text: /***
  *
  *	Copyright (c) 1996-2001, Valve LLC. All rights reserved.
  *	
  *	This product contains software technology licensed from Id 
  *	Software, Inc. ("Id Technology").  Id Technology (c) 1996 Id Software, Inc. 
  *	All Rights Reserved.
  *
  *   Use, distribution, and modification of this source code and/or resulting
  *   object code is restricted to non-commercial enhancements to products from
  *   Valve LLC.  All other use, distribution, or modification is prohibited
  *   without written permission from Valve LLC.
  *
  ****/
  
  #include "extdll.h"
  #include "util.h"
  #include "cbase.h"
  #include "monsters.h"
  #include "weapons.h"
  #include "nodes.h"
  #include "player.h"
  
  enum glock_e {
  	GLOCK_IDLE1 = 0,
  	GLOCK_IDLE2,
  	GLOCK_IDLE3,
  	GLOCK_SHOOT,
  	GLOCK_SHOOT_EMPTY,
  	GLOCK_RELOAD,
  	GLOCK_RELOAD_NOT_EMPTY,
  	GLOCK_DRAW,
  	GLOCK_HOLSTER,
  	GLOCK_ADD_SILENCER
  };
  
  LINK_ENTITY_TO_CLASS( weapon_glock, CGlock );
  LINK_ENTITY_TO_CLASS( weapon_9mmhandgun, CGlock );
  
  
  void CGlock::Spawn( )
  {
  	pev->classname = MAKE_STRING("weapon_9mmhandgun"); // hack to allow for old names
  	Precache( );
  	m_iId = WEAPON_GLOCK;
  	SET_MODEL(ENT(pev), "models/w_9mmhandgun.mdl");
  
  	m_iDefaultAmmo = GLOCK_DEFAULT_GIVE;
  
  	FallInit();// get ready to fall down.
  }
  
  
  void CGlock::Precache( void )
  {
  	PRECACHE_MODEL("models/v_9mmhandgun.mdl");
  	PRECACHE_MODEL("models/w_9mmhandgun.mdl");
  	PRECACHE_MODEL("models/p_9mmhandgun.mdl");
  
  	m_iShell = PRECACHE_MODEL ("models/shell.mdl");// brass shell
  
  	PRECACHE_SOUND("items/9mmclip1.wav");
  	PRECACHE_SOUND("items/9mmclip2.wav");
  
  	PRECACHE_SOUND ("weapons/pl_gun1.wav");//silenced handgun
  	PRECACHE_SOUND ("weapons/pl_gun2.wav");//silenced handgun
  	PRECACHE_SOUND ("weapons/pl_gun3.wav");//handgun
  
  	m_usFireGlock1 = PRECACHE_EVENT( 1, "events/glock1.sc" );
  	m_usFireGlock2 = PRECACHE_EVENT( 1, "events/glock2.sc" );
  }
  
  int CGlock::GetItemInfo(ItemInfo *p)
  {
  	p->pszName = STRING(pev->classname);
  	p->pszAmmo1 = "9mm";
  	p->iMaxAmmo1 = _9MM_MAX_CARRY;
  	p->pszAmmo2 = NULL;
  	p->iMaxAmmo2 = -1;
  	p->iMaxClip = GLOCK_MAX_CLIP;
  	p->iSlot = 1;
  	p->iPosition = 0;
  	p->iFlags = 0;
  	p->iId = m_iId = WEAPON_GLOCK;
  	p->iWeight = GLOCK_WEIGHT;
  
  	return 1;
  }
  
  BOOL CGlock::Deploy( )
  {
  	// pev->body = 1;
  	return DefaultDeploy( "models/v_9mmhandgun.mdl", "models/p_9mmhandgun.mdl", GLOCK_DRAW, "onehanded", /*UseDecrement() ? 1 : 0*/ 0 );
  }
  
  void CGlock::SecondaryAttack( void )
  {
  	GlockFire( 0.1, 0.2, FALSE );
  }
  
  void CGlock::PrimaryAttack( void )
  {
  	GlockFire( 0.1, 0.3, TRUE );
  }
  
  void CGlock::GlockFire( float flSpread , float flCycleTime, BOOL fUseAutoAim )
  {
  	if (m_iClip <= 0)
  	{
  		if (m_fFireOnEmpty)
  		{
  			PlayEmptySound();
  			m_flNextPrimaryAttack = GetNextAttackDelay(0.2);
  		}
  
  		return;
  	}
  
  	m_iClip--;
  
  	m_pPlayer->pev->effects = (int)(m_pPlayer->pev->effects) | EF_MUZZLEFLASH;
  
  	int flags;
  
