ReGameDLL_CS/regamedll/dlls/wpn_shared/wpn_usp.cpp

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#include "precompiled.h"
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#define USP_MAX_SPEED 250
#define USP_RELOAD_TIME 2.7
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enum usp_e
{
USP_IDLE,
USP_SHOOT1,
USP_SHOOT2,
USP_SHOOT3,
USP_SHOOT_EMPTY,
USP_RELOAD,
USP_DRAW,
USP_ATTACH_SILENCER,
USP_UNSIL_IDLE,
USP_UNSIL_SHOOT1,
USP_UNSIL_SHOOT2,
USP_UNSIL_SHOOT3,
USP_UNSIL_SHOOT_EMPTY,
USP_UNSIL_RELOAD,
USP_UNSIL_DRAW,
USP_DETACH_SILENCER
};
enum usp_shield_e
{
USP_SHIELD_IDLE,
USP_SHIELD_SHOOT1,
USP_SHIELD_SHOOT2,
USP_SHIELD_SHOOT_EMPTY,
USP_SHIELD_RELOAD,
USP_SHIELD_DRAW,
USP_SHIELD_UP_IDLE,
USP_SHIELD_UP,
USP_SHIELD_DOWN
};
/* <2bb045> ../cstrike/dlls/wpn_shared/wpn_usp.cpp:68 */
LINK_ENTITY_TO_CLASS(weapon_usp, CUSP);
/* <2bad55> ../cstrike/dlls/wpn_shared/wpn_usp.cpp:70 */
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void CUSP::__MAKE_VHOOK(Spawn)(void)
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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;
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m_flAccuracy = 0.92f;
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FallInit();
}
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void CUSP::__MAKE_VHOOK(Precache)(void)
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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");
}
/* <2bacfb> ../cstrike/dlls/wpn_shared/wpn_usp.cpp:107 */
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int CUSP::__MAKE_VHOOK(GetItemInfo)(ItemInfo *p)
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{
p->pszAmmo1 = "45ACP";
p->iMaxAmmo1 = MAX_AMMO_45ACP;
p->pszName = STRING(pev->classname);
p->pszAmmo2 = 0;
p->iMaxAmmo2 = -1;
p->iMaxClip = USP_MAX_CLIP;
p->iSlot = 1;
p->iPosition = 4;
p->iFlags = 0;
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m_iId = WEAPON_USP;
p->iId = WEAPON_USP;
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p->iWeight = USP_WEIGHT;
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return 1;
}
/* <2bad2e> ../cstrike/dlls/wpn_shared/wpn_usp.cpp:124 */
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BOOL CUSP::__MAKE_VHOOK(Deploy)(void)
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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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}
/* <2bae77> ../cstrike/dlls/wpn_shared/wpn_usp.cpp:147 */
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void CUSP::__MAKE_VHOOK(SecondaryAttack)(void)
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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 = WEAPON_TIMEBASED + 3.0;
m_flTimeWeaponIdle = WEAPON_TIMEBASED + 3.0;
m_flNextPrimaryAttack = GetNextAttackDelay(3.0);
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}
/* <2bb000> ../cstrike/dlls/wpn_shared/wpn_usp.cpp:173 */
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void CUSP::__MAKE_VHOOK(PrimaryAttack)(void)
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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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}
/* <2bb10f> ../cstrike/dlls/wpn_shared/wpn_usp.cpp:200 */
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void CUSP::USPFire(float flSpread, float flCycleTime, BOOL fUseSemi)
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{
int flag;
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int iDamage;
Vector vecAiming;
Vector vecSrc;
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Vector vecDir;
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flCycleTime -= 0.075;
if (++m_iShotsFired > 1)
{
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return;
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}
if (m_flLastFire != 0.0)
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{
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m_flAccuracy -= (0.3 - (gpGlobals->time - m_flLastFire)) * 0.275;
if (m_flAccuracy > 0.92)
{
m_flAccuracy = 0.92;
}
else if (m_flAccuracy < 0.6)
{
m_flAccuracy = 0.6;
}
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}
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m_flLastFire = gpGlobals->time;
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if (m_iClip <= 0)
{
if (m_fFireOnEmpty)
{
PlayEmptySound();
m_flNextPrimaryAttack = GetNextAttackDelay(0.2);
}
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if (TheBots != NULL)
{
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TheBots->OnEvent(EVENT_WEAPON_FIRED_ON_EMPTY, m_pPlayer);
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}
