// Afraid of Monsters Classic Script // Weapon Script: AK-47 // Author: Zorbos const float AK47_MOD_DAMAGE = 18.0; const float AK47_MOD_FIRERATE = 0.1; const float AK47_MOD_DAMAGE_SURVIVAL = 13.0; // Reduce damage by 25% on Survival enum Ak47Animation { AK47_LONGIDLE = 0, AK47_IDLE1, AK47_LAUNCH, AK47_RELOAD, AK47_DEPLOY, AK47_FIRE1, AK47_FIRE2, AK47_FIRE3, }; const int AK47_DEFAULT_GIVE = 50; const int AK47_MAX_AMMO = 150; const int AK47_MAX_AMMO2 = -1; const int AK47_MAX_CLIP = 50; const int AK47_WEIGHT = 5; class weapon_clak47 : ScriptBasePlayerWeaponEntity { private CBasePlayer@ m_pPlayer = null; private bool bSurvivalEnabled = g_EngineFuncs.CVarGetFloat("mp_survival_starton") == 1 && g_EngineFuncs.CVarGetFloat("mp_survival_supported") == 1; float m_flNextAnimTime; int m_iShell; int iShellModelIndex; void Spawn() { Precache(); g_EntityFuncs.SetModel( self, "models/AoMClassic/weapons/ak47/w_clak47.mdl" ); self.m_iDefaultAmmo = AK47_DEFAULT_GIVE; self.m_iSecondaryAmmoType = 0; self.FallInit(); } void Precache() { self.PrecacheCustomModels(); g_Game.PrecacheModel( "models/AoMClassic/weapons/ak47/v_clak47.mdl" ); g_Game.PrecacheModel( "models/AoMClassic/weapons/ak47/w_clak47.mdl" ); g_Game.PrecacheModel( "models/AoMClassic/weapons/ak47/p_clak47.mdl" ); m_iShell = g_Game.PrecacheModel( "models/saw_shell.mdl" ); //These are played by the model, needs changing there g_SoundSystem.PrecacheSound( "AoMClassic/weapons/ak47/ak47_boltpull.wav" ); g_SoundSystem.PrecacheSound( "AoMClassic/weapons/ak47/ak47_clipin.wav" ); g_SoundSystem.PrecacheSound( "AoMClassic/weapons/ak47/ak47_clipout.wav" ); g_SoundSystem.PrecacheSound( "AoMClassic/weapons/ak47/ak47_fire.wav" ); g_SoundSystem.PrecacheSound( "AoMClassic/weapons/ak47/ak47_stockup.wav" ); } bool GetItemInfo( ItemInfo& out info ) { info.iMaxAmmo1 = AK47_MAX_AMMO; info.iMaxAmmo2 = AK47_MAX_AMMO2; info.iMaxClip = AK47_MAX_CLIP; info.iSlot = 2; info.iPosition = 8; info.iFlags = 0; info.iWeight = AK47_WEIGHT; return true; } bool AddToPlayer( CBasePlayer@ pPlayer ) { if( !BaseClass.AddToPlayer( pPlayer ) ) return false; @m_pPlayer = pPlayer; NetworkMessage message( MSG_ONE, NetworkMessages::WeapPickup, pPlayer.edict() ); message.WriteLong( self.m_iId ); message.End(); return true; } bool Deploy() { return self.DefaultDeploy( self.GetV_Model( "models/AoMClassic/weapons/ak47/v_clak47.mdl" ), self.GetP_Model( "models/AoMClassic/weapons/ak47/p_clak47.mdl" ), AK47_DEPLOY, "mp5" ); } float WeaponTimeBase() { return g_Engine.time; //g_WeaponFuncs.WeaponTimeBase(); } void PrimaryAttack() { int m_iBulletDamage; // don't fire underwater if( m_pPlayer.pev.waterlevel == WATERLEVEL_HEAD ) { self.m_flNextPrimaryAttack = WeaponTimeBase(); return; } if( self.m_iClip <= 0 ) { self.m_flNextPrimaryAttack = WeaponTimeBase(); return; } m_pPlayer.m_iWeaponVolume = NORMAL_GUN_VOLUME; m_pPlayer.m_iWeaponFlash = NORMAL_GUN_FLASH; --self.m_iClip; switch ( g_PlayerFuncs.SharedRandomLong( m_pPlayer.random_seed, 