Accidentaly deleted the previous tutorial. I have reposted it with a few tweaks
FYI: Im the guy who created the iron sight tutorial. Just using a different account
Visual Studio 2006
Alright create a new file called usp.cpp (or whatever you want) and paste this inside:
/***
*
* Copyright (c) 1996-2001, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
// USP Code By BlueNightHawk
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "weapons.h"
#include "nodes.h"
#include "player.h"
enum usp_e {
USP_IDLE1 = 0,
USP_SHOOT1,
USP_SHOOT2,
USP_SHOOT3,
USP_SHOOT_EMPTY,
USP_RELOAD,
USP_DRAW,
USP_ADD_SILENCER,
USP_IDLE1_U,
USP_SHOOT1_U,
USP_SHOOT2_U,
USP_SHOOT3_U,
USP_SHOOT_EMPTY_U,
USP_RELOAD_U,
USP_DRAW_U,
USP_DETACH_SILENCER
};
LINK_ENTITY_TO_CLASS( weapon_usp, CUSP );
void CUSP::Spawn( )
{
pev->classname = MAKE_STRING("weapon_usp"); // hack to allow for old names
Precache( );
m_iId = WEAPON_USP;
SET_MODEL(ENT(pev), "models/w_usp.mdl");
silencer = 1;
m_iDefaultAmmo = 12;
FallInit();// get ready to fall down.
}
void CUSP::Precache( void )
{
PRECACHE_MODEL("models/v_usp.mdl");
PRECACHE_MODEL("models/w_usp.mdl");
PRECACHE_MODEL("models/p_usp.mdl");
m_iShell = PRECACHE_MODEL ("models/shell.mdl");// brass shell
PRECACHE_SOUND("items/9mmclip1.wav");
PRECACHE_SOUND("items/9mmclip2.wav");
PRECACHE_SOUND ("weapons/usp1.wav");//silenced handgun
PRECACHE_SOUND ("weapons/usp2.wav");//silenced handgun
PRECACHE_SOUND ("weapons/usp_unsil-1.wav");//handgun
PRECACHE_SOUND ("weapons/usp_silencer_off.wav");
PRECACHE_SOUND ("weapons/usp_silencer_on.wav");
m_usFireUSP1 = PRECACHE_EVENT( 1, "events/usp1.sc" );
m_usFireUSP2 = PRECACHE_EVENT( 1, "events/usp2.sc" );
}
int CUSP::GetItemInfo(ItemInfo *p)
{
p->pszName = STRING(pev->classname);
p->pszAmmo1 = "9mm";
p->iMaxAmmo1 = 240;
p->pszAmmo2 = NULL;
p->iMaxAmmo2 = -1;
p->iMaxClip = 12;
p->iSlot = 1;
p->iPosition = 2;
p->iFlags = 0;
p->iId = m_iId = WEAPON_USP;
p->iWeight = GLOCK_WEIGHT;
return 1;
}
BOOL CUSP::Deploy( )
{
if ( silencer )
{
return DefaultDeploy( "models/v_usp.mdl", "models/p_usp.mdl", USP_DRAW, "onehanded", /*UseDecrement() ? 1 : 0*/ 0 );
}
else
{
return DefaultDeploy( "models/v_usp.mdl", "models/p_usp.mdl", USP_DRAW_U, "onehanded", /*UseDecrement() ? 1 : 0*/ 0 );
}
}
void CUSP::SecondaryAttack( void )
{
if ( silencer == 1 )
{
SendWeaponAnim( USP_DETACH_SILENCER );
silencer = 0;
bCanHolster = FALSE;
SetThink ( CanHolster );
pev->nextthink = UTIL_WeaponTimeBase() + 3.8;
}
else
{
SendWeaponAnim( USP_ADD_SILENCER );
silencer = 1;
bCanHolster = FALSE;
SetThink ( SetCanHolster );
pev->nextthink = UTIL_WeaponTimeBase() + 3.8;
}
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 3.8;
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 3.8;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 3.8;// idle pretty soon after shooting.
