Open python.cpp and replace your SecondaryAttack with this:
void CPython::SecondaryAttack( void )
{
if ( m_pPlayer->pev->fov != 0 )
{
SendWeaponAnim( PYTHON_ZOOM_OFF, 0, 0 ); // sight on anim // if u dont have an anim you can delete this line
m_pPlayer->pev->fov = m_pPlayer->m_iFOV = 0; // zoom
m_fInZoom = 0;
PlayEmptySound( ); // sound effect
WeaponIdle(); // just put this here
}
else if ( m_pPlayer->pev->fov != 80 )
{
SendWeaponAnim( PYTHON_ZOOM_ON, 0, 0 ); // sight on anim // if u dont have an anim you can delete this line
m_pPlayer->pev->fov = m_pPlayer->m_iFOV = 80; // zoom
m_fInZoom = 1;
PlayEmptySound( ); // sound effect
WeaponIdle(); // just put this here
}
m_flNextSecondaryAttack = 1.0;
}
Now go to your primary attack and replace it with this:
if(! ( m_pPlayer->m_afButtonPressed & IN_ATTACK ) )
return;
// don't fire underwater
if (m_pPlayer->pev->waterlevel == 3)
{
PlayEmptySound( );
m_flNextPrimaryAttack = 0.15;
return;
}
if (m_iClip <= 0)
{
if (!m_fFireOnEmpty)
Reload( );
else
{
EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/357_cock1.wav", 0.8, ATTN_NORM);
m_flNextPrimaryAttack = 0.15;
}
return;
}
m_pPlayer->m_iWeaponVolume = LOUD_GUN_VOLUME;
m_pPlayer->m_iWeaponFlash = BRIGHT_GUN_FLASH;
m_iClip--;
m_pPlayer->pev->effects = (int)(m_pPlayer->pev->effects) | EF_MUZZLEFLASH;
// player "shoot" animation
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
UTIL_MakeVectors( m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle );
Vector vecSrc = m_pPlayer->GetGunPosition( );
Vector vecAiming = m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES );
Vector vecDir;
if ( m_fInZoom )
{
vecDir = m_pPlayer->FireBulletsPlayer( 1, vecSrc, vecAiming, VECTOR_CONE_1DEGREES, 8192, BULLET_PLAYER_357, 0, 0, m_pPlayer->pev, m_pPlayer->random_seed ); //sight on bullet spread you can change the vector
}
else
{
vecDir = m_pPlayer->FireBulletsPlayer( 1, vecSrc, vecAiming, VECTOR_CONE_4DEGREES, 8192, BULLET_PLAYER_357, 0, 0, m_pPlayer->pev, m_pPlayer->random_seed ); // sight off bullet spread you can change the vector
}
int flags;
#if defined( CLIENT_WEAPONS )
flags = FEV_NOTHOST;
#else
flags = 0;
#endif
if ( m_fInZoom )
{
PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usFirePython2, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, 0, 0, 0, 0 );
}
else
{
PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usFirePython, 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 = 0.75;
m_flTimeWeaponIdle = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
Go to WeaponIdle and replace it with these:
void CPython::WeaponIdle( void )
{
ResetEmptySound( );
m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES );
// ALERT( at_console, "%.2f\n", gpGlobals->time - m_flSoundDelay );
if (m_flSoundDelay != 0 && m_flSoundDelay <= UTIL_WeaponTimeBase() )
{
EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/357_reload1.wav", RANDOM_FLOAT(0.8, 0.9), ATTN_NORM);
m_flSoundDelay = 0;
}
if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase() )
return;
int iAnim;
if ( m_fInZoom )
{
{
iAnim = PYTHON_SIDLE; // sight on idle anim
m_flTimeWeaponIdle = (70.0/30.0);
}
}
else
{
{
iAnim = PYTHON_IDLE1; // sight off idle anim
m_flTimeWeaponIdle = (70.0/30.0);
}
}
SendWeaponAnim( iAnim, 1 );
}
Now go to Precache and replace it with this:
void CPython::Precache( void )
{
PRECACHE_MODEL("models/v_357.mdl");
PRECACHE_MODEL("models/w_357.mdl");
PRECACHE_MODEL("models/p_357.mdl");
PRECACHE_MODEL("models/w_weaponbox.mdl");
PRECACHE_MODEL("models/w_357ammobox.mdl");
PRECACHE_SOUND("items/9mmclip1.wav");
PRECACHE_SOUND ("weapons/357_reload1.wav");
PRECACHE_SOUND ("weapons/357_cock1.wav");
PRECACHE_SOUND ("weapons/357_shot1.wav");
PRECACHE_SOUND ("weapons/357_shot2.wav");
m_usFirePython = PRECACHE_EVENT( 1, "events/python.sc" );
m_usFirePython2 = PRECACHE_EVENT( 1, "events/python2.sc" );
}
Now go to weapons.h. Go to "class CPython : public CBasePlayerWeapon" and replace it with this:
class CPython : public CBasePlayerWeapon
{
public:
void Spawn( void );
void Precache( void );
int iItemSlot( void ) { return 2; }
int GetItemInfo(ItemInfo *p);
int AddToPlayer( CBasePlayer *pPlayer );
void PrimaryAttack( void );
void SecondaryAttack( void );
BOOL Deploy( void );
void Holster( int skiplocal = 0 );
void Reload( void );
void WeaponIdle( void );
float m_flSoundDelay;
BOOL m_fInZoom;// don't save this.
virtual BOOL UseDecrement( void )
{
#if defined( CLIENT_WEAPONS )
return TRUE;
#else
return FALSE;
#endif
}
private:
unsigned short m_usFirePython;
unsigned short m_usFirePython2;
};
Frick almost forgot... go to python.cpp and ev_hldm.h(client side) and replace ur anims with these:
enum python_e {
PYTHON_IDLE1 = 0,
PYTHON_FIDGET,
PYTHON_FIRE1,
PYTHON_RELOAD,
PYTHON_HOLSTER,
PYTHON_DRAW,
PYTHON_SIDLE,
PYTHON_SFIRE1,
PYTHON_ZOOM_ON,
PYTHON_ZOOM_OFF
};
Whew! We are done with server side now you just have to go to my client side tutorial. You can also download my python model(actually a modified brutal half life python model) from here because you will need it.