmod_register_weapon_forward(iRPG7, Fwd_Wpn_Spawn, "RPG7_Spawn");
wpnmod_register_weapon_forward(iRPG7, Fwd_Wpn_Deploy, "RPG7_Deploy");
wpnmod_register_weapon_forward(iRPG7, Fwd_Wpn_Idle, "RPG7_Idle");
wpnmod_register_weapon_forward(iRPG7, Fwd_Wpn_PrimaryAttack, "RPG7_PrimaryAttack");
wpnmod_register_weapon_forward(iRPG7, Fwd_Wpn_SecondaryAttack, "RPG7_SecondaryAttack");
wpnmod_register_weapon_forward(iRPG7, Fwd_Wpn_Reload, "RPG7_Reload");
wpnmod_register_weapon_forward(iRPG7, Fwd_Wpn_Holster, "RPG7_Holster");
wpnmod_register_ammobox_forward(iAmmoLarge, Fwd_Ammo_Spawn, "AmmoLarge_Spawn");
wpnmod_register_ammobox_forward(iAmmoLarge, Fwd_Ammo_AddAmmo, "AmmoLarge_AddAmmo");
wpnmod_register_ammobox_forward(iAmmoSingle, Fwd_Ammo_Spawn, "AmmoSingle_Spawn");
wpnmod_register_ammobox_forward(iAmmoSingle, Fwd_Ammo_AddAmmo, "AmmoSingle_AddAmmo");
}
//**********************************************
//* Weapon spawn. *
//**********************************************
public RPG7_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 RPG7_Deploy(const iItem)
{
if (wpnmod_get_offset_int(iItem, Offset_iClip))
{
return wpnmod_default_deploy(iItem, MODEL_VIEW, MODEL_PLAYER_1, ANIM_DRAW_READY, ANIM_EXTENSION_1);
}
return wpnmod_default_deploy(iItem, MODEL_VIEW, MODEL_PLAYER_2, ANIM_DRAW_EMPTY, ANIM_EXTENSION_2);
}
//**********************************************
//* Called when the weapon is holster. *
//**********************************************
public RPG7_Holster(const iItem, const iPlayer)
{
if (wpnmod_get_offset_int(iItem, Offset_iInZoom))
{
RPG7_SecondaryAttack(iItem, iPlayer);
}
// Cancel any reload in progress.
wpnmod_set_offset_int(iItem, Offset_iInReload, 0);
}
//**********************************************
//* Displays the idle animation for the weapon.*
//**********************************************
public RPG7_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;
if (iClip <= 0)
{
iAnim = ANIM_IDLE_EMPTY;
CNAHGE_ANIM_EXT(iPlayer, ANIM_EXTENSION_2, MODEL_PLAYER_2);
}
else
{
iAnim = ANIM_IDLE_READY;
CNAHGE_ANIM_EXT(iPlayer, ANIM_EXTENSION_1, MODEL_PLAYER_1);
}
wpnmod_send_weapon_anim(iItem, iAnim);
wpnmod_set_offset_float(iItem, Offset_flTimeWeaponIdle, 5.0);
}
//**********************************************
//* The main attack of a weapon is triggered. *
//**********************************************
public RPG7_PrimaryAttack(const iItem, const iPlayer, const 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, 0.7);
wpnmod_set_offset_float(iItem, Offset_flTimeWeaponIdle, 0.7);
wpnmod_set_player_anim(iPlayer, PLAYER_ATTACK1);
wpnmod_send_weapon_anim(iItem, ANIM_FIRE);
emit_sound(iPlayer, CHAN_WEAPON, SOUND_FIRE, 1.0, ATTN_NORM, 0, PITCH_NORM);
CNAHGE_ANIM_EXT(iPlayer, ANIM_EXTENSION_2, MODEL_PLAYER_2);
RPG7_Fire(iPlayer);
}
//**********************************************
//* Secondary attack of a weapon is triggered. *
//**********************************************
public RPG7_SecondaryAttack(const iItem, const iPlayer)
{
if (wpnmod_get_offset_int(iItem, Offset_iInZoom))
{
MakeZoom(iItem, iPlayer, WEAPON_NAME, MODEL_VIEW, 0.0);
}
else
{
MakeZoom(iItem, iPlayer, WEAPON_NAME_SCOPED, MODEL_VIEW_SCOPE, 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 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, _:flFov);
wpnmod_set_offset_int(iItem, Offset_iInZoom, flFov != 0.0);
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 RPG7_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))
{
RPG7_SecondaryAttack(iItem, iPlayer);
}
wpnmod_default_reload(iItem, WEAPON_MAX_CLIP, ANIM_RELOAD, 2.6);
wpnmod_set_think(iItem, "RPG7_CompleteReload");
set_pev(iItem, pev_nextthink, get_gametime() + 2.6);
}
public RPG7_CompleteReload(const iItem, const iPlayer)
{
CNAHGE_ANIM_EXT(iPlayer, ANIM_EXTENSION_1, MODEL_PLAYER_1);
}
//**********************************************
//* Launch a rocket *
//**********************************************
RPG7_Fire(const iPlayer)
{
new iRocket;
new Float: vecOrigin[3];
new Float: vecVelocity[3];
wpnmod_get_gun_position(iPlayer, vecOrigin, 16.0, 6.0, 0.0);
velocity_by_aim(iPlayer, ROCKET_VELOCITY, vecVelocity);
// Create default contact grenade with module
iRocket = wpnmod_fire_contact_grenade(iPlayer, vecOrigin, vecVelocity, "Rocket_Explode");
if (pev_valid(iRocket))
{
new Float: flGameTime = get_gametime();
// Dont draw default fireball on explode and do not inflict damage
set_pev(iRocket, pev_spawnflags, SF_EXPLOSION_NODAMAGE | SF_EXPLOSION_NOFIREBALL);
// Set custom classname
set_pev(iRocket, pev_classname, ROCKET_CLASSNAME);
// Set movetype.