}
BOOL CUSP::CanHolster( void )
{
return bCanHolster;
}
void CUSP::SetCanHolster( void )
{
bCanHolster = TRUE;
}
void CUSP::PrimaryAttack( void )
{
GlockFire( 0.01, 0.5, TRUE );
}
void CUSP::GlockFire( float flSpread , float flCycleTime, BOOL fUseAutoAim )
{
if (m_iClip <= 0)
{
if (m_fFireOnEmpty)
{
PlayEmptySound();
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.2;
}
return;
}
m_iClip--;
m_pPlayer->pev->effects = (int)(m_pPlayer->pev->effects) | EF_MUZZLEFLASH;
int flags;
#if defined( CLIENT_WEAPONS )
flags = FEV_NOTHOST;
#else
flags = 0;
#endif
// player "shoot" animation
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
// silenced
if (silencer == 1)
{
m_pPlayer->m_iWeaponVolume = QUIET_GUN_VOLUME;
m_pPlayer->m_iWeaponFlash = DIM_GUN_FLASH;
}
else
{
// non-silenced
m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME;
m_pPlayer->m_iWeaponFlash = NORMAL_GUN_FLASH;
}
Vector vecSrc = m_pPlayer->GetGunPosition( );
Vector vecAiming;
if ( fUseAutoAim )
{
vecAiming = m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES );
}
else
{
vecAiming = gpGlobals->v_forward;
}
Vector vecDir;
if ( silencer == 1 )
{
vecDir = m_pPlayer->FireBulletsPlayer( 1, vecSrc, vecAiming, VECTOR_CONE_2DEGREES, 8192, BULLET_PLAYER_9MM, 0, 0, m_pPlayer->pev, m_pPlayer->random_seed );
}
else
{
vecDir = m_pPlayer->FireBulletsPlayer( 1, vecSrc, vecAiming, VECTOR_CONE_4DEGREES, 8192, BULLET_PLAYER_9MM, 0, 0, m_pPlayer->pev, m_pPlayer->random_seed );
}
if ( silencer == 1 )
{
PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), fUseAutoAim ? m_usFireUSP1 : m_usFireUSP1, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, 0, 0, ( m_iClip == 0 ) ? 1 : 0, 0 );
}
else
{
PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), fUseAutoAim ? m_usFireUSP2 : m_usFireUSP2, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, 0, 0, ( m_iClip == 0 ) ? 1 : 0, 0 );
}
m_flNextPrimaryAttack = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + flCycleTime;
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_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
}
void CUSP::Reload( void )
{
if ( m_pPlayer->ammo_9mm <= 0 )
return;
if (silencer )
{
DefaultReload( 12, USP_RELOAD, 1.5 );
}
else
{
DefaultReload( 12, USP_RELOAD_U, 1.5 );
}
}
void CUSP::WeaponIdle( void )
{
ResetEmptySound( );
m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES );
if ( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() )
return;
// only idle if the slid isn't back
if (m_iClip != 0)
{
int iAnim;
float flRand = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0.0, 1.0 );
if (silencer)
{
iAnim = USP_IDLE1;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 49.0 / 16;
}
else
{
iAnim = USP_IDLE1_U;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 40.0 / 16.0;
}
SendWeaponAnim( iAnim, 1 );
}
}
BOOL CGlock::CanHolster()
{
class CUSPAmmo : public CBasePlayerAmmo
{
void Spawn( void )
{
Precache( );
SET_MODEL(ENT(pev), "models/w_9mmclip.mdl");
CBasePlayerAmmo::Spawn( );
}
void Precache( void )
{
PRECACHE_MODEL ("models/w_9mmclip.mdl");
PRECACHE_SOUND("items/9mmclip1.wav");
}
BOOL AddAmmo( CBaseEntity *pOther )
{
if (pOther->GiveAmmo( 12, "9mm", 240 ) != -1)
{
EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM);
return TRUE;
}
return FALSE;
}
};
LINK_ENTITY_TO_CLASS( ammo_uspclip, CUSPAmmo );
Note: Im using 9mm instead of 45 so if u want to change it you will have to do it by yourself
Now go to weapons.h and add this:
class CUSP : public CBasePlayerWeapon
{
public:
void Spawn( void );
void Precache( void );
int iItemSlot( void ) { return 2; }
int GetItemInfo(ItemInfo *p);
void PrimaryAttack( void );
void SecondaryAttack( void );
void GlockFire( float flSpread, float flCycleTime, BOOL fUseAutoAim );
BOOL Deploy( void );
void Reload( void );
void WeaponIdle( void );
int silencer;
void SetCanHolster ( void);
BOOL bCanHolster;
BOOL CanHolster( void );
virtual BOOL UseDecrement( void )
{
#if defined( CLIENT_WEAPONS )
return TRUE;
#else
return FALSE;
#endif
}
private:
int m_iShell;
unsigned short m_usFireUSP1;
unsigned short m_usFireUSP2;
};
Now the rest just follow badsniper365 weapon tutorial.
If you have any questions, ask me in the comment section.