ReGameDLL_CS/regamedll/dlls/weapons.cpp

2402 lines
60 KiB
C++

#include "precompiled.h"
short g_sModelIndexLaser; // holds the index for the laser beam
short g_sModelIndexLaserDot; // holds the index for the laser beam dot
short g_sModelIndexFireball; // holds the index for the fireball
short g_sModelIndexSmoke; // holds the index for the smoke cloud
short g_sModelIndexWExplosion; // holds the index for the underwater explosion
short g_sModelIndexBubbles; // holds the index for the bubbles model
short g_sModelIndexBloodDrop; // holds the sprite index for the initial blood
short g_sModelIndexBloodSpray; // holds the sprite index for splattered blood
short g_sModelIndexSmokePuff;
short g_sModelIndexFireball2;
short g_sModelIndexFireball3;
short g_sModelIndexFireball4;
short g_sModelIndexRadio;
short int g_sModelIndexCTGhost;
short int g_sModelIndexTGhost;
short int g_sModelIndexC4Glow;
int giAmmoIndex;
MULTIDAMAGE gMultiDamage;
// Pass in a name and this function will tell
// you the maximum amount of that type of ammunition that a player can carry.
int MaxAmmoCarry(const char *szName)
{
for (int i = 0; i < MAX_WEAPONS; i++)
{
ItemInfo *info = &CBasePlayerItem::m_ItemInfoArray[i];
if (info->pszAmmo1 && !Q_stricmp(szName, info->pszAmmo1))
{
return info->iMaxAmmo1;
}
if (info->pszAmmo2 && !Q_stricmp(szName, info->pszAmmo2))
{
return info->iMaxAmmo2;
}
}
ALERT(at_console, "MaxAmmoCarry() doesn't recognize '%s'!\n", szName);
return -1;
}
int MaxAmmoCarry(WeaponIdType weaponId)
{
return CBasePlayerItem::m_ItemInfoArray[weaponId].iMaxAmmo1;
}
// Resets the global multi damage accumulator
void ClearMultiDamage()
{
gMultiDamage.pEntity = nullptr;
gMultiDamage.amount = 0;
gMultiDamage.type = 0;
}
// Inflicts contents of global multi damage register on gMultiDamage.pEntity
void ApplyMultiDamage(entvars_t *pevInflictor, entvars_t *pevAttacker)
{
if (!gMultiDamage.pEntity)
return;
gMultiDamage.pEntity->TakeDamage(pevInflictor, pevAttacker, gMultiDamage.amount, gMultiDamage.type);
}
void AddMultiDamage(entvars_t *pevInflictor, CBaseEntity *pEntity, float flDamage, int bitsDamageType)
{
if (!pEntity)
return;
gMultiDamage.type |= bitsDamageType;
if (pEntity != gMultiDamage.pEntity)
{
// UNDONE: wrong attacker!
ApplyMultiDamage(pevInflictor, pevInflictor);
gMultiDamage.pEntity = pEntity;
gMultiDamage.amount = 0;
}
gMultiDamage.amount += flDamage;
}
void SpawnBlood(Vector vecSpot, int bloodColor, float flDamage)
{
UTIL_BloodDrips(vecSpot, g_vecAttackDir, bloodColor, int(flDamage));
}
NOXREF int DamageDecal(CBaseEntity *pEntity, int bitsDamageType)
{
if (pEntity)
{
return pEntity->DamageDecal(bitsDamageType);
}
return RANDOM_LONG(DECAL_GUNSHOT4, DECAL_GUNSHOT5);
}
void DecalGunshot(TraceResult *pTrace, int iBulletType, bool ClientOnly, entvars_t *pShooter, bool bHitMetal)
{
;
}
// EjectBrass - tosses a brass shell from passed origin at passed velocity
void EjectBrass(const Vector &vecOrigin, const Vector &vecLeft, const Vector &vecVelocity, float rotation, int model, int soundtype, int entityIndex)
{
bool useNewBehavior = AreRunningCZero();
MESSAGE_BEGIN(MSG_PVS, gmsgBrass, vecOrigin);
if (!useNewBehavior)
{
// noxref
WRITE_BYTE(TE_MODEL);
}
WRITE_COORD(vecOrigin.x); // origin
WRITE_COORD(vecOrigin.y);
WRITE_COORD(vecOrigin.z);
if (!useNewBehavior)
{
// noxref
// it parses the client side, but does not use it
WRITE_COORD(vecLeft.x);
WRITE_COORD(vecLeft.y);
WRITE_COORD(vecLeft.z);
}
WRITE_COORD(vecVelocity.x); // velocity
WRITE_COORD(vecVelocity.y);
WRITE_COORD(vecVelocity.z);
WRITE_ANGLE(rotation);
WRITE_SHORT(model);
WRITE_BYTE(soundtype);
if (!useNewBehavior)
{
// noxref
WRITE_BYTE(25);// 2.5 seconds
}
WRITE_BYTE(entityIndex);
MESSAGE_END();
}
NOXREF void EjectBrass2(const Vector &vecOrigin, const Vector &vecVelocity, float rotation, int model, int soundtype, entvars_t *pev)
{
MESSAGE_BEGIN(MSG_ONE, SVC_TEMPENTITY, nullptr, pev);
WRITE_BYTE(TE_MODEL);
WRITE_COORD(vecOrigin.x);
WRITE_COORD(vecOrigin.y);
WRITE_COORD(vecOrigin.z);
WRITE_COORD(vecVelocity.x);
WRITE_COORD(vecVelocity.y);
WRITE_COORD(vecVelocity.z);
WRITE_ANGLE(rotation);
WRITE_SHORT(model);
WRITE_BYTE(0);
WRITE_BYTE(5);// 0.5 seconds
MESSAGE_END();
}
#ifdef REGAMEDLL_ADD
struct {
AmmoType type;
const char *name;
} ammoIndex[] =
{
{ AMMO_338MAGNUM, "338Magnum" },
{ AMMO_762NATO, "762Nato" },
{ AMMO_556NATOBOX, "556NatoBox" },
{ AMMO_556NATO, "556Nato" },
{ AMMO_BUCKSHOT, "buckshot" },
{ AMMO_45ACP, "45acp" },
{ AMMO_57MM, "57mm" },
{ AMMO_50AE, "50AE" },
{ AMMO_357SIG, "357SIG" },
{ AMMO_9MM, "9mm" },
{ AMMO_FLASHBANG, "Flashbang" },
{ AMMO_HEGRENADE, "HEGrenade" },
{ AMMO_SMOKEGRENADE, "SmokeGrenade" },
{ AMMO_C4, "C4" },
};
#endif
// Precaches the ammo and queues the ammo info for sending to clients
void AddAmmoNameToAmmoRegistry(const char *szAmmoname)
{
// make sure it's not already in the registry
for (int i = 0; i < MAX_AMMO_SLOTS; i++)
{
if (!CBasePlayerItem::m_AmmoInfoArray[i].pszName)
continue;
if (!Q_stricmp(CBasePlayerItem::m_AmmoInfoArray[i].pszName, szAmmoname))
{
// ammo already in registry, just quite
return;
}
}
giAmmoIndex++;
assert(giAmmoIndex < MAX_AMMO_SLOTS);
if (giAmmoIndex >= MAX_AMMO_SLOTS)
giAmmoIndex = 0;
#ifdef REGAMEDLL_ADD
for (auto& ammo : ammoIndex)
{
if (Q_stricmp(ammo.name, szAmmoname))
continue;
if (ammo.type != giAmmoIndex) {
CONSOLE_ECHO("Warning: ammo '%s' index mismatch; expected %i, real %i\n", szAmmoname, ammo.type, giAmmoIndex);
}
break;
}
#endif
CBasePlayerItem::m_AmmoInfoArray[giAmmoIndex].pszName = szAmmoname;
// Yes, this info is redundant
CBasePlayerItem::m_AmmoInfoArray[giAmmoIndex].iId = giAmmoIndex;
}
// Precaches the weapon and queues the weapon info for sending to clients
void UTIL_PrecacheOtherWeapon(const char *szClassname)
{
edict_t *pEdict = CREATE_NAMED_ENTITY(MAKE_STRING(szClassname));
if (FNullEnt(pEdict))
{
ALERT(at_console, "NULL Ent in UTIL_PrecacheOtherWeapon classname `%s`\n", szClassname);
return;
}
CBasePlayerItem *pItem = GET_PRIVATE<CBasePlayerItem>(pEdict);
if (pItem)
{
ItemInfo info;
Q_memset(&info, 0, sizeof(info));
pItem->Precache();
if (pItem->GetItemInfo(&info))
{
CBasePlayerItem::m_ItemInfoArray[info.iId] = info;
if (info.pszAmmo1 && info.pszAmmo1[0] != '\0')
{
AddAmmoNameToAmmoRegistry(info.pszAmmo1);
}
if (info.pszAmmo2 && info.pszAmmo2[0] != '\0')
{
AddAmmoNameToAmmoRegistry(info.pszAmmo2);
}
}
}
REMOVE_ENTITY(pEdict);
}
// Called by worldspawn
void WeaponsPrecache()
{
Q_memset(CBasePlayerItem::m_ItemInfoArray, 0, sizeof(CBasePlayerItem::m_ItemInfoArray));
Q_memset(CBasePlayerItem::m_AmmoInfoArray, 0, sizeof(CBasePlayerItem::m_AmmoInfoArray));
giAmmoIndex = 0;
// custom items...