  #if defined( CLIENT_WEAPONS )
  	flags = FEV_NOTHOST;
  #else
  	flags = 0;
  #endif
  
  	// player "shoot" animation
  	m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
  
  	// silenced
  	if (pev->body == 1)
  	{
  		m_pPlayer->m_iWeaponVolume = QUIET_GUN_VOLUME;
  		m_pPlayer->m_iWeaponFlash = DIM_GUN_FLASH;
  	}
  	else
  	{
  		// non-silenced
  		m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME;
  		m_pPlayer->m_iWeaponFlash = NORMAL_GUN_FLASH;
  	}
  
  	Vector vecSrc	 = m_pPlayer->GetGunPosition( );
  	Vector vecAiming;
  	
  	if ( fUseAutoAim )
  	{
  		vecAiming = m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES );
  	}
  	else
  	{
  		vecAiming = gpGlobals->v_forward;
  	}
  
  	Vector vecDir;
  	vecDir = m_pPlayer->FireBulletsPlayer( 1, vecSrc, vecAiming, Vector( flSpread, flSpread, flSpread ), 8192, BULLET_PLAYER_9MM, 0, 0, m_pPlayer->pev, m_pPlayer->random_seed );
  
  	PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), fUseAutoAim ? m_usFireGlock1 : m_usFireGlock2, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, 0, 0, ( m_iClip == 0 ) ? 1 : 0, 0 );
  
  	m_flNextPrimaryAttack = m_flNextSecondaryAttack = GetNextAttackDelay(flCycleTime);
  
  	if (!m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0)
  		// HEV suit - indicate out of ammo condition
  		m_pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0);
  
  	m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
  }
  
  
  void CGlock::Reload( void )
  {
  	if ( m_pPlayer->ammo_9mm <= 0 )
  		 return;
  
  	int iResult;
  
  	if (m_iClip == 0)
  		iResult = DefaultReload( 17, GLOCK_RELOAD, 1.5 );
  	else
  		iResult = DefaultReload( 17, GLOCK_RELOAD_NOT_EMPTY, 1.5 );
  
  	if (iResult)
  	{
  		m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
  	}
  }
  
  
  
  void CGlock::WeaponIdle( void )
  {
  	ResetEmptySound( );
  
  	m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES );
  
  	if ( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() )
  		return;
  
  	// only idle if the slid isn't back
  	if (m_iClip != 0)
  	{
  		int iAnim;
  		float flRand = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0.0, 1.0 );
  
  		if (flRand <= 0.3 + 0 * 0.75)
  		{
  			iAnim = GLOCK_IDLE3;
  			m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 49.0 / 16;
  		}
  		else if (flRand <= 0.6 + 0 * 0.875)
  		{
  			iAnim = GLOCK_IDLE1;
  			m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 60.0 / 16.0;
  		}
  		else
  		{
  			iAnim = GLOCK_IDLE2;
  			m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 40.0 / 16.0;
  		}
  		SendWeaponAnim( iAnim, 1 );
  	}
  }
  
  
  
  
  
  
  
  
  class CGlockAmmo : public CBasePlayerAmmo
  {
  	void Spawn( void )
  	{ 
  		Precache( );
  		SET_MODEL(ENT(pev), "models/w_9mmclip.mdl");
  		CBasePlayerAmmo::Spawn( );
  	}
  	void Precache( void )
  	{
  		PRECACHE_MODEL ("models/w_9mmclip.mdl");
  		PRECACHE_SOUND("items/9mmclip1.wav");
  	}
  	BOOL AddAmmo( CBaseEntity *pOther ) 
  	{ 
  		if (pOther->GiveAmmo( AMMO_GLOCKCLIP_GIVE, "9mm", _9MM_MAX_CARRY ) != -1)
  		{
  			EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM);
  			return TRUE;
  		}
  		return FALSE;
  	}
  };
  LINK_ENTITY_TO_CLASS( ammo_glockclip, CGlockAmmo );
  LINK_ENTITY_TO_CLASS( ammo_9mmclip, CGlockAmmo );
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  