Adding a new weapon to your mod: Difference between revisions

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In this example I will use "weapon_mp5"
In this example I will use "weapon_mp5"


{{note|1='''Remember to change "CWeaponMP5" and "DT_WeaponMP5" to CWeapon<yourweaponname> and DT_Weapon<yourweaponname>'''}}
{{note|1='''Remember to change "CWeaponMP5" and "DT_WeaponMP5" to "CWeapon<yourweaponname>" and "DT_Weapon<yourweaponname>"'''}}
{{note|1='''The gun uses stance and movement penalty. For health and zoom based effects see the multiplayer weapon_Ak47 example under this one. '''}}
{{note|1='''The gun uses stance and movement penalty. For health and zoom based effects see the multiplayer weapon_Ak47 example under this one. '''}}
{{note|1='''NOTE: The script examples used later in the article can be applied to beoth SP and MP mods if not stated.'''}}
{{note|1='''The script examples used later in the article can be applied to beoth SP and MP mods if not stated.'''}}


<source lang=cpp>
<source lang=cpp>

Revision as of 17:11, 11 August 2019

Broom icon.png
This article or section needs to be cleaned up to conform to a higher standard of quality because:
Only works for multiplayer and does not give adequate instructions on adapting this for a singleplayer mod. Might also have some other issues or be outdated and should probably be rewritten. It should also probably have a new name (or maybe adapt it into a general weapon-making tutorial?)
For help, see the VDC Editing Help and Wikipedia cleanup process. Also, remember to check for any notes left by the tagger at this article's talk page.

This article will deal with creating a default weapon for your mod. This was based on an existing article which recently was removed:

Note.pngNote:This has only been tested with the latest HL2MP OB engine code.
Note.pngNote:IMPORTANT! If you want to achieve this for singleplayer, please see the "Single Player Only" example(s). Multiplayer "act_table" does not include NPC animations!


The Code (Single Player Version)

Before you start you have to create two new files. Call them "weapon_<yourweaponname>.cpp", place it in the Server side of your project. In this example I will use "weapon_mp5"

Note.pngNote:Remember to change "CWeaponMP5" and "DT_WeaponMP5" to "CWeapon<yourweaponname>" and "DT_Weapon<yourweaponname>"
Note.pngNote:The gun uses stance and movement penalty. For health and zoom based effects see the multiplayer weapon_Ak47 example under this one.
Note.pngNote:The script examples used later in the article can be applied to beoth SP and MP mods if not stated.
#include "cbase.h"
#include "basehlcombatweapon.h"
#include "npcevent.h"
#include "basecombatcharacter.h"
#include "ai_basenpc.h"
#include "player.h"
#include "game.h"
#include "in_buttons.h"
#include "grenade_ar2.h"
#include "ai_memory.h"
#include "soundent.h"
#include "rumble_shared.h"
#include "gamestats.h"

// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"



extern ConVar    sk_plr_dmg_smg1_grenade;

class CWeaponMP5 : public CHLSelectFireMachineGun
{
	DECLARE_DATADESC();
public:
	DECLARE_CLASS( CWeaponMP5, CHLSelectFireMachineGun );

	CWeaponMP5();

	DECLARE_SERVERCLASS();

	void	Precache( void );
	void	AddViewKick( void );
	void	SecondaryAttack( void );

	int		GetMinBurst() { return 2; }
	int		GetMaxBurst() { return 5; }

	virtual void Equip( CBaseCombatCharacter *pOwner );
	bool	Reload( void );

	float	GetFireRate( void ) { return 0.075f; }	// 13.3hz
	int		CapabilitiesGet( void ) { return bits_CAP_WEAPON_RANGE_ATTACK1; }
	int		WeaponRangeAttack2Condition( float flDot, float flDist );
	Activity	GetPrimaryAttackActivity( void );

//============================================================
//OLD VALUE - Used by Default for weapons like the SMG1 & AR2
//============================================================
//	virtual const Vector& GetBulletSpread( void )
//	{
//		static const Vector cone = VECTOR_CONE_3DEGREES;
//		return cone;
//	}
//=============================================================

//----New Values which allow our "spread" to change from button input from player SP Only
	virtual const Vector& GetBulletSpread( void )
	{
		// Define "spread" parameters based on the "owner" and what they are doing
		static Vector p_duckCone = VECTOR_CONE_2DEGREES;
		static Vector npcCone = VECTOR_CONE_5DEGREES;
		static Vector p_standCone = VECTOR_CONE_3DEGREES;
		static Vector p_moveCone = VECTOR_CONE_4DEGREES;
		static Vector p_runCone = VECTOR_CONE_6DEGREES;
		static Vector p_jumpCone = VECTOR_CONE_9DEGREES;
		if ( GetOwner() && GetOwner()->IsNPC() )
			return npcCone;
		static Vector cone;
		// We must know the player "owns" the weapon before different cones may be used
		CBasePlayer *pPlayer = ToBasePlayer( GetOwnerEntity() );
		if ( pPlayer->m_nButtons & IN_DUCK )
           return p_duckCone;
		if ( pPlayer->m_nButtons & IN_FORWARD )
           return p_moveCone;
		if ( pPlayer->m_nButtons & IN_BACK )
           return p_moveCone;
		if ( pPlayer->m_nButtons & IN_MOVERIGHT )
           return p_moveCone;
		if ( pPlayer->m_nButtons & IN_MOVELEFT )
           return p_moveCone;
		if ( pPlayer->m_nButtons & IN_JUMP )
           return p_jumpCone;
		if ( pPlayer->m_nButtons & IN_SPEED )
           return p_runCone;
		if ( pPlayer->m_nButtons & IN_RUN )
           return p_runCone;
		else
           return p_standCone;

	}
//-----------------------------------------------------------------

	const WeaponProficiencyInfo_t *GetProficiencyValues();

	void FireNPCPrimaryAttack( CBaseCombatCharacter *pOperator, Vector &vecShootOrigin, Vector &vecShootDir );
	void Operator_ForceNPCFire( CBaseCombatCharacter  *pOperator, bool bSecondary );
	void Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator );

	DECLARE_ACTTABLE();

protected:

	Vector	m_vecTossVelocity;
	float	m_flNextGrenadeCheck;
};

IMPLEMENT_SERVERCLASS_ST(CWeaponMP5, DT_WeaponMP5)
END_SEND_TABLE()

LINK_ENTITY_TO_CLASS( weapon_mp5, CWeaponMP5 );
PRECACHE_WEAPON_REGISTER(weapon_mp5);

BEGIN_DATADESC( CWeaponMP5 )

	DEFINE_FIELD( m_vecTossVelocity, FIELD_VECTOR ),
	DEFINE_FIELD( m_flNextGrenadeCheck, FIELD_TIME ),

END_DATADESC()

acttable_t	CWeaponMP5::m_acttable[] =
{
	{ ACT_RANGE_ATTACK1,			ACT_RANGE_ATTACK_SMG1,			true },
	{ ACT_RELOAD,					ACT_RELOAD_SMG1,				true },
	{ ACT_IDLE,						ACT_IDLE_SMG1,					true },
	{ ACT_IDLE_ANGRY,				ACT_IDLE_ANGRY_SMG1,			true },

	{ ACT_WALK,						ACT_WALK_RIFLE,					true },
	{ ACT_WALK_AIM,					ACT_WALK_AIM_RIFLE,				true  },

// Readiness activities (not aiming)
	{ ACT_IDLE_RELAXED,				ACT_IDLE_SMG1_RELAXED,			false },//never aims
	{ ACT_IDLE_STIMULATED,			ACT_IDLE_SMG1_STIMULATED,		false },
	{ ACT_IDLE_AGITATED,			ACT_IDLE_ANGRY_SMG1,			false },//always aims

	{ ACT_WALK_RELAXED,				ACT_WALK_RIFLE_RELAXED,			false },//never aims
	{ ACT_WALK_STIMULATED,			ACT_WALK_RIFLE_STIMULATED,		false },
	{ ACT_WALK_AGITATED,			ACT_WALK_AIM_RIFLE,				false },//always aims

	{ ACT_RUN_RELAXED,				ACT_RUN_RIFLE_RELAXED,			false },//never aims
	{ ACT_RUN_STIMULATED,			ACT_RUN_RIFLE_STIMULATED,		false },
	{ ACT_RUN_AGITATED,				ACT_RUN_AIM_RIFLE,				false },//always aims

// Readiness activities (aiming)
	{ ACT_IDLE_AIM_RELAXED,			ACT_IDLE_SMG1_RELAXED,			false },//never aims
	{ ACT_IDLE_AIM_STIMULATED,		ACT_IDLE_AIM_RIFLE_STIMULATED,	false },
	{ ACT_IDLE_AIM_AGITATED,		ACT_IDLE_ANGRY_SMG1,			false },//always aims

	{ ACT_WALK_AIM_RELAXED,			ACT_WALK_RIFLE_RELAXED,			false },//never aims
	{ ACT_WALK_AIM_STIMULATED,		ACT_WALK_AIM_RIFLE_STIMULATED,	false },
	{ ACT_WALK_AIM_AGITATED,		ACT_WALK_AIM_RIFLE,				false },//always aims

	{ ACT_RUN_AIM_RELAXED,			ACT_RUN_RIFLE_RELAXED,			false },//never aims
	{ ACT_RUN_AIM_STIMULATED,		ACT_RUN_AIM_RIFLE_STIMULATED,	false },
	{ ACT_RUN_AIM_AGITATED,			ACT_RUN_AIM_RIFLE,				false },//always aims
//End readiness activities

	{ ACT_WALK_AIM,					ACT_WALK_AIM_RIFLE,				true },
	{ ACT_WALK_CROUCH,				ACT_WALK_CROUCH_RIFLE,			true },
	{ ACT_WALK_CROUCH_AIM,			ACT_WALK_CROUCH_AIM_RIFLE,		true },
	{ ACT_RUN,						ACT_RUN_RIFLE,					true },
	{ ACT_RUN_AIM,					ACT_RUN_AIM_RIFLE,				true },
	{ ACT_RUN_CROUCH,				ACT_RUN_CROUCH_RIFLE,			true },
	{ ACT_RUN_CROUCH_AIM,			ACT_RUN_CROUCH_AIM_RIFLE,		true },
	{ ACT_GESTURE_RANGE_ATTACK1,	ACT_GESTURE_RANGE_ATTACK_SMG1,	true },
	{ ACT_RANGE_ATTACK1_LOW,		ACT_RANGE_ATTACK_SMG1_LOW,		true },
	{ ACT_COVER_LOW,				ACT_COVER_SMG1_LOW,				false },
	{ ACT_RANGE_AIM_LOW,			ACT_RANGE_AIM_SMG1_LOW,			false },
	{ ACT_RELOAD_LOW,				ACT_RELOAD_SMG1_LOW,			false },
	{ ACT_GESTURE_RELOAD,			ACT_GESTURE_RELOAD_SMG1,		true },
};

IMPLEMENT_ACTTABLE(CWeaponMP5);

//=========================================================
CWeaponMP5::CWeaponMP5( )
{
	m_fMinRange1		= 0;// No minimum range.
	m_fMaxRange1		= 1400;

	m_bAltFiresUnderwater = false;
}

//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponMP5::Precache( void )
{
	UTIL_PrecacheOther("grenade_ar2");

	BaseClass::Precache();
}

//-----------------------------------------------------------------------------
// Purpose: Give this weapon longer range when wielded by an ally NPC.
//-----------------------------------------------------------------------------
void CWeaponMP5::Equip( CBaseCombatCharacter *pOwner )
{
	if( pOwner->Classify() == CLASS_PLAYER_ALLY )
	{
		m_fMaxRange1 = 3000;
	}
	else
	{
		m_fMaxRange1 = 1400;
	}

	BaseClass::Equip( pOwner );
}

//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponMP5::FireNPCPrimaryAttack( CBaseCombatCharacter *pOperator, Vector &vecShootOrigin, Vector &vecShootDir )
{
	// FIXME: use the returned number of bullets to account for >10hz firerate
	WeaponSoundRealtime( SINGLE_NPC );

