text: /***
  *
  *	Copyright (c) 1999, 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"
  #include "soundent.h"
  #include "gamerules.h"
  
  enum mp5_e
  {
  	MP5_LONGIDLE = 0,
  	MP5_IDLE1,
  	MP5_LAUNCH,
  	MP5_RELOAD,
  	MP5_DEPLOY,
  	MP5_FIRE1,
  	MP5_FIRE2,
  	MP5_FIRE3,
  };
  
  
  
  LINK_ENTITY_TO_CLASS( weapon_mp5, CMP5 );
  LINK_ENTITY_TO_CLASS( weapon_9mmAR, CMP5 );
  
  
  //=========================================================
  //=========================================================
  int CMP5::SecondaryAmmoIndex( void )
  {
  	return m_iSecondaryAmmoType;
  }
  
  void CMP5::Spawn( )
  {
  	pev->classname = MAKE_STRING("weapon_9mmAR"); // hack to allow for old names
  	Precache( );
  	SET_MODEL(ENT(pev), "models/w_9mmAR.mdl");
  	m_iId = WEAPON_MP5;
  
  	m_iDefaultAmmo = MP5_DEFAULT_GIVE;
  
  	FallInit();// get ready to fall down.
  }
  
  
  void CMP5::Precache( void )
  {
  	PRECACHE_MODEL("models/v_9mmAR.mdl");
  	PRECACHE_MODEL("models/w_9mmAR.mdl");
  	PRECACHE_MODEL("models/p_9mmAR.mdl");
  
  	m_iShell = PRECACHE_MODEL ("models/shell.mdl");// brass shellTE_MODEL
  
  	PRECACHE_MODEL("models/grenade.mdl");	// grenade
  
  	PRECACHE_MODEL("models/w_9mmARclip.mdl");
  	PRECACHE_SOUND("items/9mmclip1.wav");              
  
  	PRECACHE_SOUND("items/clipinsert1.wav");
  	PRECACHE_SOUND("items/cliprelease1.wav");
  
  	PRECACHE_SOUND ("weapons/hks1.wav");// H to the K
  	PRECACHE_SOUND ("weapons/hks2.wav");// H to the K
  	PRECACHE_SOUND ("weapons/hks3.wav");// H to the K
  
  	PRECACHE_SOUND( "weapons/glauncher.wav" );
  	PRECACHE_SOUND( "weapons/glauncher2.wav" );
  
  	PRECACHE_SOUND ("weapons/357_cock1.wav");
  
  	m_usMP5 = PRECACHE_EVENT( 1, "events/mp5.sc" );
  	m_usMP52 = PRECACHE_EVENT( 1, "events/mp52.sc" );
  }
  
  int CMP5::GetItemInfo(ItemInfo *p)
  {
  	p->pszName = STRING(pev->classname);
  	p->pszAmmo1 = "9mm";
  	p->iMaxAmmo1 = _9MM_MAX_CARRY;
  	p->pszAmmo2 = "ARgrenades";
  	p->iMaxAmmo2 = M203_GRENADE_MAX_CARRY;
  	p->iMaxClip = MP5_MAX_CLIP;
  	p->iSlot = 2;
  	p->iPosition = 0;
  	p->iFlags = 0;
  	p->iId = m_iId = WEAPON_MP5;
  	p->iWeight = MP5_WEIGHT;
  
  	return 1;
  }
  
  int CMP5::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 CMP5::Deploy( )
  {
  	return DefaultDeploy( "models/v_9mmAR.mdl", "models/p_9mmAR.mdl", MP5_DEPLOY, "mp5" );
  }
  
  
  void CMP5::PrimaryAttack()
  {
  	// don't fire underwater
  	if (m_pPlayer->pev->waterlevel == 3)
  	{
  		PlayEmptySound( );
  		m_flNextPrimaryAttack = 0.15;
  		return;
  	}
  
  	if (m_iClip <= 0)
  	{
  		PlayEmptySound();
  		m_flNextPrimaryAttack = 0.15;
  		return;
  	}
  
  	m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME;
  	m_pPlayer->m_iWeaponFlash = NORMAL_GUN_FLASH;
  
  	m_iClip--;
  
  
  	m_pPlayer->pev->effects = (int)(m_pPlayer->pev->effects) | EF_MUZZLEFLASH;
  
  	// player "shoot" animation
  	m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
  
  	Vector vecSrc	 = m_pPlayer->GetGunPosition( );
  	Vector vecAiming = m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES );
  	Vector vecDir;
  
  #ifdef CLIENT_DLL
  	if ( !bIsMultiplayer() )
  #else
  	if ( !g_pGameRules->IsMultiplayer() )
  #endif
  	{
  		// optimized multiplayer. Widened to make it easier to hit a moving player
  		vecDir = m_pPlayer->FireBulletsPlayer( 1, vecSrc, vecAiming, VECTOR_CONE_6DEGREES, 8192, BULLET_PLAYER_MP5, 2, 0, m_pPlayer->pev, m_pPlayer->random_seed );
  	}
  	else
  	{
  		// single player spread
  		vecDir = m_pPlayer->FireBulletsPlayer( 1, vecSrc, vecAiming, VECTOR_CONE_3DEGREES, 8192, BULLET_PLAYER_MP5, 2, 0, m_pPlayer->pev, m_pPlayer->random_seed );
  	}
  
    int flags;
  #if defined( CLIENT_WEAPONS )
  	flags = FEV_NOTHOST;
  #else
  	flags = 0;
  #endif
  
  	PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usMP5, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, 0, 0, 0, 0 );
  