// common world objects
#ifndef REGAMEDLL_FIXES
UTIL_PrecacheOther("item_suit");
#endif
UTIL_PrecacheOther("item_battery");
UTIL_PrecacheOther("item_antidote");
#ifndef REGAMEDLL_FIXES
UTIL_PrecacheOther("item_security");
#endif
UTIL_PrecacheOther("item_longjump");
UTIL_PrecacheOther("item_kevlar");
UTIL_PrecacheOther("item_assaultsuit");
UTIL_PrecacheOther("item_thighpack");
// awp magnum
UTIL_PrecacheOtherWeapon("weapon_awp");
UTIL_PrecacheOther("ammo_338magnum");
UTIL_PrecacheOtherWeapon("weapon_g3sg1");
UTIL_PrecacheOtherWeapon("weapon_ak47");
UTIL_PrecacheOtherWeapon("weapon_scout");
UTIL_PrecacheOther("ammo_762nato");
// m249
UTIL_PrecacheOtherWeapon("weapon_m249");
UTIL_PrecacheOther("ammo_556natobox");
UTIL_PrecacheOtherWeapon("weapon_m4a1");
UTIL_PrecacheOtherWeapon("weapon_sg552");
UTIL_PrecacheOtherWeapon("weapon_aug");
UTIL_PrecacheOtherWeapon("weapon_sg550");
UTIL_PrecacheOther("ammo_556nato");
// shotgun
UTIL_PrecacheOtherWeapon("weapon_m3");
UTIL_PrecacheOtherWeapon("weapon_xm1014");
UTIL_PrecacheOther("ammo_buckshot");
UTIL_PrecacheOtherWeapon("weapon_usp");
UTIL_PrecacheOtherWeapon("weapon_mac10");
UTIL_PrecacheOtherWeapon("weapon_ump45");
UTIL_PrecacheOther("ammo_45acp");
UTIL_PrecacheOtherWeapon("weapon_fiveseven");
UTIL_PrecacheOtherWeapon("weapon_p90");
UTIL_PrecacheOther("ammo_57mm");
// deagle
UTIL_PrecacheOtherWeapon("weapon_deagle");
UTIL_PrecacheOther("ammo_50ae");
// p228
UTIL_PrecacheOtherWeapon("weapon_p228");
UTIL_PrecacheOther("ammo_357sig");
// knife
UTIL_PrecacheOtherWeapon("weapon_knife");
UTIL_PrecacheOtherWeapon("weapon_glock18");
UTIL_PrecacheOtherWeapon("weapon_mp5navy");
UTIL_PrecacheOtherWeapon("weapon_tmp");
UTIL_PrecacheOtherWeapon("weapon_elite");
UTIL_PrecacheOther("ammo_9mm");
UTIL_PrecacheOtherWeapon("weapon_flashbang");
UTIL_PrecacheOtherWeapon("weapon_hegrenade");
UTIL_PrecacheOtherWeapon("weapon_smokegrenade");
UTIL_PrecacheOtherWeapon("weapon_c4");
UTIL_PrecacheOtherWeapon("weapon_galil");
UTIL_PrecacheOtherWeapon("weapon_famas");
if (g_pGameRules->IsDeathmatch())
{
// container for dropped deathmatch weapons
UTIL_PrecacheOther("weaponbox");
}
g_sModelIndexFireball = PRECACHE_MODEL("sprites/zerogxplode.spr"); // fireball
g_sModelIndexWExplosion = PRECACHE_MODEL("sprites/WXplo1.spr"); // underwater fireball
g_sModelIndexSmoke = PRECACHE_MODEL("sprites/steam1.spr"); // smoke
g_sModelIndexBubbles = PRECACHE_MODEL("sprites/bubble.spr"); // bubbles
g_sModelIndexBloodSpray = PRECACHE_MODEL("sprites/bloodspray.spr"); // initial blood
g_sModelIndexBloodDrop = PRECACHE_MODEL("sprites/blood.spr"); // splattered blood
g_sModelIndexSmokePuff = PRECACHE_MODEL("sprites/smokepuff.spr");
g_sModelIndexFireball2 = PRECACHE_MODEL("sprites/eexplo.spr");
g_sModelIndexFireball3 = PRECACHE_MODEL("sprites/fexplo.spr");
g_sModelIndexFireball4 = PRECACHE_MODEL("sprites/fexplo1.spr");
g_sModelIndexRadio = PRECACHE_MODEL("sprites/radio.spr");
g_sModelIndexCTGhost = PRECACHE_MODEL("sprites/b-tele1.spr");
g_sModelIndexTGhost = PRECACHE_MODEL("sprites/c-tele1.spr");
g_sModelIndexC4Glow = PRECACHE_MODEL("sprites/ledglow.spr");
g_sModelIndexLaser = PRECACHE_MODEL("sprites/laserbeam.spr");
g_sModelIndexLaserDot = PRECACHE_MODEL("sprites/laserdot.spr");
// used by explosions
PRECACHE_MODEL("models/grenade.mdl");
PRECACHE_MODEL("sprites/explode1.spr");
PRECACHE_SOUND("weapons/debris1.wav"); // explosion aftermaths
PRECACHE_SOUND("weapons/debris2.wav"); // explosion aftermaths
PRECACHE_SOUND("weapons/debris3.wav"); // explosion aftermaths
PRECACHE_SOUND("weapons/grenade_hit1.wav"); // grenade
PRECACHE_SOUND("weapons/grenade_hit2.wav"); // grenade
PRECACHE_SOUND("weapons/grenade_hit3.wav"); // grenade
PRECACHE_SOUND("weapons/bullet_hit1.wav"); // hit by bullet
PRECACHE_SOUND("weapons/bullet_hit2.wav"); // hit by bullet
PRECACHE_SOUND("items/weapondrop1.wav"); // weapon falls to the ground
PRECACHE_SOUND("weapons/generic_reload.wav");
}
ItemInfo CBasePlayerItem::m_ItemInfoArray[MAX_WEAPONS];
AmmoInfo CBasePlayerItem::m_AmmoInfoArray[MAX_AMMO_SLOTS];
TYPEDESCRIPTION CBasePlayerItem::m_SaveData[] =
{
DEFINE_FIELD(CBasePlayerItem, m_pPlayer, FIELD_CLASSPTR),
DEFINE_FIELD(CBasePlayerItem, m_pNext, FIELD_CLASSPTR),
DEFINE_FIELD(CBasePlayerItem, m_iId, FIELD_INTEGER),
};
IMPLEMENT_SAVERESTORE(CBasePlayerItem, CBaseAnimating)
TYPEDESCRIPTION CBasePlayerWeapon::m_SaveData[] =
{
DEFINE_FIELD(CBasePlayerWeapon, m_flNextPrimaryAttack, FIELD_TIME),
DEFINE_FIELD(CBasePlayerWeapon, m_flNextSecondaryAttack, FIELD_TIME),
