/*
**************************************************
* Community HL-HEV | All for Half-Life
*
* Plugin : [WeaponMod] Colt M16A1
* Author : BIGs [https://hl-hev.ru]
*
* Thanks : X-RaY
* -> HEV Model Hands
* HL-HEV Team
* -> Idea and resources
**************************************************
*/
#include <amxmodx>
#include <hl_wpnmod>
#define PLUGIN "Weapon : Colt M16"
#define VERSION "1.0.6"
#define AUTHOR "BIGs"
#pragma semicolon 1
#pragma ctrlchar '\'
//Configs
#define WEAPON_NAME "weapon_m16a1ep"
#define WEAPON_SLOT 3
#define WEAPON_POSITION 5
#define WEAPON_PRIMARY_AMMO "556"
#define WEAPON_PRIMARY_AMMO_MAX 200
#define WEAPON_SECONDARY_AMMO ""
#define WEAPON_SECONDARY_AMMO_MAX 0
#define WEAPON_MAX_CLIP 30
#define WEAPON_DEFAULT_AMMO 200
#define WEAPON_FLAGS 0
#define WEAPON_WEIGHT 20
#define WEAPON_DAMAGE 70.0
// Models
#define MODEL_WORLD "models/hl-hev/m16a1/w_m16a1ep.mdl"
#define MODEL_VIEW "models/hl-hev/m16a1/v_m16a1ep_hev.mdl"
#define MODEL_PLAYER "models/hl-hev/m16a1/p_m16a1ep.mdl"
// Hud
#define WEAPON_HUD_TXT "sprites/weapon_m16a1ep.txt"
#define WEAPON_HUD_BAR "sprites/640hud79.spr"
// Sounds
#define SOUND_FIRE "weapons/hl-hev/m16a1/m16a1ep_shoot.wav"
#define SOUND_BOLTUP "weapons/hl-hev/m16a1/m16a1ep_boltpull.wav"
#define SOUND_RELOAD "weapons/hl-hev/m16a1/m16a1ep_clipout.wav"
#define SOUND_DEPLOY "weapons/hl-hev/m16a1/m16a1ep_deploy.wav"
#define SOUND_CLIPIN "weapons/hl-hev/m16a1/m16a1ep_clipin.wav"
// Animation
#define ANIM_EXTENSION "mp5"
#define Offset_Mod Offset_iuser1
enum _:cz_VUL
{
idle1,
shoot1,
shoot2,
reload,
draw,
shoot3,
shoot4
};
public plugin_init() {
register_plugin(PLUGIN, VERSION, AUTHOR);
new M16 = 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
);
wpnmod_register_weapon_forward(M16, Fwd_Wpn_Spawn, "M16_Spawn" );
wpnmod_register_weapon_forward(M16, Fwd_Wpn_Deploy, "M16_Deploy" );
wpnmod_register_weapon_forward(M16, Fwd_Wpn_Idle, "M16_Idle" );
wpnmod_register_weapon_forward(M16, Fwd_Wpn_PrimaryAttack, "M16_PrimaryAttack" );
wpnmod_register_weapon_forward(M16, Fwd_Wpn_SecondaryAttack, "M16_SecondaryAttack" );
wpnmod_register_weapon_forward(M16, Fwd_Wpn_Reload, "M16_Reload" );
wpnmod_register_weapon_forward(M16, Fwd_Wpn_Holster, "M16_Holster" );
}
public plugin_precache()
{
PRECACHE_MODEL(MODEL_VIEW);
PRECACHE_MODEL(MODEL_WORLD);
PRECACHE_MODEL(MODEL_PLAYER);
PRECACHE_SOUND(SOUND_RELOAD);
PRECACHE_SOUND(SOUND_FIRE);
PRECACHE_SOUND(SOUND_CLIPIN);
PRECACHE_SOUND(SOUND_BOLTUP);
PRECACHE_SOUND(SOUND_DEPLOY);
PRECACHE_GENERIC(WEAPON_HUD_TXT);
PRECACHE_GENERIC(WEAPON_HUD_BAR);
}
public M16_Spawn(const iItem)
{
//Set model to floor
SET_MODEL(iItem, MODEL_WORLD);
// Give a default ammo to weapon
wpnmod_set_offset_int(iItem, Offset_iDefaultAmmo, WEAPON_DEFAULT_AMMO);
}
public M16_Deploy(const iItem, const iPlayer, const iClip)
{
wpnmod_set_offset_float(iItem, Offset_flNextPrimaryAttack, 1.0);
wpnmod_set_offset_float(iItem, Offset_flTimeWeaponIdle, 1.2);
emit_sound(iPlayer, CHAN_WEAPON, SOUND_DEPLOY, 0.9, ATTN_NORM, 0, PITCH_NORM);
return wpnmod_default_deploy(iItem, MODEL_VIEW, MODEL_PLAYER, draw, ANIM_EXTENSION);
}
public M16_Holster(const iItem , iPlayer)
{
// Cancel any reload in progress.
