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Post tutorial Report RSS IRON SIGHT PART 1: SERVER SIDE

I was about to publish this article before but my FUCKING BROWSER JUST FUCKING CLOSED... so i will do this all over again. Iron sight for Python.

Posted by on - Intermediate Server Side Coding

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.

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