#include "precompiled.h" LINK_ENTITY_TO_CLASS(weapon_p228, CP228, CCSP228) void CP228::Spawn() { Precache(); 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; #ifdef REGAMEDLL_API CSPlayerWeapon()->m_flBaseDamage = P228_DAMAGE; #endif // Get ready to fall down FallInit(); // extend CBasePlayerWeapon::Spawn(); } void CP228::Precache() { 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"); m_usFireP228 = PRECACHE_EVENT(1, "events/p228.sc"); } int CP228::GetItemInfo(ItemInfo *p) { p->pszName = STRING(pev->classname); p->pszAmmo1 = "357SIG"; p->iMaxAmmo1 = MAX_AMMO_357SIG; p->pszAmmo2 = nullptr; 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; return 1; } BOOL CP228::Deploy() { m_flAccuracy = 0.9f; 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 return DefaultDeploy("models/v_p228.mdl", "models/p_p228.mdl", P228_DRAW, "onehanded", UseDecrement() != FALSE); } void CP228::PrimaryAttack() { 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); } } void CP228::SecondaryAttack() { ShieldSecondaryFire(SHIELDGUN_UP, SHIELDGUN_DOWN); } void CP228::P228Fire(float flSpread, float flCycleTime, BOOL fUseSemi) { Vector vecAiming, vecSrc, vecDir; int flag; flCycleTime -= 0.05f; if (++m_iShotsFired > 1) { return; } if (m_flLastFire != 0.0f) { m_flAccuracy -= (0.325f - (gpGlobals->time - m_flLastFire)) * 0.3f; if (m_flAccuracy > 0.9f) { m_flAccuracy = 0.9f; } else if (m_flAccuracy < 0.6f) { m_flAccuracy = 0.6f; } } m_flLastFire = gpGlobals->time; 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->pev->effects |= EF_MUZZLEFLASH; SetPlayerShieldAnim(); m_pPlayer->SetAnimation(PLAYER_ATTACK1); UTIL_MakeVectors(m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle); m_pPlayer->m_iWeaponVolume = BIG_EXPLOSION_VOLUME; m_pPlayer->m_iWeaponFlash = DIM_GUN_FLASH; vecSrc = m_pPlayer->GetGunPosition(); vecAiming = gpGlobals->v_forward; #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); #ifdef CLIENT_WEAPONS flag = FEV_NOTHOST; #else flag = 0; #endif 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); 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() + 2.0f; m_pPlayer->pev->punchangle.x -= 2; ResetPlayerShieldAnim(); } void CP228::Reload() { if (m_pPlayer->ammo_357sig <= 0) return; if (DefaultReload(iMaxClip(), m_pPlayer->HasShield() ? P228_SHIELD_RELOAD : P228_RELOAD, P228_RELOAD_TIME)) { m_pPlayer->SetAnimation(PLAYER_RELOAD); m_flAccuracy = 0.9f; } } void CP228::WeaponIdle() { ResetEmptySound(); m_pPlayer->GetAutoaimVector(AUTOAIM_10DEGREES); if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase()) { return; } if (m_pPlayer->HasShield()) { m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 20.0f; if (m_iWeaponState & WPNSTATE_SHIELD_DRAWN) { SendWeaponAnim(P228_SHIELD_IDLE_UP, UseDecrement() != FALSE); } } else if (m_iClip) { m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 3.0625f; SendWeaponAnim(P228_IDLE, UseDecrement() != FALSE); } }