DEFINE_FIELD(CBasePlayerWeapon, m_flTimeWeaponIdle, FIELD_TIME),
DEFINE_FIELD(CBasePlayerWeapon, m_iPrimaryAmmoType, FIELD_INTEGER),
DEFINE_FIELD(CBasePlayerWeapon, m_iSecondaryAmmoType, FIELD_INTEGER),
DEFINE_FIELD(CBasePlayerWeapon, m_iClip, FIELD_INTEGER),
DEFINE_FIELD(CBasePlayerWeapon, m_iDefaultAmmo, FIELD_INTEGER),
};
IMPLEMENT_SAVERESTORE(CBasePlayerWeapon, CBasePlayerItem)
void CBasePlayerItem::SetObjectCollisionBox()
{
pev->absmin = pev->origin + Vector(-24, -24, 0);
pev->absmax = pev->origin + Vector(24, 24, 16);
}
// Sets up movetype, size, solidtype for a new weapon.
void CBasePlayerItem::FallInit()
{
pev->movetype = MOVETYPE_TOSS;
pev->solid = SOLID_BBOX;
UTIL_SetOrigin(pev, pev->origin);
// pointsize until it lands on the ground.
UTIL_SetSize(pev, Vector(0, 0, 0), Vector(0, 0, 0));
SetTouch(&CBasePlayerItem::DefaultTouch);
SetThink(&CBasePlayerItem::FallThink);
pev->nextthink = gpGlobals->time + 0.1f;
}
// FallThink - Items that have just spawned run this think
// to catch them when they hit the ground. Once we're sure
// that the object is grounded, we change its solid type
// to trigger and set it in a large box that helps the
// player get it.
void CBasePlayerItem::FallThink()
{
pev->nextthink = gpGlobals->time + 0.1f;
if (pev->flags & FL_ONGROUND)
{
// clatter if we have an owner (i.e., dropped by someone)
// don't clatter if the gun is waiting to respawn (if it's waiting, it is invisible!)
if (!FNullEnt(pev->owner))
{
EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "items/weapondrop1.wav", VOL_NORM, ATTN_NORM, 0, RANDOM_LONG(0, 29) + 95);
}
// lie flat
pev->angles.x = 0.0f;
pev->angles.z = 0.0f;
Materialize();
}
}
// Materialize - make a CBasePlayerItem visible and tangible
void CBasePlayerItem::Materialize()
{
if (pev->effects & EF_NODRAW)
{
// changing from invisible state to visible.
if (g_pGameRules->IsMultiplayer())
{
EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, "items/suitchargeok1.wav", VOL_NORM, ATTN_NORM, 0, 150);
}
pev->effects &= ~EF_NODRAW;
pev->effects |= EF_MUZZLEFLASH;
}
pev->solid = SOLID_TRIGGER;
// link into world.
UTIL_SetOrigin(pev, pev->origin);
SetTouch(&CBasePlayerItem::DefaultTouch);
if (g_pGameRules->IsMultiplayer())
{
if (!CanDrop())
{
SetTouch(nullptr);
}
SetThink(&CBaseEntity::SUB_Remove);
pev->nextthink = gpGlobals->time + 1.0f;
}
else
{
SetThink(nullptr);
}
}
// AttemptToMaterialize - the item is trying to rematerialize,
// should it do so now or wait longer?
void CBasePlayerItem::AttemptToMaterialize()
{
float time = g_pGameRules->FlWeaponTryRespawn(this);
if (time == 0)
{
Materialize();
return;
}
pev->nextthink = gpGlobals->time + time;
}
// CheckRespawn - a player is taking this weapon, should
// it respawn?
void CBasePlayerItem::CheckRespawn()
{
switch (g_pGameRules->WeaponShouldRespawn(this))
{
case GR_WEAPON_RESPAWN_YES:
return;
case GR_WEAPON_RESPAWN_NO:
return;
}
}
// Respawn - this item is already in the world, but it is
// invisible and intangible. Make it visible and tangible.
CBaseEntity *CBasePlayerItem::Respawn()
{
// make a copy of this weapon that is invisible and inaccessible to players (no touch function). The weapon spawn/respawn code
// will decide when to make the weapon visible and touchable.
CBaseEntity *pNewWeapon = CBaseEntity::Create(pev->classname, g_pGameRules->VecWeaponRespawnSpot(this), pev->angles, pev->owner);
if (pNewWeapon)
{
// invisible for now
pNewWeapon->pev->effects |= EF_NODRAW;
// no touch
pNewWeapon->SetTouch(nullptr);
pNewWeapon->SetThink(&CBasePlayerItem::AttemptToMaterialize);
DROP_TO_FLOOR(ENT(pev));
// not a typo! We want to know when the weapon the player just picked up should respawn! This new entity we created is the replacement,
// but when it should respawn is based on conditions belonging to the weapon that was taken.
pNewWeapon->pev->nextthink = g_pGameRules->FlWeaponRespawnTime(this);
}
else
{
ALERT(at_console, "Respawn failed to create %s!\n", STRING(pev->classname));
}
return pNewWeapon;
}
// whats going on here is that if the player drops this weapon, they shouldn't take it back themselves
// for a little while. But if they throw it at someone else, the other player should get it immediately.
void CBasePlayerItem::DefaultTouch(CBaseEntity *pOther)
{
// if it's not a player, ignore
if (!pOther->IsPlayer())
{
return;
}
CBasePlayer *pPlayer = static_cast<CBasePlayer *>(pOther);
if (pPlayer->m_bIsVIP
&& m_iId != WEAPON_USP
&& m_iId != WEAPON_GLOCK18
&& m_iId != WEAPON_P228
&& m_iId != WEAPON_DEAGLE
&& m_iId != WEAPON_KNIFE)
{
return;
}
// can I have this?
