port silencer from "
#define GLOCK_MODEL_DEFAULT		"models/w_9mmhandgun.mdl"
#define GLOCK_MODEL_SILENCER	"models/w_silencer.mdl"

#define SILENCER_GROUP	2
#define SILENCER_OFF	0
#define SILENCER_ON		1
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 );

BOOL CGlock::IsSilencerOn( void ) const
{
	return pev->body == SILENCER_ON;
}

void CGlock::SetSilencerOn( BOOL bOn )
{
	if (bOn)
		pev->body = SILENCER_ON;
	else
		pev->body = SILENCER_OFF;
}

void CGlock::Spawn( )
{
	pev->classname = MAKE_STRING("weapon_9mmhandgun"); // hack to allow for old names
	Precache( );
	m_iId = WEAPON_GLOCK;
	char* szModel = NULL;

	if ( IsSilencerOn() )
	{
		szModel = GLOCK_MODEL_SILENCER;
	}
	else
	{
		szModel = GLOCK_MODEL_DEFAULT;
	}

	SET_MODEL(ENT(pev), szModel);

	m_fInAttack = 0;

	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/w_silencer.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;
}

int CGlock::AddToPlayer( CBasePlayer *pPlayer )
{
	if ( CBasePlayerWeapon::AddToPlayer( pPlayer ) )
	{
		MESSAGE_BEGIN( MSG_ONE, gmsgWeapPickup, NULL, pPlayer->pev );
			WRITE_BYTE( m_iId );
		MESSAGE_END();
		return TRUE;
	}
	return FALSE;
}

BOOL CGlock::Deploy( )
{
	return DefaultDeploy("models/v_9mmhandgun.mdl", "models/p_9mmhandgun.mdl", GLOCK_DRAW, "onehanded", UseDecrement(), pev->body);
}

void CGlock::Holster(int skiplocal /*= 0*/)
{
	m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5;
	SendWeaponAnim(GLOCK_HOLSTER, UseDecrement(), pev->body);

	m_fInAttack = 0;
}

BOOL CGlock::ShouldWeaponIdle(void)
{
	return m_fInAttack != 0;
}
void CGlock::SecondaryAttack( void )
{
	if (m_fInAttack != 0)
		return;

	if ( !IsSilencerOn() )
	{
		// Add silencer.
		m_fInAttack = 1;

		m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.0;

		SendWeaponAnim(GLOCK_HOLSTER, UseDecrement(), pev->body);

		m_flNextPrimaryAttack = m_flNextSecondaryAttack = GetNextAttackDelay(2.0);
	}
	else
	{
		// Remove silencer.
		m_fInAttack = 2;

		m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.4; // 3.3

		SendWeaponAnim( GLOCK_ADD_SILENCER, UseDecrement(), pev->body);

		m_flNextPrimaryAttack = m_flNextSecondaryAttack = GetNextAttackDelay(3.4);
	}
}

void CGlock::PrimaryAttack( void )
{
	if (m_fInAttack != 0)
		return;

	if ( IsSilencerOn() )
	{
		GlockFire(0.01, 0.3, TRUE);
	}
	else
	{
		GlockFire(0.1, 0.2, FALSE);
	}
}

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 ( IsSilencerOn() )
	{
		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(), m_usFireGlock1, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, pev->body, 0, (m_iClip == 0) ? 1 : 0, IsSilencerOn() );

	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::WeaponIdle( void )
{
	ResetEmptySound( );

	m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES );

	if ( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() )
		return;

	if (m_fInAttack != 0)
	{
		if (m_fInAttack == 1)
		{
			SetSilencerOn( TRUE );
		}
		else if (m_fInAttack == 2)
		{
			SetSilencerOn( FALSE );
		}

		SendWeaponAnim(GLOCK_DRAW, UseDecrement(), pev->body);

		m_fInAttack = 0;

		m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.0;
	}
	else
	{
		// 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, UseDecrement(), pev->body);
		}
	}
}" to //========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:		Glock - hand gun
//
// $NoKeywords: $
//=============================================================================//

#include "cbase.h"
#include "npcevent.h"
#include "hl1_baseweapon_shared.h"
//#include "basecombatcharacter.h"
//#include "ai_basenpc.h"
#ifdef CLIENT_DLL
#include "c_baseplayer.h"
#else
#include "player.h"
#endif
#include "gamerules.h"
#include "in_buttons.h"
#ifdef CLIENT_DLL
#else
#include "soundent.h"
#include "game.h"
#endif
#include "vstdlib/random.h"
#include "engine/IEngineSound.h"

#ifdef CLIENT_DLL
#define CWeaponGlock C_WeaponGlock
#endif

class CWeaponGlock : public CBaseHL1CombatWeapon
{
	DECLARE_CLASS( CWeaponGlock, CBaseHL1CombatWeapon );