wpnmod_set_offset_int(iItem, Offset_iInSpecialReload, 0);
set_task(0.8 , "M16_SoundHolster" , iPlayer);
}
public M16_SoundHolster(iPlayer)
{
emit_sound(iPlayer, CHAN_WEAPON, SOUND_FIRE, 0.9, ATTN_NORM, 0, PITCH_NORM);
}
public M16_Idle(const iItem)
{
wpnmod_reset_empty_sound(iItem);
if (wpnmod_get_offset_float(iItem, Offset_flTimeWeaponIdle) > 0.0)
{
return;
}
wpnmod_send_weapon_anim(iItem, idle1);
wpnmod_set_offset_float(iItem, Offset_flTimeWeaponIdle, 6.0);
}
public M16_Reload(const iItem, const iPlayer, const iClip, const iAmmo)
{
if (iAmmo <= 0 || iClip >= WEAPON_MAX_CLIP)
{
return;
}
wpnmod_default_reload(iItem, WEAPON_MAX_CLIP, reload, 4.0);
//Clip out
set_task(1.8 , "M16_Reload_Step1" , iPlayer);
//Clip in
set_task(3.0 , "M16_Reload_Step2" , iPlayer);
//Boltup
set_task(3.8 , "M16_Reload_Step1" , iPlayer);
}
public M16_Reload_Step1(iPlayer)
{
emit_sound(iPlayer, CHAN_WEAPON, SOUND_RELOAD, 0.9, ATTN_NORM, 0, PITCH_NORM);
}
public M16_Reload_Step2(iPlayer)
{
emit_sound(iPlayer, CHAN_WEAPON, SOUND_CLIPIN, 0.9, ATTN_NORM, 0, PITCH_NORM);
}
public M16_Reload_Step3(iPlayer)
{
emit_sound(iPlayer, CHAN_WEAPON, SOUND_BOLTUP, 0.9, ATTN_NORM, 0, PITCH_NORM);
}
public M16_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;
}
if (wpnmod_get_offset_int(iItem, Offset_Mod))
{
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, 1.1);
wpnmod_set_offset_float(iItem, Offset_flTimeWeaponIdle, 1.0);
wpnmod_set_player_anim(iPlayer, PLAYER_ATTACK1);
wpnmod_send_weapon_anim(iItem, shoot1);
wpnmod_fire_bullets
(
iPlayer,
iPlayer,
1,
VECTOR_CONE_1DEGREES,
8192.0,
WEAPON_DAMAGE,
DMG_BULLET | DMG_NEVERGIB,
1
);
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: {-1.0, 0.0, 0.0});
wpnmod_set_think(iItem,"Next_Attack");
set_pev(iItem, pev_nextthink, get_gametime() + 0.08);
set_pev(iItem, pev_body, 0);
}else{
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, 1.0);
wpnmod_set_player_anim(iPlayer, PLAYER_ATTACK1);
wpnmod_send_weapon_anim(iItem, shoot2);
wpnmod_fire_bullets
(
iPlayer,
iPlayer,
1,
VECTOR_CONE_1DEGREES,
8192.0,
WEAPON_DAMAGE,
DMG_BULLET | DMG_NEVERGIB,
1
);
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: {-1.0, 0.0, 0.0});
}
}
public M16_SecondaryAttack(iItem,iPlayer ,iClip)
{
new Mod = wpnmod_get_offset_int(iItem, Offset_Mod);
wpnmod_set_offset_int(iItem, Offset_Mod, !Mod);
wpnmod_set_offset_float(iItem, Offset_flNextPrimaryAttack, 0.03);
wpnmod_set_offset_float(iItem, Offset_flNextSecondaryAttack, 1.2);
if(wpnmod_get_offset_int(iItem, Offset_Mod)){
client_print( iPlayer, print_center, "Burst-Fire Mode");
}else{
client_print( iPlayer, print_center, "Automatic Mode" );
}
}
public Next_Attack(const iItem, 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, 0.6);
wpnmod_set_offset_float(iItem, Offset_flTimeWeaponIdle, 4.0);
wpnmod_set_player_anim(iPlayer, PLAYER_ATTACK1);
wpnmod_send_weapon_anim(iItem, shoot1);
emit_sound(iPlayer, CHAN_WEAPON, SOUND_FIRE, 1.0, ATTN_NORM, 0, PITCH_NORM);
wpnmod_fire_bullets
(
iPlayer,
iPlayer,
1,
VECTOR_CONE_1DEGREES,
8192.0,
WEAPON_DAMAGE,
DMG_BULLET | DMG_NEVERGIB,
1
);
set_pev(iPlayer, pev_punchangle, float: {-1.0, 0.0, 0.0});
set_pev(iPlayer, pev_effects, pev(iPlayer, pev_effects) | EF_MUZZLEFLASH);
wpnmod_set_think(iItem, "Next_2ndAttack");
set_pev(iItem, pev_nextthink, get_gametime() + 0.08);
set_pev(iItem, pev_body, 0);
}
}
public Next_2ndAttack(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, 0.35);
wpnmod_set_offset_float(iItem, Offset_flTimeWeaponIdle, 4.0);
wpnmod_set_player_anim(iPlayer, PLAYER_ATTACK1);
wpnmod_send_weapon_anim(iItem, shoot1);
emit_sound(iPlayer, CHAN_WEAPON, SOUND_FIRE, 1.0, ATTN_NORM, 0, PITCH_NORM);
wpnmod_fire_bullets
(
iPlayer,
iPlayer,
1,
VECTOR_CONE_1DEGREES,
8192.0,
WEAPON_DAMAGE,
DMG_BULLET | DMG_NEVERGIB,
1
);
set_pev(iPlayer, pev_punchangle, float: {-1.0, 0.0, 0.0});
set_pev(iPlayer, pev_effects, pev(iPlayer, pev_effects) | EF_MUZZLEFLASH);
}
}