if (!g_pGameRules->CanHavePlayerItem(pPlayer, this))
{
if (gEvilImpulse101)
{
UTIL_Remove(this);
}
return;
}
if (pOther->AddPlayerItem(this))
{
AttachToPlayer(pPlayer);
#ifndef REGAMEDLL_FIXES
SetThink(nullptr);
#endif
EMIT_SOUND(ENT(pPlayer->pev), CHAN_ITEM, "items/gunpickup2.wav", VOL_NORM, ATTN_NORM);
}
SUB_UseTargets(pOther, USE_TOGGLE, 0);
}
void CBasePlayerWeapon::SetPlayerShieldAnim()
{
if (!m_pPlayer->HasShield())
return;
if (m_iWeaponState & WPNSTATE_SHIELD_DRAWN)
{
Q_strcpy(m_pPlayer->m_szAnimExtention, "shield");
}
else
{
Q_strcpy(m_pPlayer->m_szAnimExtention, "shieldgun");
}
}
void CBasePlayerWeapon::ResetPlayerShieldAnim()
{
if (m_pPlayer->HasShield())
{
if (m_iWeaponState & WPNSTATE_SHIELD_DRAWN)
{
Q_strcpy(m_pPlayer->m_szAnimExtention, "shieldgun");
}
}
}
void CBasePlayerWeapon::EjectBrassLate()
{
int soundType;
Vector vecUp, vecRight, vecShellVelocity;
UTIL_MakeVectors(m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle);
vecUp = RANDOM_FLOAT(100, 150) * gpGlobals->v_up;
vecRight = RANDOM_FLOAT(50, 70) * gpGlobals->v_right;
vecShellVelocity = (m_pPlayer->pev->velocity + vecRight + vecUp) + gpGlobals->v_forward * 25;
soundType = (m_iId == WEAPON_XM1014 || m_iId == WEAPON_M3) ? 2 : 1;
EjectBrass(pev->origin + m_pPlayer->pev->view_ofs + gpGlobals->v_up * -9 + gpGlobals->v_forward * 16, gpGlobals->v_right * -9,
vecShellVelocity, pev->angles.y, m_iShellId, soundType, m_pPlayer->entindex());
}
bool CBasePlayerWeapon::ShieldSecondaryFire(int iUpAnim, int iDownAnim)
{
if (!m_pPlayer->HasShield())
return false;
if (m_iWeaponState & WPNSTATE_SHIELD_DRAWN)
{
m_iWeaponState &= ~WPNSTATE_SHIELD_DRAWN;
SendWeaponAnim(iDownAnim, UseDecrement() != FALSE);
Q_strcpy(m_pPlayer->m_szAnimExtention, "shieldgun");
m_fMaxSpeed = 250.0f;
m_pPlayer->m_bShieldDrawn = false;
}
else
{
m_iWeaponState |= WPNSTATE_SHIELD_DRAWN;
SendWeaponAnim(iUpAnim, UseDecrement() != FALSE);
Q_strcpy(m_pPlayer->m_szAnimExtention, "shielded");
m_fMaxSpeed = 180.0f;
m_pPlayer->m_bShieldDrawn = true;
}
m_pPlayer->UpdateShieldCrosshair((m_iWeaponState & WPNSTATE_SHIELD_DRAWN) != WPNSTATE_SHIELD_DRAWN);
m_pPlayer->ResetMaxSpeed();
m_flNextSecondaryAttack = 0.4f;
m_flNextPrimaryAttack = 0.4f;
m_flTimeWeaponIdle = 0.6f;
return true;
}
void CBasePlayerWeapon::KickBack(float up_base, float lateral_base, float up_modifier, float lateral_modifier, float up_max, float lateral_max, int direction_change)
{
real_t flKickUp;
float flKickLateral;
if (m_iShotsFired == 1)
{
flKickUp = up_base;
flKickLateral = lateral_base;
}
else
{
flKickUp = m_iShotsFired * up_modifier + up_base;
flKickLateral = m_iShotsFired * lateral_modifier + lateral_base;
}
m_pPlayer->pev->punchangle.x -= flKickUp;
if (m_pPlayer->pev->punchangle.x < -up_max)
{
m_pPlayer->pev->punchangle.x = -up_max;
}
if (m_iDirection == 1)
{
m_pPlayer->pev->punchangle.y += flKickLateral;
if (m_pPlayer->pev->punchangle.y > lateral_max)
m_pPlayer->pev->punchangle.y = lateral_max;
}
else
{
m_pPlayer->pev->punchangle.y -= flKickLateral;
if (m_pPlayer->pev->punchangle.y < -lateral_max)
m_pPlayer->pev->punchangle.y = -lateral_max;
}
if (!RANDOM_LONG(0, direction_change))
{
m_iDirection = !m_iDirection;
}
}
void CBasePlayerWeapon::FireRemaining(int &shotsFired, float &shootTime, BOOL bIsGlock)
{
float nexttime = 0.1f;
if (--m_iClip < 0)
{
m_iClip = 0;
shotsFired = 3;
shootTime = 0;
return;
}
UTIL_MakeVectors(m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle);
Vector vecSrc = m_pPlayer->GetGunPosition();
Vector vecDir;
int flag;
#ifdef CLIENT_WEAPONS
flag = FEV_NOTHOST;
#else
flag = 0;
#endif
if (bIsGlock)
{
vecDir = m_pPlayer->FireBullets3(vecSrc, gpGlobals->v_forward, 0.05, 8192, 1, BULLET_PLAYER_9MM, 18, 0.9, m_pPlayer->pev, true, m_pPlayer->random_seed);
--m_pPlayer->ammo_9mm;
PLAYBACK_EVENT_FULL(flag, m_pPlayer->edict(), m_usFireGlock18, 0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y,
int(m_pPlayer->pev->punchangle.x * 10000), int(m_pPlayer->pev->punchangle.y * 10000), m_iClip == 0, FALSE);
}
else
{
vecDir = m_pPlayer->FireBullets3(vecSrc, gpGlobals->v_forward, m_fBurstSpread, 8192, 2, BULLET_PLAYER_556MM, 30, 0.96, m_pPlayer->pev, false, m_pPlayer->random_seed);
--m_pPlayer->ammo_556nato;
PLAYBACK_EVENT_FULL(flag, m_pPlayer->edict(), m_usFireFamas, 0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y,
int(m_pPlayer->pev->punchangle.x * 10000000), int(m_pPlayer->pev->punchangle.y * 10000000), FALSE, FALSE);
}
m_pPlayer->pev->effects |= EF_MUZZLEFLASH;
m_pPlayer->SetAnimation(PLAYER_ATTACK1);
if (++shotsFired != 3)
{
shootTime = gpGlobals->time + nexttime;
}
else
shootTime = 0;
}
BOOL CanAttack(float attack_time, float curtime, BOOL isPredicted)
{
#ifdef CLIENT_WEAPONS
if (!isPredicted)
#else
if (1)
#endif
{
return (attack_time <= curtime) ? TRUE : FALSE;
}
else
{
return (attack_time <= 0.0f) ? TRUE : FALSE;
}
}
bool CBasePlayerWeapon::HasSecondaryAttack()
{
if (m_pPlayer && m_pPlayer->HasShield())
{
return true;
}
#ifdef REGAMEDLL_API
if (CSPlayerWeapon()->m_bHasSecondaryAttack)
{
return true;
}
#endif
switch (m_iId)
{
case WEAPON_AK47:
case WEAPON_XM1014:
case WEAPON_MAC10:
case WEAPON_ELITE:
case WEAPON_FIVESEVEN:
case WEAPON_MP5N:
case WEAPON_M249:
case WEAPON_M3:
case WEAPON_TMP:
case WEAPON_DEAGLE:
case WEAPON_P228:
case WEAPON_P90:
case WEAPON_C4:
case WEAPON_GALIL:
return false;
default:
break;
}
return true;
}
void CBasePlayerWeapon::ItemPostFrame()
{
int usableButtons = m_pPlayer->pev->button;
if (!HasSecondaryAttack())
{
usableButtons &= ~IN_ATTACK2;
}
if (m_flGlock18Shoot != 0)
{
FireRemaining(m_iGlock18ShotsFired, m_flGlock18Shoot, TRUE);
}
else if (gpGlobals->time > m_flFamasShoot && m_flFamasShoot != 0)
{
FireRemaining(m_iFamasShotsFired, m_flFamasShoot, FALSE);
}
// Return zoom level back to previous zoom level before we fired a shot.