  	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_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.1;
  
  	if ( m_flNextPrimaryAttack < UTIL_WeaponTimeBase() )
  		m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.1;
  
  	m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
  }
  
  
  
  void CMP5::SecondaryAttack( void )
  {
  	// don't fire underwater
  	if (m_pPlayer->pev->waterlevel == 3)
  	{
  		PlayEmptySound( );
  		m_flNextPrimaryAttack = 0.15;
  		return;
  	}
  
  	if (m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType] == 0)
  	{
  		PlayEmptySound( );
  		return;
  	}
  
  	m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME;
  	m_pPlayer->m_iWeaponFlash = BRIGHT_GUN_FLASH;
  
  	m_pPlayer->m_iExtraSoundTypes = bits_SOUND_DANGER;
  	m_pPlayer->m_flStopExtraSoundTime = UTIL_WeaponTimeBase() + 0.2;
  			
  	m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType]--;
  
  	// player "shoot" animation
  	m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
  
   	UTIL_MakeVectors( m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle );
  
  	// we don't add in player velocity anymore.
  	CGrenade::ShootContact( m_pPlayer->pev, 
  							m_pPlayer->pev->origin + m_pPlayer->pev->view_ofs + gpGlobals->v_forward * 16, 
  							gpGlobals->v_forward * 800 );
  
  	int flags;
  #if defined( CLIENT_WEAPONS )
  	flags = FEV_NOTHOST;
  #else
  	flags = 0;
  #endif
  
  	PLAYBACK_EVENT( flags, m_pPlayer->edict(), m_usMP52 );
  	
  	m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 1;
  	m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 1;
  	m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 5;// idle pretty soon after shooting.
  
  	if (!m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType])
  		// HEV suit - indicate out of ammo condition
  		m_pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0);
  }
  
  void CMP5::Reload( void )
  {
  	if ( m_pPlayer->ammo_9mm <= 0 )
  		return;
  
  	DefaultReload( MP5_MAX_CLIP, MP5_RELOAD, 1.5 );
  }
  
  
  void CMP5::WeaponIdle( void )
  {
  	ResetEmptySound( );
  
  	m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES );
  
  	if ( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() )
  		return;
  
  	int iAnim;
  	switch ( RANDOM_LONG( 0, 1 ) )
  	{
  	case 0:	
  		iAnim = MP5_LONGIDLE;	
  		break;
  	
  	default:
  	case 1:
  		iAnim = MP5_IDLE1;
  		break;
  	}
  
  	SendWeaponAnim( iAnim );
  
  	m_flTimeWeaponIdle = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); // how long till we do this again.
  }
  
  
  
  class CMP5AmmoClip : public CBasePlayerAmmo
  {
  	void Spawn( void )
  	{ 
  		Precache( );
  		SET_MODEL(ENT(pev), "models/w_9mmARclip.mdl");
  		CBasePlayerAmmo::Spawn( );
  	}
  	void Precache( void )
  	{
  		PRECACHE_MODEL ("models/w_9mmARclip.mdl");
  		PRECACHE_SOUND("items/9mmclip1.wav");
  	}
  	BOOL AddAmmo( CBaseEntity *pOther ) 
  	{ 
  		int bResult = (pOther->GiveAmmo( AMMO_MP5CLIP_GIVE, "9mm", _9MM_MAX_CARRY) != -1);
  		if (bResult)
  		{
  			EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM);
  		}
  		return bResult;
  	}
  };
  LINK_ENTITY_TO_CLASS( ammo_mp5clip, CMP5AmmoClip );
  LINK_ENTITY_TO_CLASS( ammo_9mmAR, CMP5AmmoClip );
  
  
  
  class CMP5Chainammo : public CBasePlayerAmmo
  {
  	void Spawn( void )
  	{ 
  		Precache( );
  		SET_MODEL(ENT(pev), "models/w_chainammo.mdl");
  		CBasePlayerAmmo::Spawn( );
  	}
  	void Precache( void )
  	{
  		PRECACHE_MODEL ("models/w_chainammo.mdl");
  		PRECACHE_SOUND("items/9mmclip1.wav");
  	}
  	BOOL AddAmmo( CBaseEntity *pOther ) 
  	{ 
  		int bResult = (pOther->GiveAmmo( AMMO_CHAINBOX_GIVE, "9mm", _9MM_MAX_CARRY) != -1);
  		if (bResult)
  		{
  			EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM);
  		}
  		return bResult;
  	}
  };
  LINK_ENTITY_TO_CLASS( ammo_9mmbox, CMP5Chainammo );
  
  
  class CMP5AmmoGrenade : public CBasePlayerAmmo
  {
  	void Spawn( void )
  	{ 
  		Precache( );
  		SET_MODEL(ENT(pev), "models/w_ARgrenade.mdl");
  		CBasePlayerAmmo::Spawn( );
  	}
  	void Precache( void )
  	{
  		PRECACHE_MODEL ("models/w_ARgrenade.mdl");
  		PRECACHE_SOUND("items/9mmclip1.wav");
  	}
  	BOOL AddAmmo( CBaseEntity *pOther ) 
  	{ 
  		int bResult = (pOther->GiveAmmo( AMMO_M203BOX_GIVE, "ARgrenades", M203_GRENADE_MAX_CARRY ) != -1);
  
  		if (bResult)
  		{
  			EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM);
  		}
  		return bResult;
  	}
  };
  LINK_ENTITY_TO_CLASS( ammo_mp5grenades, CMP5AmmoGrenade );
  LINK_ENTITY_TO_CLASS( ammo_ARgrenades, CMP5AmmoGrenade );
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  