	CSoundEnt::InsertSound( SOUND_COMBAT|SOUND_CONTEXT_GUNFIRE, pOperator->GetAbsOrigin(), SOUNDENT_VOLUME_MACHINEGUN, 0.2, pOperator, SOUNDENT_CHANNEL_WEAPON, pOperator->GetEnemy() );
	pOperator->FireBullets( 1, vecShootOrigin, vecShootDir, VECTOR_CONE_PRECALCULATED,
		MAX_TRACE_LENGTH, m_iPrimaryAmmoType, 2, entindex(), 0 );

	pOperator->DoMuzzleFlash();
	m_iClip1 = m_iClip1 - 1;
}

//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponMP5::Operator_ForceNPCFire( CBaseCombatCharacter *pOperator, bool bSecondary )
{
	// Ensure we have enough rounds in the clip
	m_iClip1++;

	Vector vecShootOrigin, vecShootDir;
	QAngle	angShootDir;
	GetAttachment( LookupAttachment( "muzzle" ), vecShootOrigin, angShootDir );
	AngleVectors( angShootDir, &vecShootDir );
	FireNPCPrimaryAttack( pOperator, vecShootOrigin, vecShootDir );
}

//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponMP5::Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator )
{
	switch( pEvent->event )
	{
	case EVENT_WEAPON_SMG1:
		{
			Vector vecShootOrigin, vecShootDir;
			QAngle angDiscard;

			// Support old style attachment point firing
			if ((pEvent->options == NULL) || (pEvent->options[0] == '\0') || (!pOperator->GetAttachment(pEvent->options, vecShootOrigin, angDiscard)))
			{
				vecShootOrigin = pOperator->Weapon_ShootPosition();
			}

			CAI_BaseNPC *npc = pOperator->MyNPCPointer();
			ASSERT( npc != NULL );
			vecShootDir = npc->GetActualShootTrajectory( vecShootOrigin );

			FireNPCPrimaryAttack( pOperator, vecShootOrigin, vecShootDir );
		}
		break;

		/*//FIXME: Re-enable
		case EVENT_WEAPON_AR2_GRENADE:
		{
		CAI_BaseNPC *npc = pOperator->MyNPCPointer();

		Vector vecShootOrigin, vecShootDir;
		vecShootOrigin = pOperator->Weapon_ShootPosition();
		vecShootDir = npc->GetShootEnemyDir( vecShootOrigin );

		Vector vecThrow = m_vecTossVelocity;

		CGrenadeAR2 *pGrenade = (CGrenadeAR2*)Create( "grenade_ar2", vecShootOrigin, vec3_angle, npc );
		pGrenade->SetAbsVelocity( vecThrow );
		pGrenade->SetLocalAngularVelocity( QAngle( 0, 400, 0 ) );
		pGrenade->SetMoveType( MOVETYPE_FLYGRAVITY );
		pGrenade->m_hOwner			= npc;
		pGrenade->m_pMyWeaponAR2	= this;
		pGrenade->SetDamage(sk_npc_dmg_ar2_grenade.GetFloat());

		// FIXME: arrgg ,this is hard coded into the weapon???
		m_flNextGrenadeCheck = gpGlobals->curtime + 6;// wait six seconds before even looking again to see if a grenade can be thrown.

		m_iClip2--;
		}
		break;
		*/

	default:
		BaseClass::Operator_HandleAnimEvent( pEvent, pOperator );
		break;
	}
}

//-----------------------------------------------------------------------------
// Purpose:
// Output : Activity
//-----------------------------------------------------------------------------
Activity CWeaponMP5::GetPrimaryAttackActivity( void )
{
	if ( m_nShotsFired < 2 )
		return ACT_VM_PRIMARYATTACK;

	if ( m_nShotsFired < 3 )
		return ACT_VM_RECOIL1;

	if ( m_nShotsFired < 4 )
		return ACT_VM_RECOIL2;

	return ACT_VM_RECOIL3;
}

//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CWeaponMP5::Reload( void )
{
	bool fRet;
	float fCacheTime = m_flNextSecondaryAttack;

	fRet = DefaultReload( GetMaxClip1(), GetMaxClip2(), ACT_VM_RELOAD );
	if ( fRet )
	{
		// Undo whatever the reload process has done to our secondary
		// attack timer. We allow you to interrupt reloading to fire
		// a grenade.
		m_flNextSecondaryAttack = GetOwner()->m_flNextAttack = fCacheTime;

		WeaponSound( RELOAD );
	}

	return fRet;
}

//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponMP5::AddViewKick( void )
{
	#define	EASY_DAMPEN			2.3f
	#define	MAX_VERTICAL_KICK	17.0f	//Degrees
	#define	SLIDE_LIMIT			0.11f	//Seconds

	//Get the view kick
	CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );

	if ( pPlayer == NULL )
		return;

	DoMachineGunKick( pPlayer, EASY_DAMPEN, MAX_VERTICAL_KICK, m_fFireDuration, SLIDE_LIMIT );
}

//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponMP5::SecondaryAttack( void )
{
	// Only the player fires this way so we can cast
	CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );

	if ( pPlayer == NULL )
		return;

	//Must have ammo
	if ( ( pPlayer->GetAmmoCount( m_iSecondaryAmmoType ) <= 0 ) || ( pPlayer->GetWaterLevel() == 3 ) )
	{
		SendWeaponAnim( ACT_VM_DRYFIRE );
		BaseClass::WeaponSound( EMPTY );
		m_flNextSecondaryAttack = gpGlobals->curtime + 0.5f;
		return;
	}

	if( m_bInReload )
		m_bInReload = false;

	// MUST call sound before removing a round from the clip of a CMachineGun
	BaseClass::WeaponSound( WPN_DOUBLE );

	pPlayer->RumbleEffect( RUMBLE_357, 0, RUMBLE_FLAGS_NONE );

	Vector vecSrc = pPlayer->Weapon_ShootPosition();
	Vector	vecThrow;
	// Don't autoaim on grenade tosses
	AngleVectors( pPlayer->EyeAngles() + pPlayer->GetPunchAngle(), &vecThrow );
	VectorScale( vecThrow, 1000.0f, vecThrow );

