ReGameDLL_CS/regamedll/dlls/wpn_shared/wpn_usp.cpp

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#include "precompiled.h"
LINK_ENTITY_TO_CLASS(weapon_usp, CUSP, CCSUSP)
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void CUSP::__MAKE_VHOOK(Spawn)()
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{
Precache();
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m_iId = WEAPON_USP;
SET_MODEL(ENT(pev), "models/w_usp.mdl");
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m_iWeaponState &= ~WPNSTATE_SHIELD_DRAWN;
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m_iDefaultAmmo = USP_DEFAULT_GIVE;
m_flAccuracy = 0.92f;
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FallInit();
}
void CUSP::__MAKE_VHOOK(Precache)()
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{
PRECACHE_MODEL("models/v_usp.mdl");
PRECACHE_MODEL("models/w_usp.mdl");
PRECACHE_MODEL("models/shield/v_shield_usp.mdl");
PRECACHE_SOUND("weapons/usp1.wav");
PRECACHE_SOUND("weapons/usp2.wav");
PRECACHE_SOUND("weapons/usp_unsil-1.wav");
PRECACHE_SOUND("weapons/usp_clipout.wav");
PRECACHE_SOUND("weapons/usp_clipin.wav");
PRECACHE_SOUND("weapons/usp_silencer_on.wav");
PRECACHE_SOUND("weapons/usp_silencer_off.wav");
PRECACHE_SOUND("weapons/usp_sliderelease.wav");
PRECACHE_SOUND("weapons/usp_slideback.wav");
m_iShell = PRECACHE_MODEL("models/pshell.mdl");
m_usFireUSP = PRECACHE_EVENT(1, "events/usp.sc");
}
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int CUSP::__MAKE_VHOOK(GetItemInfo)(ItemInfo *p)
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{
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p->pszName = STRING(pev->classname);
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#ifdef REGAMEDLL_FIXES
p->pszAmmo1 = "45acp";
#else
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p->pszAmmo1 = "45ACP";
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#endif // REGAMEDLL_FIXES
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p->iMaxAmmo1 = MAX_AMMO_45ACP;
p->pszAmmo2 = NULL;
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p->iMaxAmmo2 = -1;
p->iMaxClip = USP_MAX_CLIP;
p->iSlot = 1;
p->iPosition = 4;
p->iFlags = 0;
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p->iId = m_iId = WEAPON_USP;
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p->iWeight = USP_WEIGHT;
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return 1;
}
BOOL CUSP::__MAKE_VHOOK(Deploy)()
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{
m_iWeaponState &= ~WPNSTATE_SHIELD_DRAWN;
m_flAccuracy = 0.92f;
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m_fMaxSpeed = USP_MAX_SPEED;
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m_pPlayer->m_bShieldDrawn = false;
if (m_pPlayer->HasShield())
{
m_iWeaponState &= ~WPNSTATE_USP_SILENCED;
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return DefaultDeploy("models/shield/v_shield_usp.mdl", "models/shield/p_shield_usp.mdl", USP_SHIELD_DRAW, "shieldgun", UseDecrement());
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}
else if (m_iWeaponState & WPNSTATE_USP_SILENCED)
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{
return DefaultDeploy("models/v_usp.mdl", "models/p_usp.mdl", USP_DRAW, "onehanded", UseDecrement());
}
return DefaultDeploy("models/v_usp.mdl", "models/p_usp.mdl", USP_UNSIL_DRAW, "onehanded", UseDecrement());
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}
void CUSP::__MAKE_VHOOK(SecondaryAttack)()
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{
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if (ShieldSecondaryFire(USP_SHIELD_UP, USP_SHIELD_DOWN))
{
return;
}
if (m_iWeaponState & WPNSTATE_USP_SILENCED)
{
m_iWeaponState &= ~WPNSTATE_USP_SILENCED;
SendWeaponAnim(USP_DETACH_SILENCER, UseDecrement() != FALSE);
Q_strcpy(m_pPlayer->m_szAnimExtention, "onehanded");
}
else
{
m_iWeaponState |= WPNSTATE_USP_SILENCED;
SendWeaponAnim(USP_ATTACH_SILENCER, UseDecrement() != FALSE);
Q_strcpy(m_pPlayer->m_szAnimExtention, "onehanded");
}
m_flNextSecondaryAttack = m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 3.0f;
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m_flNextPrimaryAttack = GetNextAttackDelay(3.0);
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}
void CUSP::__MAKE_VHOOK(PrimaryAttack)()
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{
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if (m_iWeaponState & WPNSTATE_USP_SILENCED)
{
if (!(m_pPlayer->pev->flags & FL_ONGROUND))
{
USPFire(1.3 * (1 - m_flAccuracy), 0.225, FALSE);
}
else if (m_pPlayer->pev->velocity.Length2D() > 0)
{
USPFire(0.25 * (1 - m_flAccuracy), 0.225, FALSE);
}
else if (m_pPlayer->pev->flags & FL_DUCKING)
{
USPFire(0.125 * (1 - m_flAccuracy), 0.225, FALSE);
}
else
{
USPFire(0.15 * (1 - m_flAccuracy), 0.225, FALSE);
