ReGameDLL_CS/regamedll/dlls/wpn_shared/wpn_deagle.cpp

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#include "precompiled.h"
LINK_ENTITY_TO_CLASS(weapon_deagle, CDEAGLE, CCSDEAGLE)
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void CDEAGLE::Spawn()
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{
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Precache();
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m_iId = WEAPON_DEAGLE;
SET_MODEL(edict(), "models/w_deagle.mdl");
m_iDefaultAmmo = DEAGLE_DEFAULT_GIVE;
m_iWeaponState &= ~WPNSTATE_SHIELD_DRAWN;
m_fMaxSpeed = DEAGLE_MAX_SPEED;
m_flAccuracy = 0.9f;
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FallInit();
CSPlayerItem()->SetItemInfo(&m_ItemInfoArray[m_iId]);
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}
void CDEAGLE::Precache()
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{
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PRECACHE_MODEL("models/v_deagle.mdl");
PRECACHE_MODEL("models/shield/v_shield_deagle.mdl");
PRECACHE_MODEL("models/w_deagle.mdl");
PRECACHE_SOUND("weapons/deagle-1.wav");
PRECACHE_SOUND("weapons/deagle-2.wav");
PRECACHE_SOUND("weapons/de_clipout.wav");
PRECACHE_SOUND("weapons/de_clipin.wav");
PRECACHE_SOUND("weapons/de_deploy.wav");
m_iShell = PRECACHE_MODEL("models/pshell.mdl");
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m_usFireDeagle = PRECACHE_EVENT(1, "events/deagle.sc");
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}
int CDEAGLE::GetItemInfo(ItemInfo *p)
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{
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p->pszName = STRING(pev->classname);
p->pszAmmo1 = "50AE";
p->iMaxAmmo1 = MAX_AMMO_50AE;
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p->pszAmmo2 = nullptr;
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p->iMaxAmmo2 = -1;
p->iMaxClip = DEAGLE_MAX_CLIP;
p->iSlot = 1;
p->iPosition = 1;
p->iId = m_iId = WEAPON_DEAGLE;
p->iFlags = 0;
p->iWeight = DEAGLE_WEIGHT;
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return 1;
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}
BOOL CDEAGLE::Deploy()
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{
m_flAccuracy = 0.9f;
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m_fMaxSpeed = DEAGLE_MAX_SPEED;
m_iWeaponState &= ~WPNSTATE_SHIELD_DRAWN;
m_pPlayer->m_bShieldDrawn = false;
if (m_pPlayer->HasShield())
return DefaultDeploy("models/shield/v_shield_deagle.mdl", "models/shield/p_shield_deagle.mdl", DEAGLE_DRAW, "shieldgun", UseDecrement() != FALSE);
else
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return DefaultDeploy("models/v_deagle.mdl", "models/p_deagle.mdl", DEAGLE_DRAW, "onehanded", UseDecrement() != FALSE);
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}
void CDEAGLE::PrimaryAttack()
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{
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if (!(m_pPlayer->pev->flags & FL_ONGROUND))
{
DEAGLEFire(1.5 * (1 - m_flAccuracy), 0.3, FALSE);
}
else if (m_pPlayer->pev->velocity.Length2D() > 0)
{
DEAGLEFire(0.25 * (1 - m_flAccuracy), 0.3, FALSE);
}
else if (m_pPlayer->pev->flags & FL_DUCKING)
{
DEAGLEFire(0.115 * (1 - m_flAccuracy), 0.3, FALSE);
}
else
{
DEAGLEFire(0.13 * (1 - m_flAccuracy), 0.3, FALSE);
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}
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}
void CDEAGLE::SecondaryAttack()
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{
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ShieldSecondaryFire(SHIELDGUN_UP, SHIELDGUN_DOWN);
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}
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void CDEAGLE::DEAGLEFire(float flSpread, float flCycleTime, BOOL fUseSemi)
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{
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Vector vecAiming, vecSrc, vecDir;
int flag;
flCycleTime -= 0.075f;
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if (++m_iShotsFired > 1)
{
return;
}
if (m_flLastFire != 0.0)
{
m_flAccuracy -= (0.4f - (gpGlobals->time - m_flLastFire)) * 0.35f;
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if (m_flAccuracy > 0.9f)
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{
m_flAccuracy = 0.9f;
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}
else if (m_flAccuracy < 0.55f)
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{
m_flAccuracy = 0.55f;
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}
}
m_flLastFire = gpGlobals->time;
if (m_iClip <= 0)
{
if (m_fFireOnEmpty)
{
PlayEmptySound();
m_flNextPrimaryAttack = GetNextAttackDelay(0.2);
}
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if (TheBots)
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{
TheBots->OnEvent(EVENT_WEAPON_FIRED_ON_EMPTY, m_pPlayer);
}
return;
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}
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m_iClip--;
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m_pPlayer->pev->effects |= EF_MUZZLEFLASH;
SetPlayerShieldAnim();
m_pPlayer->SetAnimation(PLAYER_ATTACK1);
UTIL_MakeVectors(m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle);
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m_pPlayer->m_iWeaponVolume = BIG_EXPLOSION_VOLUME;
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m_pPlayer->m_iWeaponFlash = NORMAL_GUN_FLASH;
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vecSrc = m_pPlayer->GetGunPosition();
vecAiming = gpGlobals->v_forward;
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vecDir = m_pPlayer->FireBullets3(vecSrc, vecAiming, flSpread, 4096, 2, BULLET_PLAYER_50AE, DEAGLE_DAMAGE, DEAGLE_RANGE_MODIFER, m_pPlayer->pev, true, m_pPlayer->random_seed);
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#ifdef CLIENT_WEAPONS
flag = FEV_NOTHOST;
#else
flag = 0;
#endif
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PLAYBACK_EVENT_FULL(flag, m_pPlayer->edict(), m_usFireDeagle, 0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y,
int(m_pPlayer->pev->punchangle.x * 100), int(m_pPlayer->pev->punchangle.y * 100), m_iClip == 0, FALSE);
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m_flNextPrimaryAttack = m_flNextSecondaryAttack = GetNextAttackDelay(flCycleTime);
if (!m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0)
{
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m_pPlayer->SetSuitUpdate("!HEV_AMO0", SUIT_SENTENCE, SUIT_REPEAT_OK);
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}
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.8f;
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m_pPlayer->pev->punchangle.x -= 2;
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ResetPlayerShieldAnim();
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}
void CDEAGLE::Reload()
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{
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if (m_pPlayer->ammo_50ae <= 0)
return;
if (DefaultReload(iMaxClip(), DEAGLE_RELOAD, DEAGLE_RELOAD_TIME))
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{
m_pPlayer->SetAnimation(PLAYER_RELOAD);
m_flAccuracy = 0.9f;
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}
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}
void CDEAGLE::WeaponIdle()
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{
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ResetEmptySound();
m_pPlayer->GetAutoaimVector(AUTOAIM_10DEGREES);
if (m_flTimeWeaponIdle <= UTIL_WeaponTimeBase())
{
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 20.0f;
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if (m_iWeaponState & WPNSTATE_SHIELD_DRAWN)
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{
SendWeaponAnim(SHIELDGUN_DRAWN_IDLE, UseDecrement() != FALSE);
}
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}
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}