#include "precompiled.h" LINK_ENTITY_TO_CLASS(weapon_ak47, CAK47, CCSAK47) void CAK47::Spawn() { Precache(); m_iId = WEAPON_AK47; SET_MODEL(edict(), "models/w_ak47.mdl"); m_iDefaultAmmo = AK47_DEFAULT_GIVE; m_flAccuracy = 0.2f; m_iShotsFired = 0; #ifdef REGAMEDLL_API CSPlayerWeapon()->m_flBaseDamage = AK47_DAMAGE; #endif // Get ready to fall down FallInit(); // extend CBasePlayerWeapon::Spawn(); } void CAK47::Precache() { PRECACHE_MODEL("models/v_ak47.mdl"); PRECACHE_MODEL("models/w_ak47.mdl"); PRECACHE_SOUND("weapons/ak47-1.wav"); PRECACHE_SOUND("weapons/ak47-2.wav"); PRECACHE_SOUND("weapons/ak47_clipout.wav"); PRECACHE_SOUND("weapons/ak47_clipin.wav"); PRECACHE_SOUND("weapons/ak47_boltpull.wav"); m_iShell = PRECACHE_MODEL("models/rshell.mdl"); m_usFireAK47 = PRECACHE_EVENT(1, "events/ak47.sc"); } int CAK47::GetItemInfo(ItemInfo *p) { p->pszName = STRING(pev->classname); p->pszAmmo1 = "762Nato"; p->iMaxAmmo1 = MAX_AMMO_762NATO; p->pszAmmo2 = nullptr; p->iMaxAmmo2 = -1; p->iMaxClip = AK47_MAX_CLIP; p->iSlot = 0; p->iPosition = 1; p->iId = m_iId = WEAPON_AK47; p->iFlags = 0; p->iWeight = AK47_WEIGHT; return 1; } BOOL CAK47::Deploy() { m_flAccuracy = 0.2f; m_iShotsFired = 0; iShellOn = 1; return DefaultDeploy("models/v_ak47.mdl", "models/p_ak47.mdl", AK47_DRAW, "ak47", UseDecrement() != FALSE); } void CAK47::SecondaryAttack() { ; } void CAK47::PrimaryAttack() { if (!(m_pPlayer->pev->flags & FL_ONGROUND)) { AK47Fire(0.04 + (0.4 * m_flAccuracy), 0.0955, FALSE); } else if (m_pPlayer->pev->velocity.Length2D() > 140) { AK47Fire(0.04 + (0.07 * m_flAccuracy), 0.0955, FALSE); } else { AK47Fire(0.0275 * m_flAccuracy, 0.0955, FALSE); } } void CAK47::AK47Fire(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) / AK47_ACCURACY_DIVISOR) + 0.35f; if (m_flAccuracy > 1.25f) m_flAccuracy = 1.25f; 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; m_pPlayer->SetAnimation(PLAYER_ATTACK1); UTIL_MakeVectors(m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle); vecSrc = m_pPlayer->GetGunPosition(); vecAiming = gpGlobals->v_forward; #ifdef REGAMEDLL_API float flBaseDamage = CSPlayerWeapon()->m_flBaseDamage; #else float flBaseDamage = AK47_DAMAGE; #endif vecDir = m_pPlayer->FireBullets3(vecSrc, vecAiming, flSpread, 8192, 2, BULLET_PLAYER_762MM, flBaseDamage, AK47_RANGE_MODIFER, m_pPlayer->pev, false, m_pPlayer->random_seed); #ifdef CLIENT_WEAPONS flag = FEV_NOTHOST; #else flag = 0; #endif PLAYBACK_EVENT_FULL(flag, m_pPlayer->edict(), m_usFireAK47, 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), FALSE, FALSE); m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME; m_pPlayer->m_iWeaponFlash = BRIGHT_GUN_FLASH; 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() + 1.9f; if (m_pPlayer->pev->velocity.Length2D() > 0) { KickBack(1.5, 0.45, 0.225, 0.05, 6.5, 2.5, 7); } else if (!(m_pPlayer->pev->flags & FL_ONGROUND)) { KickBack(2.0, 1.0, 0.5, 0.35, 9.0, 6.0, 5); } else if (m_pPlayer->pev->flags & FL_DUCKING) { KickBack(0.9, 0.35, 0.15, 0.025, 5.5, 1.5, 9); } else { KickBack(1.0, 0.375, 0.175, 0.0375, 5.75, 1.75, 8); } } void CAK47::Reload() { #ifdef REGAMEDLL_FIXES // to prevent reload if not enough ammo if (m_pPlayer->ammo_762nato <= 0) return; #endif if (DefaultReload(iMaxClip(), AK47_RELOAD, AK47_RELOAD_TIME)) { m_pPlayer->SetAnimation(PLAYER_RELOAD); m_flAccuracy = 0.2f; m_iShotsFired = 0; m_bDelayFire = false; } } void CAK47::WeaponIdle() { ResetEmptySound(); m_pPlayer->GetAutoaimVector(AUTOAIM_10DEGREES); if (m_flTimeWeaponIdle <= UTIL_WeaponTimeBase()) { m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 20.0f; SendWeaponAnim(AK47_IDLE1, UseDecrement() != FALSE); } }