// This is used only for the AWP and Scout
if (m_flNextPrimaryAttack <= UTIL_WeaponTimeBase())
{
if (m_pPlayer->m_bResumeZoom)
{
m_pPlayer->m_iFOV = m_pPlayer->m_iLastZoom;
m_pPlayer->pev->fov = m_pPlayer->m_iFOV;
if (m_pPlayer->m_iFOV == m_pPlayer->m_iLastZoom)
{
// return the fade level in zoom.
m_pPlayer->m_bResumeZoom = false;
}
}
}
if (m_pPlayer->m_flEjectBrass != 0 && m_pPlayer->m_flEjectBrass <= gpGlobals->time)
{
m_pPlayer->m_flEjectBrass = 0;
EjectBrassLate();
}
if (!(m_pPlayer->pev->button & IN_ATTACK))
{
m_flLastFireTime = 0;
}
if (m_pPlayer->HasShield())
{
if (m_fInReload && (m_pPlayer->pev->button & IN_ATTACK2))
{
SecondaryAttack();
m_pPlayer->pev->button &= ~IN_ATTACK2;
m_fInReload = FALSE;
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase();
}
}
if (m_fInReload && m_pPlayer->m_flNextAttack <= UTIL_WeaponTimeBase())
{
// complete the reload.
int j = Q_min(iMaxClip() - m_iClip, m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]);
// Add them to the clip
m_iClip += j;
#ifdef REGAMEDLL_ADD
// Do not remove bpammo of the player,
// if cvar allows to refill bpammo on during reloading the weapons
if (refill_bpammo_weapons.value < 3.0f) {
m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] -= j;
}
#else
m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] -= j;
#endif
m_pPlayer->TabulateAmmo();
m_fInReload = FALSE;
}
if ((usableButtons & IN_ATTACK2) && CanAttack(m_flNextSecondaryAttack, UTIL_WeaponTimeBase(), UseDecrement())
#ifdef REGAMEDLL_FIXES
&& !m_pPlayer->m_bIsDefusing // In-line: I think it's fine to block secondary attack, when defusing. It's better then blocking speed resets in weapons.
#endif
)
{
if (pszAmmo2() && !m_pPlayer->m_rgAmmo[SecondaryAmmoIndex()])
{
m_fFireOnEmpty = TRUE;
}
SecondaryAttack();
m_pPlayer->pev->button &= ~IN_ATTACK2;
}
else if ((m_pPlayer->pev->button & IN_ATTACK) && CanAttack(m_flNextPrimaryAttack, UTIL_WeaponTimeBase(), UseDecrement()))
{
if ((m_iClip == 0 && pszAmmo1()) || (iMaxClip() == WEAPON_NOCLIP && !m_pPlayer->m_rgAmmo[PrimaryAmmoIndex()]))
{
m_fFireOnEmpty = TRUE;
}
m_pPlayer->TabulateAmmo();
// Can't shoot during the freeze period
// Always allow firing in single player
if ((m_pPlayer->m_bCanShoot && g_pGameRules->IsMultiplayer() && !g_pGameRules->IsFreezePeriod() && !m_pPlayer->m_bIsDefusing) || !g_pGameRules->IsMultiplayer())
{
PrimaryAttack();
}
}
else if ((m_pPlayer->pev->button & IN_RELOAD) && iMaxClip() != WEAPON_NOCLIP && !m_fInReload && m_flNextPrimaryAttack < UTIL_WeaponTimeBase())
{
// reload when reload is pressed, or if no buttons are down and weapon is empty.
if (m_flFamasShoot == 0 && m_flGlock18Shoot == 0)
{
if (!(m_iWeaponState & WPNSTATE_SHIELD_DRAWN))
{
// reload when reload is pressed, or if no buttons are down and weapon is empty.
Reload();
}
}
}
else if (!(usableButtons & (IN_ATTACK | IN_ATTACK2)))
{
// no fire buttons down
// The following code prevents the player from tapping the firebutton repeatedly
// to simulate full auto and retaining the single shot accuracy of single fire
if (m_bDelayFire)
{
m_bDelayFire = false;
if (m_iShotsFired > 15)
{
m_iShotsFired = 15;
}
m_flDecreaseShotsFired = gpGlobals->time + 0.4f;
}
m_fFireOnEmpty = FALSE;
// if it's a pistol then set the shots fired to 0 after the player releases a button
if (IsSecondaryWeapon(m_iId))
{
m_iShotsFired = 0;
}
else
{
if (m_iShotsFired > 0 && m_flDecreaseShotsFired < gpGlobals->time)
{
m_flDecreaseShotsFired = gpGlobals->time + 0.0225f;
m_iShotsFired--;
}
}
if (!IsUseable() && m_flNextPrimaryAttack < UTIL_WeaponTimeBase())
{
#if 0
// weapon isn't useable, switch.
if (!(iFlags() & ITEM_FLAG_NOAUTOSWITCHEMPTY) && g_pGameRules->GetNextBestWeapon(m_pPlayer, this))
{
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.3f;
return;
}
#endif
}
else
{
if (!(m_iWeaponState & WPNSTATE_SHIELD_DRAWN))
{
// weapon is useable. Reload if empty and weapon has waited as long as it has to after firing
if (!m_iClip && !(iFlags() & ITEM_FLAG_NOAUTORELOAD) && m_flNextPrimaryAttack < UTIL_WeaponTimeBase())
{
if (m_flFamasShoot == 0 && m_flGlock18Shoot == 0)
{
Reload();
return;
}
}
}
}
WeaponIdle();
return;
}
// catch all
if (ShouldWeaponIdle())
{
WeaponIdle();
}
}
void CBasePlayerItem::DestroyItem()
{
if (m_pPlayer)
{
// if attached to a player, remove.
m_pPlayer->RemovePlayerItem(this);
}
Kill();
}
int CBasePlayerItem::AddToPlayer(CBasePlayer *pPlayer)
{
m_pPlayer = pPlayer;
MESSAGE_BEGIN(MSG_ONE, gmsgWeapPickup, nullptr, pPlayer->pev);
WRITE_BYTE(m_iId);
MESSAGE_END();
return TRUE;
}
void CBasePlayerItem::Drop()
{
SetTouch(nullptr);
SetThink(&CBaseEntity::SUB_Remove);
pev->nextthink = gpGlobals->time + 0.1f;
}
void CBasePlayerItem::Kill()
{
SetTouch(nullptr);
SetThink(&CBaseEntity::SUB_Remove);
pev->nextthink = gpGlobals->time + 0.1f;
}
void CBasePlayerItem::Holster(int skiplocal)
{
m_pPlayer->pev->viewmodel = 0;
m_pPlayer->pev->weaponmodel = 0;
}
void CBasePlayerItem::AttachToPlayer(CBasePlayer *pPlayer)
{
pev->movetype = MOVETYPE_FOLLOW;
pev->solid = SOLID_NOT;
pev->aiment = pPlayer->edict();
pev->effects = EF_NODRAW;
// server won't send down to clients if modelindex == 0
pev->modelindex = 0;
pev->model = 0;
pev->owner = pPlayer->edict();
#ifndef REGAMEDLL_FIXES
pev->nextthink = gpGlobals->time + 0.1f;
#else
// Remove think - prevents futher attempts to materialize
pev->nextthink = 0;
SetThink(nullptr);
#endif
SetTouch(nullptr);
}
void CBasePlayerWeapon::Spawn()
{
ItemInfo info;
Q_memset(&info, 0, sizeof(info));
if (GetItemInfo(&info)) {
CSPlayerItem()->SetItemInfo(&info);
}
CSPlayerWeapon()->m_bHasSecondaryAttack = HasSecondaryAttack();
}
// CALLED THROUGH the newly-touched weapon's instance. The existing player weapon is pOriginal
int CBasePlayerWeapon::AddDuplicate(CBasePlayerItem *pOriginal)
{
if (m_iDefaultAmmo)
{
return ExtractAmmo((CBasePlayerWeapon *)pOriginal);
}
else
{
// a dead player dropped this.
