Adding a new weapon to your mod
This article will deal with creating a custom weapon for your mod.
This was based on an existing article which recently was removed:
Contents
The Code (Single Player Only)
Before you start you will need to either create a new blank .cpp or copy an existing entity (such as weapon_smg1) to use as a template. Using an existing entity makes for easy copy/paste work but it is risky as it is easy to miss definitions or calls to the original weapon entity. Also, be sure to back up any core HL2 files if you are using them as a template BEFORE saving any changes. In either case, your new weapon .cpp file should read weapon_<yourweaponname>.cpp, place it on the Server side of your project. In this example, we will use weapon_mp5 throughout the SP part of the tutorial.
CWeaponMP5
and DT_WeaponMP5
to CWeapon<YourWeaponName>
and DT_Weapon<YourWeaponName>
.weapon_mp5.cpp
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#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 "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;
//-----------------------------------------------------------------------------
// CWeaponMP5
//-----------------------------------------------------------------------------
class CWeaponMP5 : public CHLSelectFireMachineGun
{
DECLARE_DATADESC();
public:
DECLARE_CLASS( CWeaponMP5, CHLSelectFireMachineGun );
CWeaponMP5();
DECLARE_SERVERCLASS();
void Precache();
void AddViewKick();
void SecondaryAttack();
int GetMinBurst() { return 2; }
int GetMaxBurst() { return 5; }
virtual void Equip( CBaseCombatCharacter *pOwner );
bool Reload();
float GetFireRate() { return 0.075f; } // RPS, 60sec/800 rounds = 0.075
int CapabilitiesGet() { return bits_CAP_WEAPON_RANGE_ATTACK1; }
int WeaponRangeAttack2Condition( float flDot, float flDist );
Activity GetPrimaryAttackActivity();
// Values which allow our "spread" to change from button input from player
virtual const Vector &GetBulletSpread()
{
// Define "spread" parameters based on the "owner" and what they are doing
static Vector plrDuckCone = VECTOR_CONE_2DEGREES;
static Vector plrStandCone = VECTOR_CONE_3DEGREES;
static Vector plrMoveCone = VECTOR_CONE_4DEGREES;
static Vector npcCone = VECTOR_CONE_5DEGREES;
static Vector plrRunCone = VECTOR_CONE_6DEGREES;
static Vector plrJumpCone = 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 plrDuckCone;
if ( pPlayer->m_nButtons & IN_FORWARD )
return plrMoveCone;
if ( pPlayer->m_nButtons & IN_BACK )
return plrMoveCone;
if ( pPlayer->m_nButtons & IN_MOVERIGHT )
return plrMoveCone;
if ( pPlayer->m_nButtons & IN_MOVELEFT )
return plrMoveCone;
if ( pPlayer->m_nButtons & IN_JUMP )
return plrJumpCone;
if ( pPlayer->m_nButtons & IN_SPEED )
return plrRunCone;
if ( pPlayer->m_nButtons & IN_RUN )
return plrRunCone;
else
return plrStandCone;
}
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();
};
IMPLEMENT_SERVERCLASS_ST( CWeaponMP5, DT_WeaponMP5 )
END_SEND_TABLE()
LINK_ENTITY_TO_CLASS( weapon_mp5, CWeaponMP5 );
PRECACHE_WEAPON_REGISTER( weapon_mp5 );
BEGIN_DATADESC( CWeaponMP5 )
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 );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CWeaponMP5::CWeaponMP5()
{
m_fMinRange1 = 0; // No minimum range
m_fMaxRange1 = 1400;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponMP5::Precache()
{
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--;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponMP5::Operator_ForceNPCFire( CBaseCombatCharacter *pOperator, bool bSecondary )
{
// Ensure we have enough rounds in the magazine
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;
default:
BaseClass::Operator_HandleAnimEvent( pEvent, pOperator );
break;
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : Activity
//-----------------------------------------------------------------------------
Activity CWeaponMP5::GetPrimaryAttackActivity()
{
