#include "precompiled.h" LINK_ENTITY_TO_CLASS(weapon_m4a1, CM4A1, CCSM4A1) void CM4A1::Spawn() { Precache(); m_iId = WEAPON_M4A1; SET_MODEL(edict(), "models/w_m4a1.mdl"); m_iDefaultAmmo = M4A1_DEFAULT_GIVE; m_flAccuracy = 0.2f; m_iShotsFired = 0; m_bDelayFire = true; #ifdef REGAMEDLL_API CSPlayerWeapon()->m_flBaseDamage = M4A1_DAMAGE; m_flBaseDamageSil = M4A1_DAMAGE_SIL; #endif // Get ready to fall down FallInit(); // extend CBasePlayerWeapon::Spawn(); } void CM4A1::Precache() { PRECACHE_MODEL("models/v_m4a1.mdl"); PRECACHE_MODEL("models/w_m4a1.mdl"); PRECACHE_SOUND("weapons/m4a1-1.wav"); PRECACHE_SOUND("weapons/m4a1_unsil-1.wav"); PRECACHE_SOUND("weapons/m4a1_unsil-2.wav"); PRECACHE_SOUND("weapons/m4a1_clipin.wav"); PRECACHE_SOUND("weapons/m4a1_clipout.wav"); PRECACHE_SOUND("weapons/m4a1_boltpull.wav"); PRECACHE_SOUND("weapons/m4a1_deploy.wav"); PRECACHE_SOUND("weapons/m4a1_silencer_on.wav"); PRECACHE_SOUND("weapons/m4a1_silencer_off.wav"); m_iShell = PRECACHE_MODEL("models/rshell.mdl"); m_usFireM4A1 = PRECACHE_EVENT(1, "events/m4a1.sc"); } int CM4A1::GetItemInfo(ItemInfo *p) { p->pszName = STRING(pev->classname); p->pszAmmo1 = "556Nato"; p->iMaxAmmo1 = MAX_AMMO_556NATO; p->pszAmmo2 = nullptr; p->iMaxAmmo2 = -1; p->iMaxClip = M4A1_MAX_CLIP; p->iSlot = 0; p->iPosition = 6; p->iId = m_iId = WEAPON_M4A1; p->iFlags = 0; p->iWeight = M4A1_WEIGHT; return 1; } BOOL CM4A1::Deploy() { m_bDelayFire = true; m_flAccuracy = 0.2f; m_iShotsFired = 0; iShellOn = 1; if (m_iWeaponState & WPNSTATE_M4A1_SILENCED) return DefaultDeploy("models/v_m4a1.mdl", "models/p_m4a1.mdl", M4A1_DRAW, "rifle", UseDecrement() != FALSE); else return DefaultDeploy("models/v_m4a1.mdl", "models/p_m4a1.mdl", M4A1_UNSIL_DRAW, "rifle", UseDecrement() != FALSE); } void CM4A1::SecondaryAttack() { if (m_iWeaponState & WPNSTATE_M4A1_SILENCED) { m_iWeaponState &= ~WPNSTATE_M4A1_SILENCED; SendWeaponAnim(M4A1_DETACH_SILENCER, UseDecrement() != FALSE); Q_strcpy(m_pPlayer->m_szAnimExtention, "rifle"); } else { m_iWeaponState |= WPNSTATE_M4A1_SILENCED; SendWeaponAnim(M4A1_ATTACH_SILENCER, UseDecrement() != FALSE); Q_strcpy(m_pPlayer->m_szAnimExtention, "rifle"); } m_flTimeWeaponIdle = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 2.0f; m_flNextPrimaryAttack = GetNextAttackDelay(2.0); } void CM4A1::PrimaryAttack() { if (m_iWeaponState & WPNSTATE_M4A1_SILENCED) { if (!(m_pPlayer->pev->flags & FL_ONGROUND)) { M4A1Fire(0.035 + (0.4 * m_flAccuracy), 0.0875, FALSE); } else if (m_pPlayer->pev->velocity.Length2D() > 140) { M4A1Fire(0.035 + (0.07 * m_flAccuracy), 0.0875, FALSE); } else { M4A1Fire(0.025 * m_flAccuracy, 0.0875, FALSE); } } else { if (!