return ExtractClipAmmo((CBasePlayerWeapon *)pOriginal);
}
}
int CBasePlayerWeapon::AddToPlayer(CBasePlayer *pPlayer)
{
m_pPlayer = pPlayer;
pPlayer->pev->weapons |= (1 << m_iId);
if (!m_iPrimaryAmmoType)
{
m_iPrimaryAmmoType = pPlayer->GetAmmoIndex(pszAmmo1());
m_iSecondaryAmmoType = pPlayer->GetAmmoIndex(pszAmmo2());
}
if (AddWeapon())
{
return CBasePlayerItem::AddToPlayer(pPlayer);
}
return FALSE;
}
int CBasePlayerWeapon::UpdateClientData(CBasePlayer *pPlayer)
{
bool bSend = false;
int state = 0;
if (pPlayer->m_pActiveItem == this)
{
if (pPlayer->m_fOnTarget)
state = WEAPON_IS_ONTARGET;
else
state = 1;
}
if (!pPlayer->m_fWeapon)
bSend = true;
if (this == pPlayer->m_pActiveItem || this == pPlayer->m_pClientActiveItem)
{
if (pPlayer->m_pActiveItem != pPlayer->m_pClientActiveItem)
bSend = true;
}
if (m_iClip != m_iClientClip || state != m_iClientWeaponState || pPlayer->m_iFOV != pPlayer->m_iClientFOV)
bSend = true;
if (bSend)
{
MESSAGE_BEGIN(MSG_ONE, gmsgCurWeapon, nullptr, pPlayer->pev);
WRITE_BYTE(state);
WRITE_BYTE(m_iId);
WRITE_BYTE(m_iClip);
MESSAGE_END();
m_iClientClip = m_iClip;
m_iClientWeaponState = state;
pPlayer->m_fWeapon = TRUE;
}
if (m_pNext)
{
m_pNext->UpdateClientData(pPlayer);
}
return 1;
}
void CBasePlayerWeapon::SendWeaponAnim(int iAnim, int skiplocal)
{
m_pPlayer->pev->weaponanim = iAnim;
#ifdef CLIENT_WEAPONS
if (skiplocal && ENGINE_CANSKIP(m_pPlayer->edict()))
return;
#endif
MESSAGE_BEGIN(MSG_ONE, SVC_WEAPONANIM, nullptr, m_pPlayer->pev);
WRITE_BYTE(iAnim); // sequence number
WRITE_BYTE(pev->body); // weaponmodel bodygroup.
MESSAGE_END();
}
BOOL CBasePlayerWeapon::AddPrimaryAmmo(int iCount, char *szName, int iMaxClip, int iMaxCarry)
{
int iIdAmmo;
if (iMaxClip < 1)
{
m_iClip = -1;
iIdAmmo = m_pPlayer->GiveAmmo(iCount, szName, iMaxCarry);
}
else if (m_iClip == 0)
{
int i;
i = Q_min(m_iClip + iCount, iMaxClip);
m_iClip += i;
iIdAmmo = m_pPlayer->GiveAmmo(iCount - i, szName, iMaxCarry);
}
else
{
iIdAmmo = m_pPlayer->GiveAmmo(iCount, szName, iMaxCarry);
}
if (iIdAmmo > 0)
{
m_iPrimaryAmmoType = iIdAmmo;
if (m_pPlayer->HasPlayerItem(this))
{
// play the "got ammo" sound only if we gave some ammo to a player that already had this gun.
// if the player is just getting this gun for the first time, DefaultTouch will play the "picked up gun" sound for us.
EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", VOL_NORM, ATTN_NORM);
}
}
return iIdAmmo > 0 ? TRUE : FALSE;
}
BOOL CBasePlayerWeapon::AddSecondaryAmmo(int iCount, char *szName, int iMax)
{
int iIdAmmo = m_pPlayer->GiveAmmo(iCount, szName, iMax);
if (iIdAmmo > 0)
{
m_iSecondaryAmmoType = iIdAmmo;
EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", VOL_NORM, ATTN_NORM);
}
return iIdAmmo > 0 ? TRUE : FALSE;
}
// IsUseable - this function determines whether or not a
// weapon is useable by the player in its current state.
// (does it have ammo loaded? do I have any ammo for the
// weapon?, etc)
BOOL CBasePlayerWeapon::IsUseable()
{
if (m_iClip <= 0)
{
if (m_pPlayer->m_rgAmmo[PrimaryAmmoIndex()] <= 0 && iMaxAmmo1() != -1)
{
// clip is empty (or nonexistant) and the player has no more ammo of this type.
return FALSE;
}
}
return TRUE;
}
BOOL CBasePlayerWeapon::CanDeploy()
{
return TRUE;
}
BOOL CBasePlayerWeapon::DefaultDeploy(char *szViewModel, char *szWeaponModel, int iAnim, char *szAnimExt, int skiplocal)
{
if (!CanDeploy())
return FALSE;
m_pPlayer->TabulateAmmo();
m_pPlayer->pev->viewmodel = MAKE_STRING(szViewModel);
m_pPlayer->pev->weaponmodel = MAKE_STRING(szWeaponModel);
model_name = m_pPlayer->pev->viewmodel;
Q_strcpy(m_pPlayer->m_szAnimExtention, szAnimExt);
SendWeaponAnim(iAnim, skiplocal);
m_pPlayer->m_flNextAttack = 0.75f;
m_flTimeWeaponIdle = 1.5f;
m_flLastFireTime = 0.0f;
m_flDecreaseShotsFired = gpGlobals->time;
m_pPlayer->m_iFOV = DEFAULT_FOV;
m_pPlayer->pev->fov = DEFAULT_FOV;
m_pPlayer->m_iLastZoom = DEFAULT_FOV;
m_pPlayer->m_bResumeZoom = false;
return TRUE;
}
void CBasePlayerWeapon::ReloadSound()
{
CBasePlayer *pPlayer = nullptr;
while ((pPlayer = UTIL_FindEntityByClassname(pPlayer, "player")))
{
if (pPlayer->IsDormant())
break;
if (pPlayer == m_pPlayer)
continue;
float distance = (m_pPlayer->pev->origin - pPlayer->pev->origin).Length();
if (distance <= MAX_DIST_RELOAD_SOUND)
{
MESSAGE_BEGIN(MSG_ONE, gmsgReloadSound, nullptr, pPlayer->pev);
WRITE_BYTE(int((1.0f - (distance / MAX_DIST_RELOAD_SOUND)) * 255.0f));
if (!Q_strcmp(STRING(pev->classname), "weapon_m3") || !Q_strcmp(STRING(pev->classname), "weapon_xm1014"))
WRITE_BYTE(0);
else
WRITE_BYTE(1);
MESSAGE_END();
}
}
}
int CBasePlayerWeapon::DefaultReload(int iClipSize, int iAnim, float fDelay)
{
if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0)
return FALSE;
int j = Q_min(iClipSize - m_iClip, m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]);
if (!j)
{
return FALSE;
}
m_pPlayer->m_flNextAttack = fDelay;
ReloadSound();
SendWeaponAnim(iAnim, UseDecrement() ? 1 : 0);
m_fInReload = TRUE;
m_flTimeWeaponIdle = fDelay + 0.5f;
return TRUE;
}
BOOL CBasePlayerWeapon::PlayEmptySound()
{
if (m_iPlayEmptySound)
{
switch (m_iId)
{
case WEAPON_USP:
case WEAPON_GLOCK18:
case WEAPON_P228:
case WEAPON_DEAGLE:
case WEAPON_ELITE:
case WEAPON_FIVESEVEN:
EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/dryfire_pistol.wav", 0.8, ATTN_NORM);
break;
default:
EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/dryfire_rifle.wav", 0.8, ATTN_NORM);
break;
}
}
return FALSE;
}
void CBasePlayerWeapon::ResetEmptySound()
{
m_iPlayEmptySound = 1;
}
int CBasePlayerWeapon::PrimaryAmmoIndex()
{
return m_iPrimaryAmmoType;
}
int CBasePlayerWeapon::SecondaryAmmoIndex()
{
return -1;
}
void CBasePlayerWeapon::Holster(int skiplocal)
{
// cancel any reload in progress.
