ReGameDLL_CS/regamedll/dlls/wpn_shared/wpn_p228.cpp

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#include "precompiled.h"
LINK_ENTITY_TO_CLASS(weapon_p228, CP228, CCSP228)
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void CP228::Spawn()
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{
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Precache();
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m_iId = WEAPON_P228;
SET_MODEL(ENT(pev), "models/w_p228.mdl");
m_iWeaponState &= ~WPNSTATE_SHIELD_DRAWN;
m_iDefaultAmmo = P228_DEFAULT_GIVE;
m_flAccuracy = 0.9f;
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#ifdef REGAMEDLL_API
CSPlayerWeapon()->m_flBaseDamage = P228_DAMAGE;
#endif
// Get ready to fall down
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FallInit();
// extend
CBasePlayerWeapon::Spawn();
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}
void CP228::Precache()
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{
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PRECACHE_MODEL("models/v_p228.mdl");
PRECACHE_MODEL("models/w_p228.mdl");
PRECACHE_MODEL("models/shield/v_shield_p228.mdl");
PRECACHE_SOUND("weapons/p228-1.wav");
PRECACHE_SOUND("weapons/p228_clipout.wav");
PRECACHE_SOUND("weapons/p228_clipin.wav");
PRECACHE_SOUND("weapons/p228_sliderelease.wav");
PRECACHE_SOUND("weapons/p228_slidepull.wav");
m_iShell = PRECACHE_MODEL("models/pshell.mdl");
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m_usFireP228 = PRECACHE_EVENT(1, "events/p228.sc");
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}
int CP228::GetItemInfo(ItemInfo *p)
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{
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p->pszName = STRING(pev->classname);
p->pszAmmo1 = "357SIG";
p->iMaxAmmo1 = MAX_AMMO_357SIG;
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p->pszAmmo2 = nullptr;
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p->iMaxAmmo2 = -1;
p->iMaxClip = P228_MAX_CLIP;
p->iSlot = 1;
p->iPosition = 3;
p->iId = m_iId = WEAPON_P228;
p->iFlags = 0;
p->iWeight = P228_WEIGHT;
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return 1;
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}
BOOL CP228::Deploy()
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{
m_flAccuracy = 0.9f;
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m_fMaxSpeed = P228_MAX_SPEED;
m_iWeaponState &= ~WPNSTATE_SHIELD_DRAWN;
m_pPlayer->m_bShieldDrawn = false;
if (m_pPlayer->HasShield())
return DefaultDeploy("models/shield/v_shield_p228.mdl", "models/shield/p_shield_p228.mdl", P228_SHIELD_DRAW, "shieldgun", UseDecrement() != FALSE);
else
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return DefaultDeploy("models/v_p228.mdl", "models/p_p228.mdl", P228_DRAW, "onehanded", UseDecrement() != FALSE);
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}
void CP228::PrimaryAttack()
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{
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if (!(m_pPlayer->pev->flags & FL_ONGROUND))
{
P228Fire(1.5 * (1 - m_flAccuracy), 0.2, FALSE);
}
else if (m_pPlayer->pev->velocity.Length2D() > 0)
{
P228Fire(0.255 * (1 - m_flAccuracy), 0.2, FALSE);
}
else if (m_pPlayer->pev->flags & FL_DUCKING)
{
P228Fire(0.075 * (1 - m_flAccuracy), 0.2, FALSE);
}
else
{
P228Fire(0.15 * (1 - m_flAccuracy), 0.2, FALSE);
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}
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}
void CP228::SecondaryAttack()
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{
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ShieldSecondaryFire(SHIELDGUN_UP, SHIELDGUN_DOWN);
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}
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void CP228::P228Fire(float flSpread, float flCycleTime, BOOL fUseSemi)
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{
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Vector vecAiming, vecSrc, vecDir;
int flag;
flCycleTime -= 0.05f;
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if (++m_iShotsFired > 1)
{
return;
}
if (m_flLastFire != 0.0f)
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{
m_flAccuracy -= (0.325f - (gpGlobals->time - m_flLastFire)) * 0.3f;
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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 < 0.6f)
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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);
}
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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 = DIM_GUN_FLASH;
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vecSrc = m_pPlayer->GetGunPosition();
vecAiming = gpGlobals->v_forward;
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#ifdef REGAMEDLL_API
float flBaseDamage = CSPlayerWeapon()->m_flBaseDamage;
#else
float flBaseDamage = P228_DAMAGE;
#endif
vecDir = m_pPlayer->FireBullets3(vecSrc, vecAiming, flSpread, 4096, 1, BULLET_PLAYER_357SIG, flBaseDamage, P228_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_usFireP228, 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() + 2.0f;
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m_pPlayer->pev->punchangle.x -= 2;
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ResetPlayerShieldAnim();
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}
void CP228::Reload()
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{
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if (m_pPlayer->ammo_357sig <= 0)
return;
if (DefaultReload(iMaxClip(), m_pPlayer->HasShield() ? P228_SHIELD_RELOAD : P228_RELOAD, P228_RELOAD_TIME))
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{
m_pPlayer->SetAnimation(PLAYER_RELOAD);
m_flAccuracy = 0.9f;
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}
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}
void CP228::WeaponIdle()
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{
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ResetEmptySound();
m_pPlayer->GetAutoaimVector(AUTOAIM_10DEGREES);
if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase())
{
return;
}
if (m_pPlayer->HasShield())
{
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 20.0f;
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if (m_iWeaponState & WPNSTATE_SHIELD_DRAWN)
{
SendWeaponAnim(P228_SHIELD_IDLE_UP, UseDecrement() != FALSE);
}
}
else if (m_iClip)
{
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 3.0625f;
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SendWeaponAnim(P228_IDLE, UseDecrement() != FALSE);
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}
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}