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;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CWeaponMP5::Reload()
{
bool fRet = DefaultReload( GetMaxClip1(), GetMaxClip2(), ACT_VM_RELOAD );
if ( fRet )
WeaponSound( RELOAD );
return fRet;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponMP5::AddViewKick()
{
#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()
{
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : flDot -
// flDist -
// Output : int
//-----------------------------------------------------------------------------
int CWeaponMP5::WeaponRangeAttack2Condition( float flDot, float flDist )
{
return COND_NONE;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
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;
}
c_weapon__stubs_hl2.cpp
This file is located on the Client side of the mod and allows our new weapon to be pulled by the game when necessary. In this example, we will be adding the following code below line 44:
STUB_WEAPON_CLASS( weapon_mp5, WeaponMP5, C_HLSelectFireMachineGun );
hl2_gamerules.cpp
We will need to add some data to this file to define the parameters for the skill.cfg to use later (in this case we are using weapon_mp5). There are two areas we are concerned with, so let's start below line 182 by adding the following:
ConVar sk_plr_dmg_mp5 ( "sk_plr_dmg_mp5","0", FCVAR_REPLICATED );
ConVar sk_npc_dmg_mp5 ( "sk_npc_dmg_mp5","0", FCVAR_REPLICATED);
ConVar sk_max_mp5 ( "sk_max_mp5","0", FCVAR_REPLICATED);
Next, if we want custom ammo types, we need to define the physics or properties of the ammo. Find line 1823 and add the following below:
def.AddAmmoType("Mp5", DMG_BULLET, TRACER_LINE_AND_WHIZ, "sk_plr_dmg_mp5", "sk_npc_dmg_mp5", "sk_max_mp5", BULLET_IMPULSE(150, 1225), 0 );
item_ammo.cpp
In this step, we will declare the class of ammo used, and define the world model for the game to fetch. In this example, we add the code below line 590.
// ========================================================================
// >> Box 9mm MP5 Rounds
// ========================================================================
class CItem_BoxMP5Rounds : public CItem
{
public:
DECLARE_CLASS( CItem_BoxMP5Rounds, CItem );
void Spawn()
{
Precache();
SetModel( "models/items/boxsrounds.mdl" );
BaseClass::Spawn();
}
void Precache()
{
PrecacheModel( "models/items/boxsrounds.mdl" );
}
bool MyTouch( CBasePlayer *pPlayer )
{
if ( ITEM_GiveAmmo(pPlayer, SIZE_AMMO_MP5, "MP5") )
{
if ( g_pGameRules->ItemShouldRespawn(this) == GR_ITEM_RESPAWN_NO )
{
UTIL_Remove( this );
}
return true;
}
return false;
}
};
LINK_ENTITY_TO_CLASS( item_box_mp5rounds, CItem_BoxMP5Rounds );
LINK_ENTITY_TO_CLASS( item_ammo_mp5, CItem_BoxMP5Rounds );
// ========================================================================
// >> Large Box 9mm MP5 Rounds
// ========================================================================
class CItem_LargeBoxMP5Rounds : public CItem
{
public:
DECLARE_CLASS( CItem_LargeBoxMP5Rounds, CItem );
void Spawn()
{
Precache();
SetModel( "models/items/boxsrounds.mdl" );
BaseClass::Spawn();
}
void Precache()
{
PrecacheModel ( "models/items/boxsrounds.mdl" );
}
bool MyTouch( CBasePlayer *pPlayer )
{
if ( ITEM_GiveAmmo(pPlayer, SIZE_AMMO_MP5_LARGE, "MP5") )
{
if ( g_pGameRules->ItemShouldRespawn(this) == GR_ITEM_RESPAWN_NO )
{
UTIL_Remove( this );
}
return true;
}
return false;
}
};
LINK_ENTITY_TO_CLASS( item_large_box_mp5rounds, CItem_LargeBoxMP5Rounds );
LINK_ENTITY_TO_CLASS( item_ammo_mp5_large, CItem_LargeBoxMP5Rounds );
items.h
Half-Life 2 (including both EP1 and EP2) defines base quantities of ammunition to supply internally. The skill or difficulty of the game determines a percentage of the base quantity listed in items.h to supply the player. For example, where 'X' = the amount of ammo listed in items.h: Easy = 1.25 * X, Normal = 1 * X, and Hard = .6 * X. Knowing this we can decide some values to use as a base. Let's start at line 36.