	//Create the grenade
	QAngle angles;
	VectorAngles( vecThrow, angles );
	CGrenadeAR2 *pGrenade = (CGrenadeAR2*)Create( "grenade_ar2", vecSrc, angles, pPlayer );
	pGrenade->SetAbsVelocity( vecThrow );

	pGrenade->SetLocalAngularVelocity( RandomAngle( -400, 400 ) );
	pGrenade->SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_BOUNCE );
	pGrenade->SetThrower( GetOwner() );
	pGrenade->SetDamage( sk_plr_dmg_smg1_grenade.GetFloat() );

	SendWeaponAnim( ACT_VM_SECONDARYATTACK );

	CSoundEnt::InsertSound( SOUND_COMBAT, GetAbsOrigin(), 1000, 0.2, GetOwner(), SOUNDENT_CHANNEL_WEAPON );

	// player "shoot" animation
	pPlayer->SetAnimation( PLAYER_ATTACK1 );

	// Decrease ammo
	pPlayer->RemoveAmmo( 1, m_iSecondaryAmmoType );

	// Can shoot again immediately
	m_flNextPrimaryAttack = gpGlobals->curtime + 0.5f;

	// Can blow up after a short delay (so have time to release mouse button)
	m_flNextSecondaryAttack = gpGlobals->curtime + 1.0f;

	// Register a muzzleflash for the AI.
	pPlayer->SetMuzzleFlashTime( gpGlobals->curtime + 0.5 );

	m_iSecondaryAttacks++;
	gamestats->Event_WeaponFired( pPlayer, false, GetClassname() );
}

#define	COMBINE_MIN_GRENADE_CLEAR_DIST 256

//-----------------------------------------------------------------------------
// Purpose:
// Input  : flDot -
//			flDist -
// Output : int
//-----------------------------------------------------------------------------
int CWeaponMP5::WeaponRangeAttack2Condition( float flDot, float flDist )
{
	CAI_BaseNPC *npcOwner = GetOwner()->MyNPCPointer();

	return COND_NONE;

/*
	// --------------------------------------------------------
	// Assume things haven't changed too much since last time
	// --------------------------------------------------------
	if (gpGlobals->curtime < m_flNextGrenadeCheck )
		return m_lastGrenadeCondition;
*/

	// -----------------------
	// If moving, don't check.
	// -----------------------
	if ( npcOwner->IsMoving())
		return COND_NONE;

	CBaseEntity *pEnemy = npcOwner->GetEnemy();

	if (!pEnemy)
		return COND_NONE;

	Vector vecEnemyLKP = npcOwner->GetEnemyLKP();
	if ( !( pEnemy->GetFlags() & FL_ONGROUND ) && pEnemy->GetWaterLevel() == 0 && vecEnemyLKP.z > (GetAbsOrigin().z + WorldAlignMaxs().z) )
	{
		//!!!BUGBUG - we should make this check movetype and make sure it isn't FLY? Players who jump a lot are unlikely to
		// be grenaded.
		// don't throw grenades at anything that isn't on the ground!
		return COND_NONE;
	}

	// --------------------------------------
	//  Get target vector
	// --------------------------------------
	Vector vecTarget;
	if (random->RandomInt(0,1))
	{
		// magically know where they are
		vecTarget = pEnemy->WorldSpaceCenter();
	}
	else
	{
		// toss it to where you last saw them
		vecTarget = vecEnemyLKP;
	}
	// vecTarget = m_vecEnemyLKP + (pEnemy->BodyTarget( GetLocalOrigin() ) - pEnemy->GetLocalOrigin());
	// estimate position
	// vecTarget = vecTarget + pEnemy->m_vecVelocity * 2;


	if ( ( vecTarget - npcOwner->GetLocalOrigin() ).Length2D() <= COMBINE_MIN_GRENADE_CLEAR_DIST )
	{
		// crap, I don't want to blow myself up
		m_flNextGrenadeCheck = gpGlobals->curtime + 1; // one full second.
		return (COND_NONE);
	}

	// ---------------------------------------------------------------------
	// Are any friendlies near the intended grenade impact area?
	// ---------------------------------------------------------------------
	CBaseEntity *pTarget = NULL;

	while ( ( pTarget = gEntList.FindEntityInSphere( pTarget, vecTarget, COMBINE_MIN_GRENADE_CLEAR_DIST ) ) != NULL )
	{
		//Check to see if the default relationship is hatred, and if so intensify that
		if ( npcOwner->IRelationType( pTarget ) == D_LI )
		{
			// crap, I might blow my own guy up. Don't throw a grenade and don't check again for a while.
			m_flNextGrenadeCheck = gpGlobals->curtime + 1; // one full second.
			return (COND_WEAPON_BLOCKED_BY_FRIEND);
		}
	}

	// ---------------------------------------------------------------------
	// Check that throw is legal and clear
	// ---------------------------------------------------------------------
	// FIXME: speed is based on difficulty...

	Vector vecToss = VecCheckThrow( this, npcOwner->GetLocalOrigin() + Vector(0,0,60), vecTarget, 600.0, 0.5 );
	if ( vecToss != vec3_origin )
	{
		m_vecTossVelocity = vecToss;

		// don't check again for a while.
		// JAY: HL1 keeps checking - test?
		//m_flNextGrenadeCheck = gpGlobals->curtime;
		m_flNextGrenadeCheck = gpGlobals->curtime + 0.3; // 1/3 second.
		return COND_CAN_RANGE_ATTACK2;
	}
	else
	{
		// don't check again for a while.
		m_flNextGrenadeCheck = gpGlobals->curtime + 1; // one full second.
		return COND_WEAPON_SIGHT_OCCLUDED;
	}
}

//-----------------------------------------------------------------------------
const WeaponProficiencyInfo_t *CWeaponMP5::GetProficiencyValues()
{
	static WeaponProficiencyInfo_t proficiencyTable[] =
	{
		{ 7.0,		0.75	},
		{ 5.00,		0.75	},
		{ 10.0/3.0, 0.75	},
		{ 5.0/3.0,	0.75	},
		{ 1.00,		1.0		},
	};

	COMPILE_TIME_ASSERT( ARRAYSIZE(proficiencyTable) == WEAPON_PROFICIENCY_PERFECT + 1);

	return proficiencyTable;
}

The Code (Mutiplayer or HL2MP Version)

Before you start you have to create two new files. Call them "weapon_<yourweaponname>.cpp", place it both in the Client and Server side of your project. In this example I will use "weapon_ak47"

Note.pngNote:Remember to change CWeaponAK47 to CWeapon<yourweaponname>
Note.pngNote:The gun features a small zoom function when you are using Secondary Fire!
Note.pngNote:The gun has stance, health, zoom and recoil dependant accuracy.
Note.pngNote:The gun can be set be semi-auto, burst or full auto. Not switchable from in-game.