(m_pPlayer->pev->flags & FL_ONGROUND)) { M4A1Fire(0.035 + (0.4 * m_flAccuracy), 0.0875, FALSE); } else if (m_pPlayer->pev->velocity.Length2D() > 140) { M4A1Fire(0.035 + (0.07 * m_flAccuracy), 0.0875, FALSE); } else { M4A1Fire(0.02 * m_flAccuracy, 0.0875, FALSE); } } } void CM4A1::M4A1Fire(float flSpread, float flCycleTime, BOOL fUseAutoAim) { Vector vecAiming, vecSrc, vecDir; int flag; m_bDelayFire = true; m_iShotsFired++; m_flAccuracy = ((m_iShotsFired * m_iShotsFired * m_iShotsFired) / 220) + 0.3f; if (m_flAccuracy > 1) m_flAccuracy = 1; if (m_iClip <= 0) { if (m_fFireOnEmpty) { PlayEmptySound(); m_flNextPrimaryAttack = GetNextAttackDelay(0.2); } if (TheBots) { TheBots->OnEvent(EVENT_WEAPON_FIRED_ON_EMPTY, m_pPlayer); } return; } m_iClip--; m_pPlayer->SetAnimation(PLAYER_ATTACK1); UTIL_MakeVectors(m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle); m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME; m_pPlayer->m_iWeaponFlash = BRIGHT_GUN_FLASH; vecSrc = m_pPlayer->GetGunPosition(); vecAiming = gpGlobals->v_forward; #ifdef REGAMEDLL_API float flBaseDamage = (m_iWeaponState & WPNSTATE_M4A1_SILENCED) ? m_flBaseDamageSil : CSPlayerWeapon()->m_flBaseDamage; #else float flBaseDamage = (m_iWeaponState & WPNSTATE_M4A1_SILENCED) ? M4A1_DAMAGE_SIL : M4A1_DAMAGE; #endif if (m_iWeaponState & WPNSTATE_M4A1_SILENCED) { vecDir = m_pPlayer->FireBullets3(vecSrc, vecAiming, flSpread, 8192, 2, BULLET_PLAYER_556MM, flBaseDamage, M4A1_RANGE_MODIFER_SIL, m_pPlayer->pev, false, m_pPlayer->random_seed); } else { vecDir = m_pPlayer->FireBullets3(vecSrc, vecAiming, flSpread, 8192, 2, BULLET_PLAYER_556MM, flBaseDamage, M4A1_RANGE_MODIFER, m_pPlayer->pev, false, m_pPlayer->random_seed); m_pPlayer->pev->effects |= EF_MUZZLEFLASH; } #ifdef CLIENT_WEAPONS flag = FEV_NOTHOST; #else flag = 0; #endif #ifndef REGAMEDLL_FIXES m_pPlayer->ammo_556nato--; #endif PLAYBACK_EVENT_FULL(flag, m_pPlayer->edict(), m_usFireM4A1, 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_iWeaponState & WPNSTATE_M4A1_SILENCED) == WPNSTATE_M4A1_SILENCED, FALSE); m_flNextPrimaryAttack = m_flNextSecondaryAttack = GetNextAttackDelay(flCycleTime); if (!m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0) { m_pPlayer->SetSuitUpdate("!HEV_AMO0", SUIT_SENTENCE, SUIT_REPEAT_OK); } m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.5f; if (m_pPlayer->pev->velocity.Length2D() > 0) { KickBack(1.0, 0.45, 0.28, 0.045, 3.75, 3.0, 7); } else if (!(m_pPlayer->pev->flags & FL_ONGROUND)) { KickBack(1.2, 0.5, 0.23, 0.15, 5.5, 3.5, 6); } else if (m_pPlayer->pev->flags & FL_DUCKING) { KickBack(0.6, 0.3, 0.2, 0.0125, 3.25, 2.0, 7); } else { KickBack(0.65, 0.35, 0.25, 0.015, 3.5, 2.25, 7); } } void CM4A1::Reload() { if (m_pPlayer->ammo_556nato <= 0) return; if (DefaultReload(iMaxClip(), ((m_iWeaponState & WPNSTATE_M4A1_SILENCED) == WPNSTATE_M4A1_SILENCED) ? M4A1_RELOAD : M4A1_UNSIL_RELOAD, M4A1_RELOAD_TIME)) { m_pPlayer->SetAnimation(PLAYER_RELOAD); m_flAccuracy = 0.2f; m_iShotsFired = 0; m_bDelayFire = false; } } void CM4A1::WeaponIdle() { ResetEmptySound(); m_pPlayer->GetAutoaimVector(AUTOAIM_10DEGREES); if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase()) { return; } m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 20.0f; SendWeaponAnim((m_iWeaponState & WPNSTATE_M4A1_SILENCED) == WPNSTATE_M4A1_SILENCED ? M4A1_IDLE : M4A1_UNSIL_IDLE, UseDecrement() != FALSE); } float CM4A1::GetMaxSpeed() { return M4A1_MAX_SPEED; }