#define SIZE_AMMO_MP5 35
#define SIZE_AMMO_MP5_LARGE 110
weapon_mp5.txt
One of the final bits to assemble is the text file or script used by the game. The script defines the bucket position (weapon slot), ammunition, sound scripts, and HUD icons to be gathered for use in-game.
Weapon_MP5.Single
are handled through game_sounds_weapons.txt and will need to be defined BEFORE any sounds can be gathered in-game!// 9x19mm Submachine Gun WeaponData { // Weapon data is loaded by both the Game and Client DLLs. "printname" "MP5" "viewmodel" "models/weapons/v_mp5.mdl" "playermodel" "models/weapons/w_mp5.mdl" "anim_prefix" "smg2" "bucket" "2" "bucket_position" "2" "bucket_360" "1" "bucket_position_360" "0" "clip_size" "30" "default_clip" "40" "clip2_size" "-1" "default_clip2" "-1" "primary_ammo" "MP5" "secondary_ammo" "None" "weight" "3" "rumble" "3" "item_flags" "0" "BuiltRightHanded" "0" "AllowFlipping" "1" // Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds) SoundData { "reload" "Weapon_MP5.Reload" "reload_npc" "Weapon_MP5.NPC_Reload" "empty" "Weapon_MP5.Empty" "single_shot" "Weapon_MP5.Single" "single_shot_npc" "Weapon_MP5.NPC_Single" "special1" "Weapon_MP5.Special1" "special2" "Weapon_MP5.Special2" "double_shot" "Weapon_MP5.Double" "burst" "Weapon_MP5.Burst" } // Weapon Sprite data is loaded by the Client DLL. TextureData { "weapon" { "font" "WeaponIcons" "character" "a" } "weapon_s" { "font" "WeaponIconsSelected" "character" "a" } "weapon_small" { "font" "WeaponIconsSmall" "character" "a" } "ammo" { "font" "WeaponIconsSmall" "character" "p" } "ammo2" { "font" "WeaponIconsSmall" "character" "t" } "crosshair" { "font" "Crosshairs" "character" "Q" } "autoaim" { "file" "sprites/crosshairs" "x" "0" "y" "48" "width" "24" "height" "24" } } }
skill.cfg
This is the external script where our damage and ammo supply tables are established. This can be edited at any point to whatever values fit right in your mod. Here are the data tables we will need to add:
sk_plr_dmg_mp5 "11" sk_npc_dmg_mp5 "9" sk_max_mp5 "180"
Extra
If you want to make the weapon spawn with impulse 101 you need to go to the player.cpp file and under void CBasePlayer::CheatImpulseCommands( int iImpulse )
on line 6210 add the following:
GiveNamedItem( "weapon_mp5" );
Tips
"SMG1"
or "Pistol"
in your weapon_<yourweaponname>.txt file.The Code (Multiplayer or HL2MP Version Only)
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.txt
CWeaponAK47
and DT_WeaponAK47
to CWeapon<YourWeaponName>
and DT_Weapon<YourWeaponName>
.weapon_ak47.cpp
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#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, 60sec/800 rounds = 0.075
// 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();
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
void Precache();
void ItemPostFrame();
void ItemPreFrame();
void ItemBusyFrame();
void PrimaryAttack();
void AddViewKick();
void DryFire();
void GetStance();
bool Holster( CBaseCombatWeapon *pSwitchingTo = NULL ); // Required so that you un-zoom when switching weapons
Activity GetPrimaryAttackActivity();
virtual bool Reload();
int GetMinBurst() { return 2; }
int GetMaxBurst() { return 5; }
float GetFireRate() { return ROF; }
// Modify this part to control the general accuracy of the gun
virtual const Vector &GetBulletSpread()
{
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 simulates 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 zoomed in, lower the bullet spread
if ( m_bInZoom )
cone -= VECTOR_CONE_1DEGREES;
return cone;
}
void ToggleZoom();
void CheckZoomToggle();
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()
{
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()
{
BaseClass::Precache();
}
//-----------------------------------------------------------------------------
// Purpose: The gun is empty, plays a clicking noise with a dryfire anim
//-----------------------------------------------------------------------------
void CWeaponAK47::DryFire()
{
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()
{
// Do we have any bullets left from the current burst cycle?