WEAPON_AK47.CPP (Multiplayer or HL2MP Only)

 
#include "cbase.h"
#include "npcevent.h"
#include "in_buttons.h"

#ifdef CLIENT_DLL
  #include "c_hl2mp_player.h"
#else
  #include "hl2mp_player.h"
#endif
 
#include "weapon_hl2mpbasehlmpcombatweapon.h"
 
//modify this to alter the rate of fire
#define ROF 0.075f //RPS, 60 Sec / 800 Rounds = 0.075f

//The gun will fire up to this number of bullets while you hold the fire button. 
//If you set it to 1 the gun will be semi auto. If you set it to 3 the gun will fire three round bursts
#define BURST 500;
 
#ifdef CLIENT_DLL
#define CWeaponAK47 C_WeaponAK47
#endif
 
//-----------------------------------------------------------------------------
// CWeaponAK47
//-----------------------------------------------------------------------------
 
class CWeaponAK47 : public CBaseHL2MPCombatWeapon
{
  public:
    
    DECLARE_CLASS( CWeaponAK47, CBaseHL2MPCombatWeapon );
    CWeaponAK47(void);
    DECLARE_NETWORKCLASS();
    DECLARE_PREDICTABLE();
 
    void Precache( void );
    void ItemPostFrame( void );
    void ItemPreFrame( void );
    void ItemBusyFrame( void );
    void PrimaryAttack( void );
    void AddViewKick( void );
    void DryFire( void );
    void GetStance( void );
    bool Holster( CBaseCombatWeapon *pSwitchingTo = NULL ); // Required so that you un-zoom when switching weapons
    Activity GetPrimaryAttackActivity( void );
 
    virtual bool Reload( void );
 
    int GetMinBurst() { return 2; }
    int GetMaxBurst() { return 5; }
    float GetFireRate( void ) { return ROF; }
 
    //modify this part to control the general accuracy of the gun

    virtual const Vector& GetBulletSpread( void )
    {
      Vector cone = VECTOR_CONE_1DEGREES;
      
      // if you don't need stance and health dependent accuracy, you can just remove this.   
      if ( m_iStance == E_DUCK )
        { cone = VECTOR_CONE_1DEGREES;}
      if ( m_iStance == E_STAND )
        { cone = VECTOR_CONE_2DEGREES;}
      if ( m_iStance == E_MOVE )
        { cone = VECTOR_CONE_3DEGREES;}
      if ( m_iStance == E_RUN )
        { cone = VECTOR_CONE_4DEGREES;}
      if ( m_iStance == E_INJURED )
        { cone = VECTOR_CONE_3DEGREES;}
      if ( m_iStance == E_JUMP )
        { cone = VECTOR_CONE_4DEGREES;}
      if ( m_iStance == E_DYING )
        { cone = VECTOR_CONE_10DEGREES;}

      //This part simlates recoil. Each successive shot will have increased spread.
      if (m_iBurst!=BURST)
      {
        for (int i = m_iBurst; i < BURST; i++)
        {
          cone += VECTOR_CONE_1DEGREES;
        }
      }
      
      //This part is the zoom modifier. If in zoom, lower the bullet spread.
      if (m_bInZoom)
      {
        cone -= VECTOR_CONE_1DEGREES;
      }

      return cone;
    }
    
    void ToggleZoom( void );
    void CheckZoomToggle( void );
 
    DECLARE_ACTTABLE();

  private:
    CNetworkVar( int, m_iBurst );
    CNetworkVar( bool, m_bInZoom );
    CNetworkVar( float, m_flAttackEnds );
    CNetworkVar( int, m_iStance);
 
  private:
    CWeaponAK47( const CWeaponAK47 & );
};
 
IMPLEMENT_NETWORKCLASS_ALIASED( WeaponAK47, DT_WeaponAK47 )
 
BEGIN_NETWORK_TABLE( CWeaponAK47, DT_WeaponAK47 )
#ifdef CLIENT_DLL
  RecvPropInt(  RECVINFO( m_iBurst) ),
  RecvPropBool( RECVINFO( m_bInZoom ) ),
  RecvPropTime( RECVINFO( m_flAttackEnds ) ),
  RecvPropInt(  RECVINFO( m_iStance ) ),
#else
  SendPropInt(  SENDINFO( m_iBurst ) ),
  SendPropBool( SENDINFO( m_bInZoom ) ),
  SendPropTime( SENDINFO( m_flAttackEnds ) ),
  SendPropInt(  SENDINFO( m_iStance ) ),
#endif
END_NETWORK_TABLE()
 
BEGIN_PREDICTION_DATA( CWeaponAK47 )
END_PREDICTION_DATA()
 
LINK_ENTITY_TO_CLASS( weapon_AK47, CWeaponAK47 );
PRECACHE_WEAPON_REGISTER( weapon_AK47 );
 
acttable_t CWeaponAK47::m_acttable[] =
{
  { ACT_MP_STAND_IDLE, ACT_HL2MP_IDLE_AR2, false },
  { ACT_MP_CROUCH_IDLE, ACT_HL2MP_IDLE_CROUCH_AR2, false },
  { ACT_MP_RUN, ACT_HL2MP_RUN_AR2, false },
  { ACT_MP_CROUCHWALK, ACT_HL2MP_WALK_CROUCH_AR2, false },
  { ACT_MP_ATTACK_STAND_PRIMARYFIRE, ACT_HL2MP_GESTURE_RANGE_ATTACK_AR2, false },
  { ACT_MP_ATTACK_CROUCH_PRIMARYFIRE, ACT_HL2MP_GESTURE_RANGE_ATTACK_AR2, false },
  { ACT_MP_RELOAD_STAND, ACT_HL2MP_GESTURE_RELOAD_AR2, false },
  { ACT_MP_RELOAD_CROUCH, ACT_HL2MP_GESTURE_RELOAD_AR2, false },
  { ACT_MP_JUMP, ACT_HL2MP_JUMP_AR2, false },
};
 