m_fInReload = FALSE;
m_pPlayer->pev->viewmodel = 0;
m_pPlayer->pev->weaponmodel = 0;
}
// called by the new item with the existing item as parameter
//
// if we call ExtractAmmo(), it's because the player is picking up this type of weapon for
// the first time. If it is spawned by the world, m_iDefaultAmmo will have a default ammo amount in it.
// if this is a weapon dropped by a dying player, has 0 m_iDefaultAmmo, which means only the ammo in
// the weapon clip comes along.
int CBasePlayerWeapon::ExtractAmmo(CBasePlayerWeapon *pWeapon)
{
int res = 0;
if (pszAmmo1())
{
// blindly call with m_iDefaultAmmo. It's either going to be a value or zero. If it is zero,
// we only get the ammo in the weapon's clip, which is what we want.
res = pWeapon->AddPrimaryAmmo(m_iDefaultAmmo, (char *)pszAmmo1(), iMaxClip(), iMaxAmmo1());
m_iDefaultAmmo = 0;
}
if (pszAmmo2())
{
res = AddSecondaryAmmo(0, (char *)pszAmmo2(), iMaxAmmo2());
}
return res;
}
// called by the new item's class with the existing item as parameter
int CBasePlayerWeapon::ExtractClipAmmo(CBasePlayerWeapon *pWeapon)
{
int iAmmo;
if (m_iClip == WEAPON_NOCLIP)
{
// guns with no clips always come empty if they are second-hand
iAmmo = 0;
}
else
{
iAmmo = m_iClip;
}
return pWeapon->m_pPlayer->GiveAmmo(iAmmo, (char *)pszAmmo1(), iMaxAmmo1());
}
// RetireWeapon - no more ammo for this gun, put it away.
void CBasePlayerWeapon::RetireWeapon()
{
// first, no viewmodel at all.
m_pPlayer->pev->viewmodel = iStringNull;
m_pPlayer->pev->weaponmodel = iStringNull;
g_pGameRules->GetNextBestWeapon(m_pPlayer, this);
}
// GetNextAttackDelay - An accurate way of calcualting the next attack time.
float CBasePlayerWeapon::GetNextAttackDelay(float delay)
{
#ifndef REGAMEDLL_FIXES
if (m_flLastFireTime == 0.0f || m_flNextPrimaryAttack == -1.0f)
{
// At this point, we are assuming that the client has stopped firing
// and we are going to reset our book keeping variables.
m_flPrevPrimaryAttack = delay;
m_flLastFireTime = gpGlobals->time;
}
#endif
#ifdef REGAMEDLL_BUILD_6153
// TODO: Build 6xxx
// at build 6153 beta this removed
// maybe it was initiated due to the delay of the shot
// calculate the time between this shot and the previous
float flTimeBetweenFires = gpGlobals->time - m_flLastFireTime;
float flCreep = 0.0f;
if (flTimeBetweenFires > 0)
{
flCreep = flTimeBetweenFires - m_flPrevPrimaryAttack;
}
float flNextAttack = UTIL_WeaponTimeBase() + delay - flCreep;
#else
float flNextAttack = UTIL_WeaponTimeBase() + delay;
#endif
// save the last fire time
m_flLastFireTime = gpGlobals->time;
// we need to remember what the m_flNextPrimaryAttack time is set to for each shot,
// store it as m_flPrevPrimaryAttack.
m_flPrevPrimaryAttack = flNextAttack - UTIL_WeaponTimeBase();
return flNextAttack;
}
// true - keep the amount of bpammo
// false - let take away bpammo
void CBasePlayerWeapon::InstantReload(bool bCanRefillBPAmmo)
{
// if you already reload
//if (m_fInReload)
// return;
if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0)
return;
m_fInReload = FALSE;
m_pPlayer->m_flNextAttack = 0;
// complete the reload.
int j = Q_min(iMaxClip() - m_iClip, m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]);
if (j == 0)
return;
// Add them to the clip
m_iClip += j;
if (!bCanRefillBPAmmo) {
m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] -= j;
}
m_pPlayer->TabulateAmmo();
}
TYPEDESCRIPTION CWeaponBox::m_SaveData[] =
{
DEFINE_ARRAY(CWeaponBox, m_rgAmmo, FIELD_INTEGER, MAX_AMMO_SLOTS),
DEFINE_ARRAY(CWeaponBox, m_rgiszAmmo, FIELD_STRING, MAX_AMMO_SLOTS),
DEFINE_ARRAY(CWeaponBox, m_rgpPlayerItems, FIELD_CLASSPTR, MAX_ITEM_TYPES),
DEFINE_FIELD(CWeaponBox, m_cAmmoTypes, FIELD_INTEGER),
};
LINK_ENTITY_TO_CLASS(weaponbox, CWeaponBox, CCSWeaponBox)
IMPLEMENT_SAVERESTORE(CWeaponBox, CBaseEntity)
void CWeaponBox::Precache()
{
PRECACHE_MODEL("models/w_weaponbox.mdl");
}
void CWeaponBox::KeyValue(KeyValueData *pkvd)
{
if (m_cAmmoTypes >= MAX_AMMO_SLOTS)
{
ALERT(at_console, "WeaponBox too full! only %d ammotypes allowed\n", MAX_AMMO_SLOTS);
return;
}
PackAmmo(ALLOC_STRING(pkvd->szKeyName), Q_atoi(pkvd->szValue));
// count this new ammo type.