if ( m_iBurst != 0 )
{
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
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
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()
{
GetStance();
BaseClass::ItemPreFrame();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponAK47::ItemBusyFrame()
{
// Allow zoom toggling even when we're reloading
CheckZoomToggle();
BaseClass::ItemBusyFrame();
}
//-----------------------------------------------------------------------------
// Purpose: Allows firing as fast as the button is pressed
//-----------------------------------------------------------------------------
void CWeaponAK47::ItemPostFrame()
{
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()
{
if ( m_iBurst != 0 )
return ACT_VM_PRIMARYATTACK;
else
return ACT_VM_IDLE;
}
//-----------------------------------------------------------------------------
// Purpose: The gun is being reloaded
//-----------------------------------------------------------------------------
bool CWeaponAK47::Reload()
{
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 view kick
//-----------------------------------------------------------------------------
void CWeaponAK47::AddViewKick()
{
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()
{
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;
}
else
{
if ( pPlayer->SetFOV(this, 45, 0.1f) )
m_bInZoom = true;
}
#endif
}
//-----------------------------------------------------------------------------
// Purpose: Toggle the zoom if the Sec attack button was pressed
//-----------------------------------------------------------------------------
void CWeaponAK47::CheckZoomToggle()
{
CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
if ( pPlayer && (pPlayer->m_afButtonPressed & IN_ATTACK2) )
ToggleZoom();
}
//-----------------------------------------------------------------------------
// Purpose: Get the current stance/status of the player
//-----------------------------------------------------------------------------
void CWeaponAK47::GetStance()
{
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
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", DMG_BULLET, TRACER_LINE_AND_WHIZ, 0, 0, 60, BULLET_IMPULSE(200, 1225), 0 );
around line 927:
def.AddAmmoType("Rifle", DMG_BULLET, TRACER_LINE_AND_WHIZ, 0, 0, 500, BULLET_IMPULSE(200, 1225), 0 );
Change "Rifle"
to the ammo type you have added in your weapon_<yourweaponname>.txt in your mod/script folder, or you could use an existing ammo type like "SMG1"
rather than creating a new one.
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 );
weapon_ak47.txt
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>.txt in this case I called mine weapon_ak47.txt. Here is an example:
// 7.62x39mm Assault Rifle WeaponData { // Weapon data is loaded by both the Game and Client DLLs. "printname" "AK-47" "viewmodel" "models/weapons/v_rif_ak47.mdl" "playermodel" "models/weapons/w_rif_ak47.mdl" "anim_prefix" "ar2" "bucket" "5" "bucket_position" "3" "clip_size" "30" "default_clip" "500" "clip2_size" "-1" "default_clip2" "-1" "primary_ammo" "Rifle" "secondary_ammo" "None" "weight" "6" "item_flags" "0" "damage" "75" "BuiltRightHanded" "1" "AllowFlipping" "1" // 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" "single_shot" "Weapon_AK47.Single" // 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 the 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 impulse 101 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;
}
else
{
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 iBurst = BURST;
if ( m_iBurst != iBurst )
{
for ( int i = m_iBurst; i < iBurst; i++ )
{
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 0.075f // 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' (ModDB)