IMPLEMENT_ACTTABLE( CWeaponAK47 );
 
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CWeaponAK47::CWeaponAK47( void )
{
  m_iBurst=BURST;
  m_iStance=10;
  m_fMinRange1 = 1;
  m_fMaxRange1 = 1500;
  m_fMinRange2 = 1;
  m_fMaxRange2 = 200;
  m_bFiresUnderwater = false;
}
 
//-----------------------------------------------------------------------------
// Purpose: Required for caching the entity during loading
//-----------------------------------------------------------------------------
void CWeaponAK47::Precache( void )
{
  BaseClass::Precache();
}
 
//-----------------------------------------------------------------------------
// Purpose: The gun is empty, plays a clicking noise with a dryfire anim
//-----------------------------------------------------------------------------
void CWeaponAK47::DryFire( void )
{
  WeaponSound( EMPTY );
  SendWeaponAnim( ACT_VM_DRYFIRE );
  m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration();
}
 
//-----------------------------------------------------------------------------
// Purpose: This happens if you click and hold the primary fire button
//-----------------------------------------------------------------------------
void CWeaponAK47::PrimaryAttack( void )
{
  //do we have any bullets left from the current burst cycle? 
  if (m_iBurst!=0) 
  {
    CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
    CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
    if ( !pPlayer )
      { return; }
    
    WeaponSound( SINGLE );
    pPlayer->DoMuzzleFlash();

    SendWeaponAnim( ACT_VM_PRIMARYATTACK );
    pPlayer->SetAnimation( PLAYER_ATTACK1 );
    ToHL2MPPlayer(pPlayer)->DoAnimationEvent( PLAYERANIMEVENT_ATTACK_PRIMARY );
    
    // Each time the player fires the gun, reset the view punch.  
    if ( pOwner )
      { pOwner->ViewPunchReset(); }

    BaseClass::PrimaryAttack();
 
    // We fired one shot, decrease the number of bullets available for this burst cycle 
    m_iBurst--;
    m_flNextPrimaryAttack =gpGlobals->curtime + ROF;
    m_flAttackEnds = gpGlobals->curtime + SequenceDuration();
  }
}
 
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponAK47::ItemPreFrame( void )
{
  GetStance();
  BaseClass::ItemPreFrame();
}
 
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponAK47::ItemBusyFrame( void )
{
  // Allow zoom toggling even when we're reloading
  CheckZoomToggle();
  BaseClass::ItemBusyFrame();
}
 
//-----------------------------------------------------------------------------
// Purpose: Allows firing as fast as button is pressed
//-----------------------------------------------------------------------------
void CWeaponAK47::ItemPostFrame( void )
{
  BaseClass::ItemPostFrame();
  if ( m_bInReload )
    { return; }
 
  CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
 
  if ( pOwner == NULL )
    { return; }
  
  if ( pOwner->m_nButtons & IN_ATTACK )
  {
    if (m_flAttackEnds<gpGlobals->curtime)
      { SendWeaponAnim(ACT_VM_IDLE); }
  }
  else
  {
    //The firing cycle ended. Reset the burst counter to the max value
    m_iBurst=BURST;
    if ( ( pOwner->m_nButtons & IN_ATTACK ) && ( m_flNextPrimaryAttack < gpGlobals->curtime ) && ( m_iClip1 <= 0 ) )
      { DryFire(); }
  }
  CheckZoomToggle();
  //check the character's current stance for the accuracy calculation
  GetStance();
}
 
//-----------------------------------------------------------------------------
// Purpose: If we have bullets left then play the attack anim otherwise idle
// Output : int
//-----------------------------------------------------------------------------
Activity CWeaponAK47::GetPrimaryAttackActivity( void )
{
  if (m_iBurst!=0)
    { return ACT_VM_PRIMARYATTACK; }
  else
    { return ACT_VM_IDLE; }
}
 
//-----------------------------------------------------------------------------
// Purpose: The gun is being reloaded 
//-----------------------------------------------------------------------------
bool CWeaponAK47::Reload( void )
{
  bool fRet = DefaultReload( GetMaxClip1(), GetMaxClip2(), ACT_VM_RELOAD );
  if ( fRet )
  {
    WeaponSound( RELOAD );
    ToHL2MPPlayer(GetOwner())->DoAnimationEvent( PLAYERANIMEVENT_RELOAD );
    //reset the burst counter to the default
    m_iBurst=BURST;
  }
  return fRet;
}

//-----------------------------------------------------------------------------
// Purpose: Put away the gun and disable zoom if needed
//----------------------------------------------------------------------------- 
bool CWeaponAK47::Holster(CBaseCombatWeapon *pSwitchingTo /* = NULL */)
{
  if ( m_bInZoom )
    { ToggleZoom(); }
  return BaseClass::Holster( pSwitchingTo );
}
 
//-----------------------------------------------------------------------------
// Purpose: Calculate the viewkick
//-----------------------------------------------------------------------------
void CWeaponAK47::AddViewKick( void )
{
  CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
  if ( pPlayer == NULL )
    { return; }
 
  int iSeed = CBaseEntity::GetPredictionRandomSeed() & 255;
  RandomSeed( iSeed );
 
  QAngle viewPunch;
 
  viewPunch.x = random->RandomFloat( 0.25f, 0.5f );
  viewPunch.y = random->RandomFloat( -.6f, .6f );
  viewPunch.z = 0.0f;
 