}
}
else
{
if (!(m_pPlayer->pev->flags & FL_ONGROUND))
{
USPFire(1.2 * (1 - m_flAccuracy), 0.225, FALSE);
}
else if (m_pPlayer->pev->velocity.Length2D() > 0)
{
USPFire(0.225 * (1 - m_flAccuracy), 0.225, FALSE);
}
else if (m_pPlayer->pev->flags & FL_DUCKING)
{
USPFire(0.08 * (1 - m_flAccuracy), 0.225, FALSE);
}
else
{
USPFire(0.1 * (1 - m_flAccuracy), 0.225, FALSE);
}
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}
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}
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void CUSP::USPFire(float flSpread, float flCycleTime, BOOL fUseSemi)
{
int flag;
int iDamage;
Vector vecAiming, vecSrc, vecDir;
flCycleTime -= 0.075f;
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if (++m_iShotsFired > 1)
{
return;
}
if (m_flLastFire != 0.0f)
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{
m_flAccuracy -= (0.3f - (gpGlobals->time - m_flLastFire)) * 0.275f;
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if (m_flAccuracy > 0.92f)
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{
m_flAccuracy = 0.92f;
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}
else if (m_flAccuracy < 0.6f)
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{
m_flAccuracy = 0.6f;
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}
}
m_flLastFire = gpGlobals->time;
if (m_iClip <= 0)
{
if (m_fFireOnEmpty)
{
PlayEmptySound();
m_flNextPrimaryAttack = GetNextAttackDelay(0.2);
}
if (TheBots != NULL)
{
TheBots->OnEvent(EVENT_WEAPON_FIRED_ON_EMPTY, m_pPlayer);
}
return;
}
m_flNextPrimaryAttack = m_flNextSecondaryAttack = GetNextAttackDelay(flCycleTime);
--m_iClip;
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SetPlayerShieldAnim();
m_pPlayer->SetAnimation(PLAYER_ATTACK1);
m_pPlayer->m_iWeaponVolume = BIG_EXPLOSION_VOLUME;
m_pPlayer->m_iWeaponFlash = DIM_GUN_FLASH;
UTIL_MakeVectors(m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle);
if (!(m_iWeaponState & WPNSTATE_USP_SILENCED))
{
m_pPlayer->pev->effects |= EF_MUZZLEFLASH;
}
vecSrc = m_pPlayer->GetGunPosition();
vecAiming = gpGlobals->v_forward;
iDamage = (m_iWeaponState & WPNSTATE_USP_SILENCED) ? USP_DAMAGE_SIL : USP_DAMAGE;
vecDir = m_pPlayer->FireBullets3(vecSrc, vecAiming, flSpread, 4096, 1, BULLET_PLAYER_45ACP, iDamage, USP_RANGE_MODIFER, m_pPlayer->pev, true, m_pPlayer->random_seed);
#ifdef CLIENT_WEAPONS
flag = FEV_NOTHOST;
#else
flag = 0;
#endif // CLIENT_WEAPONS
PLAYBACK_EVENT_FULL(flag, m_pPlayer->edict(), m_usFireUSP, 0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y,
(int)(m_pPlayer->pev->punchangle.x * 100), 0, m_iClip == 0, (m_iWeaponState & WPNSTATE_USP_SILENCED));
if (!m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0)
{
m_pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, FALSE);
}
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.0f;
m_pPlayer->pev->punchangle.x -= 2.0f;
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ResetPlayerShieldAnim();
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}
void CUSP::__MAKE_VHOOK(Reload)()
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{
if (m_pPlayer->ammo_45acp <= 0)
return;
int iAnim;
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if (m_pPlayer->HasShield())
iAnim = USP_SHIELD_RELOAD;
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else if (m_iWeaponState & WPNSTATE_USP_SILENCED)
iAnim = USP_RELOAD;
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else
iAnim = USP_UNSIL_RELOAD;
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if (DefaultReload(iMaxClip(), iAnim, USP_RELOAD_TIME))
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{
m_pPlayer->SetAnimation(PLAYER_RELOAD);
m_flAccuracy = 0.92f;
}
}
void CUSP::__MAKE_VHOOK(WeaponIdle)()
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{
ResetEmptySound();
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m_pPlayer->GetAutoaimVector(AUTOAIM_10DEGREES);
if (m_flTimeWeaponIdle > 0)
{
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return;
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}
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if (m_pPlayer->HasShield())
{
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 20.0f;
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if (m_iWeaponState & WPNSTATE_SHIELD_DRAWN)
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{
SendWeaponAnim(USP_DRAW, UseDecrement());
}
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}
else if (m_iClip)
{
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int iAnim = (~m_iWeaponState & WPNSTATE_USP_SILENCED) ? USP_UNSIL_IDLE: USP_IDLE;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 60.0f;
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SendWeaponAnim(iAnim, UseDecrement());
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}
}