0, 2 ) ) { case 0: self.SendWeaponAnim( AK47_FIRE1, 0, 0 ); break; case 1: self.SendWeaponAnim( AK47_FIRE2, 0, 0 ); break; case 2: self.SendWeaponAnim( AK47_FIRE3, 0, 0 ); break; } g_SoundSystem.EmitSoundDyn( m_pPlayer.edict(), CHAN_WEAPON, "AoMClassic/weapons/ak47/ak47_fire.wav", 1.0, ATTN_NORM, 0, 95 + Math.RandomLong( 0, 10 ) ); // player "shoot" animation m_pPlayer.SetAnimation( PLAYER_ATTACK1 ); Vector vecSrc = m_pPlayer.GetGunPosition(); Vector vecAiming = m_pPlayer.GetAutoaimVector( AUTOAIM_5DEGREES ); // optimized multiplayer. Widened to make it easier to hit a moving player if(bSurvivalEnabled) m_iBulletDamage = AK47_MOD_DAMAGE_SURVIVAL; else m_iBulletDamage = AK47_MOD_DAMAGE; m_pPlayer.FireBullets( 1, vecSrc, vecAiming, VECTOR_CONE_4DEGREES, 8192, BULLET_PLAYER_CUSTOMDAMAGE, 2, m_iBulletDamage ); m_pPlayer.pev.punchangle.x = Math.RandomLong( -1, 1 ); self.m_flNextPrimaryAttack = self.m_flNextPrimaryAttack + AK47_MOD_FIRERATE; if( self.m_flNextPrimaryAttack < WeaponTimeBase() ) self.m_flNextPrimaryAttack = WeaponTimeBase() + AK47_MOD_FIRERATE; self.m_flTimeWeaponIdle = WeaponTimeBase() + g_PlayerFuncs.SharedRandomFloat( m_pPlayer.random_seed, 10, 15 ); NetworkMessage mFlash(MSG_BROADCAST, NetworkMessages::SVC_TEMPENTITY); mFlash.WriteByte(TE_DLIGHT); mFlash.WriteCoord(m_pPlayer.GetGunPosition().x); mFlash.WriteCoord(m_pPlayer.GetGunPosition().y); mFlash.WriteCoord(m_pPlayer.GetGunPosition().z); mFlash.WriteByte(14); // Radius mFlash.WriteByte(255); // R mFlash.WriteByte(255); // G mFlash.WriteByte(204); // B mFlash.WriteByte(1); // Lifetime mFlash.WriteByte(1); // Decay mFlash.End(); TraceResult tr; float x, y; g_Utility.GetCircularGaussianSpread( x, y ); Vector vecDir = vecAiming + x * VECTOR_CONE_4DEGREES.x * g_Engine.v_right + y * VECTOR_CONE_4DEGREES.y * g_Engine.v_up; Vector vecEnd = vecSrc + vecDir * 4096; g_Utility.TraceLine( vecSrc, vecEnd, dont_ignore_monsters, m_pPlayer.edict(), tr ); if( tr.flFraction < 1.0 ) { if( tr.pHit !is null ) { CBaseEntity@ pHit = g_EntityFuncs.Instance( tr.pHit ); if( pHit is null || pHit.IsBSPModel() == true ) g_WeaponFuncs.DecalGunshot( tr, BULLET_PLAYER_9MM ); } } iShellModelIndex = g_EngineFuncs.ModelIndex("models/saw_shell.mdl"); Vector brassOrigin = m_pPlayer.GetGunPosition() + g_Engine.v_forward * 22.0 + g_Engine.v_up * -8.5 + g_Engine.v_right * 9.0; Vector brassDir = g_Engine.v_right * Math.RandomFloat(75.0, 150.0) + g_Engine.v_up * Math.RandomFloat(10.0, 40.0) + g_Engine.v_forward * Math.RandomFloat(-35.0, 35.0); g_EntityFuncs.EjectBrass( brassOrigin, brassDir, 0.0f, iShellModelIndex, TE_BOUNCE_SHELL ); } void Reload() { self.DefaultReload( AK47_MAX_CLIP, AK47_RELOAD, 2.0, 0 ); //Set 3rd person reloading animation -Sniper BaseClass.Reload(); } } string GetCLAK47Name() { return "weapon_clak47"; } void RegisterCLAK47() { g_CustomEntityFuncs.RegisterCustomEntity( "weapon_clak47", GetCLAK47Name() ); g_ItemRegistry.RegisterWeapon( GetCLAK47Name(), "AoMClassic", "9mm" ); }