set_pev(iRocket, pev_movetype, MOVETYPE_FLY);
// Set custom damage, because default is 100
set_pev(iRocket, pev_dmg, WEAPON_DAMAGE);
// Make light
set_pev(iRocket, pev_effects, pev(iRocket, pev_effects) | EF_LIGHT);
// Set avelocity
set_pev(iRocket, pev_avelocity, Float: {0.0, 0.0, 1000.0});
// Set custom grenade model
SET_MODEL(iRocket, MODEL_ROCKET);
// Set rocket fly think callback
wpnmod_set_think(iRocket, "Rocket_FlyThink");
// set next think time
set_pev(iRocket, pev_nextthink, flGameTime + 0.1);
// Set max fly time
set_pev(iRocket, pev_dmgtime, flGameTime + 3.0);
// rocket trail
message_begin(MSG_BROADCAST, SVC_TEMPENTITY);
write_byte(TE_BEAMFOLLOW);
write_short(iRocket); // entity
write_short(g_iModelIndexTrail); // model
write_byte(10); // life
write_byte(4); // width
write_byte(224); // r, g, b
write_byte(224); // r, g, b
write_byte(255); // r, g, b
write_byte(255); // brightness
message_end();
emit_sound(iRocket, CHAN_VOICE, SOUND_ROCKET_FLY, 1.0, 0.5, 0, PITCH_NORM);
}
}
//**********************************************
//* Rocket fly think. *
//**********************************************
public Rocket_FlyThink(const iRocket)
{
static Float: flDmgTime;
static Float: flGameTime;
pev(iRocket, pev_dmgtime, flDmgTime);
set_pev(iRocket, pev_nextthink, (flGameTime = get_gametime()) + 0.2);
if (pev(iRocket, pev_waterlevel) != 0)
{
new Float: vecVelocity[3];
pev(iRocket, pev_velocity, vecVelocity);
xs_vec_mul_scalar(vecVelocity, 0.5, vecVelocity);
set_pev(iRocket, pev_velocity, vecVelocity);
}
if (flDmgTime <= flGameTime)
{
set_pev(iRocket, pev_movetype, MOVETYPE_TOSS);
set_pev(iRocket, pev_effects, pev(iRocket, pev_effects) &~ EF_LIGHT);
emit_sound(iRocket, CHAN_VOICE, SOUND_ROCKET_FLY, 0.0, 0.0, SND_STOP, PITCH_NORM);
}
}
//**********************************************
//* Rocket explode. *
//**********************************************
public Rocket_Explode(const iRocket)
{
new iOwner;
new Float: flDamage;
new Float: vecOrigin[3];
iOwner = pev(iRocket, pev_owner);
pev(iRocket, pev_dmg, flDamage);
pev(iRocket, pev_origin, vecOrigin);
engfunc(EngFunc_MessageBegin,MSG_PAS, SVC_TEMPENTITY, vecOrigin, 0);
write_byte(TE_EXPLOSION);
engfunc(EngFunc_WriteCoord, vecOrigin[0]);
engfunc(EngFunc_WriteCoord, vecOrigin[1]);
engfunc(EngFunc_WriteCoord, vecOrigin[2]);
write_short(engfunc(EngFunc_PointContents, vecOrigin) != CONTENTS_WATER ? g_iModelIndexFireball : g_iModelIndexWExplosion);
write_byte(35);
write_byte(15);
write_byte(TE_EXPLFLAG_NONE);
message_end();
message_begin(MSG_BROADCAST,SVC_TEMPENTITY);
write_byte(TE_KILLBEAM);
write_short(iRocket);
message_end();
// Reset to attack owner too
set_pev(iRocket, pev_owner, 0);
// Lets damage
wpnmod_radius_damage2(vecOrigin, iRocket, iOwner, flDamage, flDamage * 2.0, CLASS_NONE, DMG_BLAST);
// Stop fly sound
emit_sound(iRocket, CHAN_VOICE, SOUND_ROCKET_FLY, 0.0, 0.0, SND_STOP, PITCH_NORM);
}
//**********************************************
//* Ammobox spawn. *
//**********************************************
public AmmoLarge_Spawn(const iItem)
{
// Setting world model
SET_MODEL(iItem, MODEL_CLIP_1);
}
public AmmoSingle_Spawn(const iItem)
{
// Setting world model
SET_MODEL(iItem, MODEL_CLIP_2);
}
//**********************************************
//* Extract ammo from box to player. *
//**********************************************
public AmmoLarge_AddAmmo(const iItem, const iPlayer)
{
new iResult =
(
ExecuteHamB
(
Ham_GiveAmmo,
iPlayer,
4,
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;
}
public AmmoSingle_AddAmmo(const iItem, const iPlayer)
{
new iResult =
(
ExecuteHamB
(
Ham_GiveAmmo,
iPlayer,
1,
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;
}