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return;
}
m_flNextSecondaryAttack = GetNextAttackDelay(flCycleTime);
m_flNextPrimaryAttack = m_flNextSecondaryAttack;
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m_iClip--;
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SetPlayerShieldAnim();
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m_pPlayer->SetAnimation(PLAYER_ATTACK1);
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m_pPlayer->m_iWeaponVolume = 2048;
m_pPlayer->m_iWeaponFlash = 128;
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UTIL_MakeVectors(m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle);
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if (!(m_iWeaponState & WPNSTATE_USP_SILENCED))
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{
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m_pPlayer->pev->effects |= EF_MUZZLEFLASH;
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}
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vecSrc = m_pPlayer->GetGunPosition();
vecDir = gpGlobals->v_forward;
iDamage = (m_iWeaponState & WPNSTATE_USP_SILENCED) ? 30 : 34;
vecAiming = m_pPlayer->FireBullets3
(
vecSrc,
vecDir,
flSpread,
4096.0,
1,
BULLET_PLAYER_45ACP,
iDamage,
0.79,
m_pPlayer->pev,
true,
m_pPlayer->random_seed
);
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#ifdef CLIENT_WEAPONS
flag = FEV_NOTHOST;
#else
flag = 0;
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#endif // CLIENT_WEAPONS
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PLAYBACK_EVENT_FULL
(
flag,
ENT(m_pPlayer->pev),
m_usFireUSP,
0,
(float *)&g_vecZero,
(float *)&g_vecZero,
vecAiming.x,
vecAiming.y,
(int)(m_pPlayer->pev->punchangle.x * 100),
0,
m_iClip == 0,
(m_iWeaponState & WPNSTATE_USP_SILENCED)
);
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if (!m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0)
{
m_pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, FALSE);
}
m_flTimeWeaponIdle = WEAPON_TIMEBASED + 2;
m_pPlayer->pev->punchangle.x -= 2;
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ResetPlayerShieldAnim();
}
/* <2bae19> ../cstrike/dlls/wpn_shared/wpn_usp.cpp:297 */
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void CUSP::__MAKE_VHOOK(Reload)(void)
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{
if (m_pPlayer->ammo_45acp <= 0)
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{
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return;
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}
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int iResult;
if (m_pPlayer->HasShield())
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{
iResult = DefaultReload(USP_MAX_CLIP, USP_SHIELD_RELOAD, USP_RELOAD_TIME);
}
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else if (m_iWeaponState & WPNSTATE_USP_SILENCED)
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{
iResult = DefaultReload(USP_MAX_CLIP, USP_RELOAD, USP_RELOAD_TIME);
}
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else
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iResult = DefaultReload(USP_MAX_CLIP, USP_UNSIL_RELOAD, USP_RELOAD_TIME);
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if (iResult)
{
m_pPlayer->SetAnimation(PLAYER_RELOAD);
m_flAccuracy = 0.92f;
}
}
/* <2b9c2a> ../cstrike/dlls/wpn_shared/wpn_usp.cpp:318 */
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void CUSP::__MAKE_VHOOK(WeaponIdle)(void)
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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())
{
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m_flTimeWeaponIdle = WEAPON_TIMEBASED + 20.0;
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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 = WEAPON_TIMEBASED + 60.0;
SendWeaponAnim(iAnim, UseDecrement());
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}
}
#ifdef HOOK_GAMEDLL
void CUSP::Spawn(void)
{
Spawn_();
}
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void CUSP::Precache(void)
{
Precache_();
}
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int CUSP::GetItemInfo(ItemInfo *p)
{
return GetItemInfo_(p);
}
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BOOL CUSP::Deploy(void)
{
return Deploy_();
}
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void CUSP::SecondaryAttack(void)
{
SecondaryAttack_();
}
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void CUSP::PrimaryAttack(void)
{
PrimaryAttack_();
}
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void CUSP::Reload(void)
{
Reload_();
}
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void CUSP::WeaponIdle(void)
{
WeaponIdle_();
}
#endif // HOOK_GAMEDLL