	DECLARE_NETWORKCLASS(); 
	DECLARE_PREDICTABLE();

public:

	CWeaponGlock(void);

	void	Precache( void );
	void	PrimaryAttack( void );
	void	SecondaryAttack( void );
	bool	Reload( void );
	void	WeaponIdle( void );
	void	DryFire( void );

private:
	void	GlockFire( float flSpread , float flCycleTime, bool fUseAutoAim );
};

IMPLEMENT_NETWORKCLASS_ALIASED( WeaponGlock, DT_WeaponGlock );

BEGIN_NETWORK_TABLE( CWeaponGlock, DT_WeaponGlock )
END_NETWORK_TABLE()

LINK_ENTITY_TO_CLASS( weapon_glock, CWeaponGlock );

BEGIN_PREDICTION_DATA( CWeaponGlock )
END_PREDICTION_DATA()

PRECACHE_WEAPON_REGISTER( weapon_glock );


CWeaponGlock::CWeaponGlock( void )
{
	m_bReloadsSingly	= false;
	m_bFiresUnderwater	= true;
}


void CWeaponGlock::Precache( void )
{

	BaseClass::Precache();
}


void CWeaponGlock::DryFire( void )
{
	WeaponSound( EMPTY );
	SendWeaponAnim( ACT_VM_DRYFIRE );
		
	m_flNextPrimaryAttack = gpGlobals->curtime + 0.2;
}


void CWeaponGlock::PrimaryAttack( void )
{
	GlockFire( 0.01, 0.3, TRUE );
}


void CWeaponGlock::SecondaryAttack( void )
{
	GlockFire( 0.1, 0.2, FALSE );
}


void CWeaponGlock::GlockFire( float flSpread , float flCycleTime, bool fUseAutoAim )
{
	// Only the player fires this way so we can cast
	CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );

	if ( !pPlayer )
	{
		return;
	}

	if ( m_iClip1 <= 0 )
	{
		if ( !m_bFireOnEmpty )
		{
			Reload();
		}
		else
		{
			DryFire();
		}

		return;
	}

	WeaponSound( SINGLE );

	pPlayer->DoMuzzleFlash();

	m_iClip1--;

	if ( m_iClip1 == 0 )
		SendWeaponAnim( ACT_GLOCK_SHOOTEMPTY );
	else
		SendWeaponAnim( ACT_VM_PRIMARYATTACK );

	pPlayer->SetAnimation( PLAYER_ATTACK1 );

	m_flNextPrimaryAttack	= gpGlobals->curtime + flCycleTime;
	m_flNextSecondaryAttack	= gpGlobals->curtime + flCycleTime;

	Vector vecSrc = pPlayer->Weapon_ShootPosition();
	Vector vecAiming;
	
	if ( fUseAutoAim )
	{
		vecAiming = pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES );	
	}
	else
	{
		vecAiming = pPlayer->GetAutoaimVector( 0 );	
	}

//	pPlayer->FireBullets( 1, vecSrc, vecAiming, Vector( flSpread, flSpread, flSpread ), MAX_TRACE_LENGTH, m_iPrimaryAmmoType, 0 );
	FireBulletsInfo_t info( 1, vecSrc, vecAiming, Vector( flSpread, flSpread, flSpread ), MAX_TRACE_LENGTH, m_iPrimaryAmmoType );
	info.m_pAttacker = pPlayer;
	pPlayer->FireBullets( info );

#if !defined(CLIENT_DLL)
	EjectShell( pPlayer, 0 );
#endif
	pPlayer->ViewPunch( QAngle( -2, 0, 0 ) );
#if !defined(CLIENT_DLL)
	pPlayer->SetMuzzleFlashTime( gpGlobals->curtime + 0.5 );

	CSoundEnt::InsertSound( SOUND_COMBAT, GetAbsOrigin(), 0, 0 );
#endif

	if ( !m_iClip1 && pPlayer->GetAmmoCount( m_iPrimaryAmmoType ) <= 0 )
	{
		// HEV suit - indicate out of ammo condition
		pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0);
	}

	SetWeaponIdleTime( gpGlobals->curtime + random->RandomFloat( 10, 15 ) );
}


bool CWeaponGlock::Reload( void )
{
	bool iResult;

	if ( m_iClip1 == 0 )
		iResult = DefaultReload( GetMaxClip1(), GetMaxClip2(), ACT_GLOCK_SHOOT_RELOAD );
	else
		iResult = DefaultReload( GetMaxClip1(), GetMaxClip2(), ACT_VM_RELOAD );

	return iResult;
}



void CWeaponGlock::WeaponIdle( void )
{
	CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
	if ( pPlayer )
	{
		pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES );
	}

	// only idle if the slid isn't back
	if ( m_iClip1 != 0 )
	{
		BaseClass::WeaponIdle();
	}
}