  //Add it to the view punch
  pPlayer->ViewPunch( viewPunch );
}
 
 
//-----------------------------------------------------------------------------
// Purpose: Toggle the zoom by changing the client's FOV
//-----------------------------------------------------------------------------
void CWeaponAK47::ToggleZoom( void )
{
  CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
 
  if ( pPlayer == NULL )
    { return; }
  
  #ifndef CLIENT_DLL
    if ( m_bInZoom )
    {
      // Narrowing the Field Of View here is what gives us the zoomed effect
      if ( pPlayer->SetFOV( this, 0, 0.2f ) )
      {
        m_bInZoom = false;
 
        // Send a message to hide the scope
        /* CSingleUserRecipientFilter filter(pPlayer);
        UserMessageBegin(filter, "ShowScope");
        WRITE_BYTE(0);
        MessageEnd();*/
      }
    }
    else
    {
      if ( pPlayer->SetFOV( this, 45, 0.1f ) )
      {
        m_bInZoom = true;
 
        // Send a message to Show the scope
        /* CSingleUserRecipientFilter filter(pPlayer);
        UserMessageBegin(filter, "ShowScope");
        WRITE_BYTE(1);
        MessageEnd();*/
      }
    }
  #endif
}
 
//-----------------------------------------------------------------------------
// Purpose: Toggle the zoom if the Sec attack button was pressed
//-----------------------------------------------------------------------------
void CWeaponAK47::CheckZoomToggle( void )
{
  CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
  if ( pPlayer && (pPlayer->m_afButtonPressed & IN_ATTACK2))
    { ToggleZoom(); }
}

//-----------------------------------------------------------------------------
// Purpose: Get the current stance/status of the player
//----------------------------------------------------------------------------- 
void CWeaponAK47::GetStance( void )
{
  CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
  if ( pPlayer == NULL )
    { return; }
  
  m_iStance= E_STAND;

  // movement based stance
  if ( pPlayer->m_nButtons & IN_DUCK)     
    { m_iStance= E_DUCK;}
  if ( pPlayer->m_nButtons & IN_FORWARD)  
    { m_iStance= E_MOVE;}
  if ( pPlayer->m_nButtons & IN_BACK)     
    { m_iStance= E_MOVE;}
  if ( pPlayer->m_nButtons & IN_MOVERIGHT)
    { m_iStance= E_MOVE;}
  if ( pPlayer->m_nButtons & IN_MOVELEFT) 
    { m_iStance= E_MOVE;}
  if ( pPlayer->m_nButtons & IN_RUN)      
    { m_iStance= E_RUN;}
  if ( pPlayer->m_nButtons & IN_SPEED)    
    { m_iStance= E_RUN;}
  if ( pPlayer->m_nButtons & IN_JUMP)     
    { m_iStance= E_JUMP;}

  //health based status
  if ( pPlayer->GetHealth()<25)           
    { m_iStance= E_INJURED;}
  if ( pPlayer->GetHealth()<10)           
    { m_iStance= E_DYING;}
}

WEAPON_HL2MPBASEHLMPCOMBATWEAPON.h (Multiplayer or HL2MP Only)

Here you will declare the m_istance's. Add this below CBaseHL2MPCombatWeapon( const CBaseHL2MPCombatWeapon & ); - around line 60:

enum stances
{
  E_STAND = 0,
  E_DUCK = 1,
  E_MOVE = 2,
  E_RUN = 3,
  E_INJURED = 4,
  E_JUMP = 5,
  E_DYING = 6,
};

HL2MP_GAMERULES.CPP

Here we need to declare the ammo type of our new weapon, as well as max ammo, etc... Add this below def.AddAmmoType("AR2" -=- around line 1863:

def.AddAmmoType("Rifle", DMG_BULLET, TRACER_LINE_AND_WHIZ, 0, 0, 500, BULLET_IMPULSE(200, 1225), 0 );

Change "Rifle" to the ammotype you have added in your weapon_yourweaponname.txt in your mod/script folder, or you could use an existing ammotype like the SMG1 ammotype rather than creating a new ammotype. If so, then you can skip this step, as the existing ammotype already is implemented in this code. And if you want to change max ammo then change 500 to another value.

C_WEAPON__STUBS_HL2.CPP

In order to use the weapon at all you need to declare your new weapon here. Below STUB_WEAPON_CLASS( weapon_ar2, WeaponAR2, C_HLMachineGun ); add this:

STUB_WEAPON_CLASS( weapon_ak47, WeaponAK47, C_BaseHLCombatWeapon );


SCRIPT FILE

Now you have to tell your weapon which ammotype, model, weight, flags, damage, anim prefix and what bucket in the weapon selection HUD it will use. To do this you need to create a script file in your "mod/scripts" folder. Call it "weapon_<yourweaponname>" in this case I called mine "weapon_ak47" Here is an example:

WeaponData
{
	// Weapon data is loaded by both the Game and Client DLLs.
	"printname"	"AK47"
	"viewmodel"			"models/weapons/v_rif_ak47.mdl" // Client view model
	"playermodel"			"models/weapons/w_rif_ak47.mdl" // Server world model
	"anim_prefix"			"ar2" // The HUD icon which will be shown when browsing for this weapon in the weapon selection hud, most likely loaded from halflife2.ttf or hl2mp.ttf.
	"bucket"			"5" // The horizontal direction.
	"bucket_position"		"3" // The vertical direction.

	"clip_size"			"30" // How many bullets you can fire before you have to reload.
	"default_clip"			"500" // How much ammo this weapon can carry.

	"clip2_size"			"-1"
	"default_clip2"			"-1"

	"primary_ammo"			"Rifle" // The ammotype for the weapon, this can be found in hl2mp_gamerules.cpp: def.AddAmmoType(
	"secondary_ammo"		"None"

	"weight"				"6" // If the weight is higher than your current weapon you will automatically switch to that weapon when you pick it up.
	"item_flags"			"0"
        "BuiltRightHanded"              "1"
        "AllowFlipping"                 "1"
        "damage"                        "75" // Damage per bullet, if it is a higher value then you will more likely die by one bullet.

	// Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)
	SoundData
	{
		"special1"		"Weapon_CombineGuard.Special1"
		"empty"			"Weapon_IRifle.Empty"
		"double_shot"		"Weapon_AK47.Single"
		"reload"		"Weapon_AK47.Reload" // Sound triggered when reloading. Activate this in the game_sounds_weapons.
		"single_shot"		"Weapon_AK47.Single" // Sound triggered when shooting.  -=-

		// NPC SECTION
		"single_shot_npc"	"Weapon_AK47.NPC_Single"
		"reload_npc"		"Weapon_AR2.NPC_Reload"
		"double_shot_npc"	"Weapon_AK47.NPC_Double"
	}

	// Weapon Sprite data is loaded by the Client DLL.
	TextureData
	{
		"weapon"
		{
				"font"		"WeaponIcons"
				"character"	"l"
		}
		"weapon_s"
		{	
				"font"		"WeaponIconsSelected"
				"character"	"l"
		}
		"weapon_small"
		{
				"font"		"WeaponIconsSmall"
				"character"	"l"
		}
		"ammo"
		{
				"font"		"WeaponIconsSmall"
				"character"	"u"
		}
		"ammo2"
		{
				"font"		"WeaponIconsSmall"
				"character"	"z"
		}
		"crosshair"
		{
				"font"		"Crosshairs"
				"character"	"Q"
		}
		"autoaim"
		{
				"file"		"sprites/crosshairs"
				"x"			"0"
				"y"			"48"
				"width"		"24"
				"height"	"24"
		}
	}
}


EXTRA

You can now use the weapon in-game. Compile your mod and type this in console:

sv_cheats 1
give weapon_<yourweaponname>

You should now be wielding your new weapon.

If you want to spawn with your new weapon add this in HL2MP_PLAYER.CPP below void CHL2MP_Player::GiveDefaultItems( void ):

GiveNamedItem( "weapon_ak47" );

And if you want to get your new weapon by the impulse101 cheat command then add this in the same file but below void CHL2MP_Player::GiveAllItems( void ):

GiveNamedItem( "weapon_ak47" );

And you probably want to create default maps for your mod and add this weapon as a pickup, then add this into the .FGD file for your mod:

@PointClass base(Weapon) studio("models/weapons/w_rif_ak47.mdl") = weapon_ak47 : "AK47" []

To change the accuracy of your weapon then edit this part of the "WEAPON_YOURWEAPONNAME.CPP" file:

static Vector cone=VECTOR_CONE_1DEGREES;
if (m_bInZoom)
{
  if (m_iStance==E_DUCK) 
    { cone = VECTOR_CONE_0DEGREES;}
  if (m_iStance==E_STAND)
    { cone = VECTOR_CONE_1DEGREES;}
  if (m_iStance==E_MOVE) 
    { cone = VECTOR_CONE_1DEGREES;}
  if (m_iStance==E_RUN) 
    { cone = VECTOR_CONE_3DEGREES;}
  if (m_iStance==E_INJURED) 
    { cone = VECTOR_CONE_4DEGREES;}
  if (m_iStance==E_JUMP) 
    { cone = VECTOR_CONE_5DEGREES;}
  if (m_iStance==E_DYING) 
    { cone = VECTOR_CONE_10DEGREES;}
}
if (!m_bInZoom)
{
  if (m_iStance==E_DUCK) 
    { cone = VECTOR_CONE_1DEGREES;}
  if (m_iStance==E_STAND) 
    { cone = VECTOR_CONE_1DEGREES;}
  if (m_iStance==E_MOVE) 
    { cone = VECTOR_CONE_2DEGREES;}
  if (m_iStance==E_RUN) 
    { cone = VECTOR_CONE_3DEGREES;}
  if (m_iStance==E_INJURED) 
    { cone = VECTOR_CONE_4DEGREES;}
  if (m_iStance==E_JUMP) 
    { cone = VECTOR_CONE_5DEGREES;}
  if (m_iStance==E_DYING) 
    { cone = VECTOR_CONE_10DEGREES;}
}
int bs=BURST;
if (m_iBurst!=bs)
{
  //for (int i=0;i<(bs-m_iBurst);i++)
  for (int i = m_iBurst; i < bs; i++)
  { 
    cone=cone+VECTOR_CONE_1DEGREES;  
  }
}

A higher value means more imprecise accuracy, and bullets will more likely spread in all angles. A lower value is recommended.

To change the rate of fire edit this part of the "WEAPON_YOURWEAPONNAME.CPP" file:

//modify this to alter the rate of fire
#define ROF 0.080f //800 rounds/min

To add different animations to your weapon (not default ones, but other animations implemented by Valve) edit this part of the "WEAPON_YOURWEAPONNAME.CPP" file:

acttable_t CWeaponAK47::m_acttable[] =
{
  { ACT_MP_STAND_IDLE, ACT_HL2MP_IDLE_AR2, false },
  { ACT_MP_CROUCH_IDLE, ACT_HL2MP_IDLE_CROUCH_AR2, false },
  { ACT_MP_RUN, ACT_HL2MP_RUN_AR2, false },
  { ACT_MP_CROUCHWALK, ACT_HL2MP_WALK_CROUCH_AR2, false },
  { ACT_MP_ATTACK_STAND_PRIMARYFIRE, ACT_HL2MP_GESTURE_RANGE_ATTACK_AR2, false },
  { ACT_MP_ATTACK_CROUCH_PRIMARYFIRE,ACT_HL2MP_GESTURE_RANGE_ATTACK_AR2, false },
  { ACT_MP_RELOAD_STAND, ACT_HL2MP_GESTURE_RELOAD_AR2, false },
  { ACT_MP_RELOAD_CROUCH, ACT_HL2MP_GESTURE_RELOAD_AR2, false },
  { ACT_MP_JUMP, ACT_HL2MP_JUMP_AR2, false },
};
 
 
IMPLEMENT_ACTTABLE( CWeaponAK47 );

If you would rather have the SMG1 animations then change _AR2 to _SMG1 instead. And if you want to use the pistol animations change _AR2 to _PISTOL... etc...

Finish

You have now successfully implemented a new weapon into your mod, I hope that this was understandable and easy to follow!

Disclaimer: This piece of code was originally created by Pendra for the mod X-Com - Last Hope 2