#include <amxmodx>
#include <hl_wpnmod>
#include <fakemeta>
#include <hamsandwich>
#include <fun>
#include <xs>
#define PLUGIN "[WPN] USAS-12"
#define VERSION "1.0.0"
#define AUTHOR "Glaster"
//Configs
#define WEAPON_NAME "weapon_usas"
#define WEAPON_SLOT 2
#define WEAPON_POSITION 5
#define WEAPON_PRIMARY_AMMO "buckshot"
#define WEAPON_PRIMARY_AMMO_MAX 60
#define WEAPON_SECONDARY_AMMO ""
#define WEAPON_SECONDARY_AMMO_MAX 0
#define WEAPON_MAX_CLIP 12
#define WEAPON_DEFAULT_AMMO 50
#define WEAPON_FLAGS 0
#define WEAPON_WEIGHT 20
#define WEAPON_DAMAGE 8.0
#define WEAPON_RATE_OF_FIRE 0.4
// Models
#define MODEL_WORLD "models/w_usas.mdl"
#define MODEL_VIEW "models/v_usas.mdl"
#define MODEL_PLAYER "models/p_usas.mdl"
// Hud
#define WEAPON_HUD_TXT "sprites/weapon_usas.txt"
#define WEAPON_HUD_BAR "sprites/weapon_usas.spr"
// Sounds
#define SOUND_FIRE "weapons/usas_shoot1.wav"
#define SOUND_RELOAD "weapons/usas_clipout.wav"
#define SOUND_DEPLOY "weapons/usas_slideback.wav"
#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 "shotgun"
public plugin_init()
{
register_plugin(
PLUGIN,
VERSION,
AUTHOR
);
new usas = 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(usas, Fwd_Wpn_Spawn, "S12_Spawn");
wpnmod_register_weapon_forward(usas, Fwd_Wpn_Deploy, "S12_Deploy");
wpnmod_register_weapon_forward(usas, Fwd_Wpn_Idle, "S12_Idle");
wpnmod_register_weapon_forward(usas, Fwd_Wpn_PrimaryAttack, "S12_PrimaryAttack");
wpnmod_register_weapon_forward(usas, Fwd_Wpn_Reload, "S12_Reload");
wpnmod_register_weapon_forward(usas, Fwd_Wpn_Holster, "S12_Holster");
wpnmod_register_weapon_forward(usas, Fwd_Wpn_SecondaryAttack, "S12_SecondaryAttack");
}
enum _: cz_VUL
{
idle1,
reload_1,
draw,
shot1,
stocks,
};
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_DEPLOY);
PRECACHE_SOUND(SOUND_MISS_1);
PRECACHE_SOUND(SOUND_MISS_2);
PRECACHE_SOUND(SOUND_MISS_3);
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_BAR);
}
public S12_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 S12_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, 1.0, ATTN_NORM, 0, PITCH_NORM);
return wpnmod_default_deploy(iItem, MODEL_VIEW, MODEL_PLAYER, draw, ANIM_EXTENSION);
}
public S12_Holster(const iItem)
{
// Cancel any reload in progress.
wpnmod_set_offset_int(iItem, Offset_iInSpecialReload, 0);
}
public S12_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 S12_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_1, 3.0);
emit_sound(iPlayer, CHAN_WEAPON, SOUND_RELOAD, 1.0, ATTN_NORM, 0, PITCH_NORM);
}
public S12_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, 0.7);
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_fire_bullets( iPlayer,
iPlayer,
10,
VECTOR_CONE_15DEGREES,
3048.0,
WEAPON_DAMAGE,
DMG_BULLET,
15
);
wpnmod_set_offset_float(iItem, Offset_flNextPrimaryAttack, WEAPON_RATE_OF_FIRE);
wpnmod_set_offset_float(iItem, Offset_flTimeWeaponIdle, 7.0);
wpnmod_set_player_anim(iPlayer, PLAYER_ATTACK1);
wpnmod_send_weapon_anim(iItem, shot1);
emit_sound(iPlayer, CHAN_WEAPON, SOUND_FIRE, 0.9, ATTN_NORM, 0, PITCH_NORM);
}
public S12_SecondaryAttack(const iItem, const iPlayer)
{
wpnmod_set_think(iItem, "AK47_Stab");
wpnmod_send_weapon_anim(iItem, stocks);
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() + 0.15);
}
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();
wpnmod_get_gun_position(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 *10.0, vecForward, iTrace, DMG_CLUB | DMG_NEVERGIB);
wpnmod_apply_multi_damage(iPlayer, iPlayer);
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);
if (iTrace)
{
wpnmod_decal_trace(iTrace, wpnmod_get_damage_decal(Instance(get_tr2(iTrace, TR_pHit))));
free_tr2(iTrace);
}
}
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;
}
}
}
}
}
}