#include "precompiled.h" #define USP_MAX_SPEED 250 #define USP_RELOAD_TIME 2.7 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 */ void CUSP::__MAKE_VHOOK(Spawn)(void) { Precache(); m_iId = WEAPON_USP; SET_MODEL(ENT(pev), "models/w_usp.mdl"); m_iWeaponState &= ~WPNSTATE_SHIELD_DRAWN; m_iDefaultAmmo = USP_DEFAULT_GIVE; m_flAccuracy = 0.92f; FallInit(); } void CUSP::__MAKE_VHOOK(Precache)(void) { 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 */ int CUSP::__MAKE_VHOOK(GetItemInfo)(ItemInfo *p) { 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; m_iId = WEAPON_USP; p->iId = WEAPON_USP; p->iWeight = USP_WEIGHT; return 1; } /* <2bad2e> ../cstrike/dlls/wpn_shared/wpn_usp.cpp:124 */ BOOL CUSP::__MAKE_VHOOK(Deploy)(void) { m_iWeaponState &= ~WPNSTATE_SHIELD_DRAWN; m_flAccuracy = 0.92f; m_fMaxSpeed = USP_MAX_SPEED; m_pPlayer->m_bShieldDrawn = false; if (m_pPlayer->HasShield()) { m_iWeaponState &= ~WPNSTATE_USP_SILENCED; return DefaultDeploy("models/shield/v_shield_usp.mdl", "models/shield/p_shield_usp.mdl", USP_SHIELD_DRAW, "shieldgun", UseDecrement()); } else if (m_iWeaponState & WPNSTATE_USP_SILENCED) { 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()); } /* <2bae77> ../cstrike/dlls/wpn_shared/wpn_usp.cpp:147 */ void CUSP::__MAKE_VHOOK(SecondaryAttack)(void) { 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); } /* <2bb000> ../cstrike/dlls/wpn_shared/wpn_usp.cpp:173 */ void CUSP::__MAKE_VHOOK(PrimaryAttack)(void) { 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); } } } /* <2bb10f> ../cstrike/dlls/wpn_shared/wpn_usp.cpp:200 */ void CUSP::USPFire(float flSpread, float flCycleTime, BOOL fUseSemi) { int flag; int iDamage; Vector vecAiming; Vector vecSrc; Vector vecDir; flCycleTime -= 0.075; if (++m_iShotsFired > 1) { return; } if (m_flLastFire != 0.0) { 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; } } 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_flNextSecondaryAttack = GetNextAttackDelay(flCycleTime); m_flNextPrimaryAttack = m_flNextSecondaryAttack; m_iClip--; SetPlayerShieldAnim(); m_pPlayer->SetAnimation(PLAYER_ATTACK1); m_pPlayer->m_iWeaponVolume = 2048; m_pPlayer->m_iWeaponFlash = 128; 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(); 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 ); #ifdef CLIENT_WEAPONS flag = FEV_NOTHOST; #else flag = 0; #endif // CLIENT_WEAPONS 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) ); 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; ResetPlayerShieldAnim(); } /* <2bae19> ../cstrike/dlls/wpn_shared/wpn_usp.cpp:297 */ void CUSP::__MAKE_VHOOK(Reload)(void) { if (m_pPlayer->ammo_45acp <= 0) { return; } int iResult; if (m_pPlayer->HasShield()) { iResult = DefaultReload(USP_MAX_CLIP, USP_SHIELD_RELOAD, USP_RELOAD_TIME); } else if (m_iWeaponState & WPNSTATE_USP_SILENCED) { iResult = DefaultReload(USP_MAX_CLIP, USP_RELOAD, USP_RELOAD_TIME); } else iResult = DefaultReload(USP_MAX_CLIP, USP_UNSIL_RELOAD, USP_RELOAD_TIME); if (iResult) { m_pPlayer->SetAnimation(PLAYER_RELOAD); m_flAccuracy = 0.92f; } } /* <2b9c2a> ../cstrike/dlls/wpn_shared/wpn_usp.cpp:318 */ void CUSP::__MAKE_VHOOK(WeaponIdle)(void) { ResetEmptySound(); m_pPlayer->GetAutoaimVector(AUTOAIM_10DEGREES); if (m_flTimeWeaponIdle > 0) { return; } if (m_pPlayer->HasShield()) { m_flTimeWeaponIdle = WEAPON_TIMEBASED + 20.0; if (m_iWeaponState & WPNSTATE_SHIELD_DRAWN) { SendWeaponAnim(USP_DRAW, UseDecrement()); } } else if (m_iClip) { int iAnim = (~m_iWeaponState & WPNSTATE_USP_SILENCED) ? USP_UNSIL_IDLE: USP_IDLE; m_flTimeWeaponIdle = WEAPON_TIMEBASED + 60.0; SendWeaponAnim(iAnim, UseDecrement()); } } #ifdef HOOK_GAMEDLL void CUSP::Spawn(void) { Spawn_(); } void CUSP::Precache(void) { Precache_(); } int CUSP::GetItemInfo(ItemInfo *p) { return GetItemInfo_(p); } BOOL CUSP::Deploy(void) { return Deploy_(); } void CUSP::SecondaryAttack(void) { SecondaryAttack_(); } void CUSP::PrimaryAttack(void) { PrimaryAttack_(); } void CUSP::Reload(void) { Reload_(); } void CUSP::WeaponIdle(void) { WeaponIdle_(); } #endif // HOOK_GAMEDLL