m_cAmmoTypes++;
pkvd->fHandled = TRUE;
}
void CWeaponBox::BombThink()
{
if (!m_bIsBomb)
return;
CBasePlayer *pPlayer = nullptr;
while ((pPlayer = UTIL_FindEntityByClassname(pPlayer, "player")))
{
if (FNullEnt(pPlayer->edict()))
break;
if (!pPlayer->IsPlayer() || pPlayer->IsDormant())
continue;
CBasePlayer *pTempPlayer = GetClassPtr<CCSPlayer>((CBasePlayer *)pPlayer->pev);
if (pTempPlayer->pev->deadflag == DEAD_NO && pTempPlayer->m_iTeam == TERRORIST)
{
MESSAGE_BEGIN(MSG_ONE, gmsgBombDrop, nullptr, pTempPlayer->edict());
WRITE_COORD(pev->origin.x);
WRITE_COORD(pev->origin.y);
WRITE_COORD(pev->origin.z);
WRITE_BYTE(BOMB_FLAG_DROPPED);
MESSAGE_END();
}
}
pev->nextthink = gpGlobals->time + 1.0f;
}
LINK_HOOK_CLASS_VOID_CHAIN(CWeaponBox, SetModel, (const char *pszModelName), pszModelName)
void CWeaponBox::__API_HOOK(SetModel)(const char *pszModelName)
{
SET_MODEL(ENT(pev), pszModelName);
}
void CWeaponBox::Spawn()
{
Precache();
pev->movetype = MOVETYPE_TOSS;
pev->solid = SOLID_TRIGGER;
m_bIsBomb = false;
UTIL_SetSize(pev, g_vecZero, g_vecZero);
SET_MODEL(ENT(pev), "models/w_weaponbox.mdl");
}
// The think function that removes the box from the world.
void CWeaponBox::Kill()
{
// destroy the weapons
for (int i = 0; i < MAX_ITEM_TYPES; i++)
{
CBasePlayerItem *pWeapon = m_rgpPlayerItems[i];
while (pWeapon)
{
pWeapon->SetThink(&CBaseEntity::SUB_Remove);
pWeapon->pev->nextthink = gpGlobals->time + 0.1f;
pWeapon = pWeapon->m_pNext;
}
}
// remove the box
UTIL_Remove(this);
}
// Try to add my contents to the toucher if the toucher is a player.
void CWeaponBox::Touch(CBaseEntity *pOther)
{
if (!(pev->flags & FL_ONGROUND))
{
return;
}
if (!pOther->IsPlayer())
{
// only players may touch a weaponbox.
return;
}
if (!pOther->IsAlive())
{
// no dead guys.
return;
}
CBasePlayer *pPlayer = static_cast<CBasePlayer *>(pOther);
if (pPlayer->m_bIsVIP || pPlayer->m_bShieldDrawn)
return;
pPlayer->OnTouchingWeapon(this);
bool bRemove = true;
bool bEmitSound = false;
// go through my weapons and try to give the usable ones to the player.
// it's important the the player be given ammo first, so the weapons code doesn't refuse
// to deploy a better weapon that the player may pick up because he has no ammo for it.
for (int i = 0; i < MAX_ITEM_TYPES; i++)
{
if (!m_rgpPlayerItems[i])
continue;
CBasePlayerItem *pItem = m_rgpPlayerItems[i];
// have at least one weapon in this slot
while (pItem)
{
if ((pPlayer->HasShield() && pItem->m_iId == WEAPON_ELITE)
|| (pPlayer->IsBot() && (TheCSBots() != nullptr && !TheCSBots()->IsWeaponUseable(pItem))))
{
return;
}
#ifdef REGAMEDLL_ADD
if (pPlayer->HasRestrictItem((pItem->m_iId == WEAPON_SHIELDGUN) ? ITEM_SHIELDGUN : (ItemID)pItem->m_iId, ITEM_TYPE_TOUCHED))
return;
#endif
if (FClassnameIs(pItem->pev, "weapon_c4"))
{
#ifdef REGAMEDLL_FIXES
if (pPlayer->m_iTeam != TERRORIST)
return;
#else
if (pPlayer->m_iTeam != TERRORIST || pPlayer->pev->deadflag != DEAD_NO)
return;
#endif
if (pPlayer->m_bShowHints && !(pPlayer->m_flDisplayHistory & DHF_BOMB_RETRIEVED))
{
pPlayer->m_flDisplayHistory |= DHF_BOMB_RETRIEVED;
pPlayer->HintMessage("#Hint_you_have_the_bomb");
}
else
ClientPrint(pPlayer->pev, HUD_PRINTCENTER, "#Got_bomb");
UTIL_LogPrintf("\"%s<%i><%s><TERRORIST>\" triggered \"Got_The_Bomb\"\n",
STRING(pPlayer->pev->netname),
GETPLAYERUSERID(pPlayer->edict()),
GETPLAYERAUTHID(pPlayer->edict()));
g_pGameRules->m_bBombDropped = FALSE;
MESSAGE_BEGIN(MSG_SPEC, SVC_DIRECTOR);
WRITE_BYTE(9);
WRITE_BYTE(DRC_CMD_EVENT);
WRITE_SHORT(ENTINDEX(pPlayer->edict()));
WRITE_SHORT(ENTINDEX(edict()));
WRITE_LONG(6);
MESSAGE_END();
pPlayer->m_bHasC4 = true;
pPlayer->SetBombIcon(FALSE);
pPlayer->pev->body = 1;
CBaseEntity *pEntity = nullptr;
while ((pEntity = UTIL_FindEntityByClassname(pEntity, "player")))
{
if (FNullEnt(pEntity->edict()))
break;
if (!pEntity->IsPlayer())
continue;
if (pEntity->pev->flags == FL_DORMANT)
continue;
CBasePlayer *pTempPlayer = GetClassPtr<CCSPlayer>((CBasePlayer *)pEntity->pev);
if (pTempPlayer->pev->deadflag == DEAD_NO && pTempPlayer->m_iTeam == TERRORIST)
{
if (pTempPlayer != pPlayer)
{
ClientPrint(pTempPlayer->pev, HUD_PRINTCENTER, "#Game_bomb_pickup", STRING(pPlayer->pev->netname));
}
MESSAGE_BEGIN(MSG_ONE, gmsgBombPickup, nullptr, pTempPlayer->pev);
MESSAGE_END();
}
}
if (TheCSBots())
{
TheCSBots()->SetLooseBomb(nullptr);
}
if (TheBots)
{
TheBots->OnEvent(EVENT_BOMB_PICKED_UP, pPlayer);
}
}
if (i >= PRIMARY_WEAPON_SLOT && i <= PISTOL_SLOT && pPlayer->m_rgpPlayerItems[i])
{
// ...
}
else if (i == GRENADE_SLOT)
{
CBasePlayerWeapon *pGrenade = static_cast<CBasePlayerWeapon *>(m_rgpPlayerItems[i]);
if (pGrenade && pGrenade->IsWeapon())
{
int playerGrenades = pPlayer->m_rgAmmo[pGrenade->m_iPrimaryAmmoType];
#ifdef REGAMEDLL_FIXES
auto info = GetWeaponInfo(pGrenade->m_iId);
if (info && playerGrenades < info->maxRounds)
{
auto pNext = m_rgpPlayerItems[i]->m_pNext;
if (pPlayer->AddPlayerItem(pItem))
{
pItem->AttachToPlayer(pPlayer);
bEmitSound = true;
}
// unlink this weapon from the box
m_rgpPlayerItems[i] = pItem = pNext;
continue;
}
#else
int maxGrenades = 0;
const char *grenadeName = nullptr;
switch (pGrenade->m_iId)
{
case WEAPON_HEGRENADE:
grenadeName = "weapon_hegrenade";
maxGrenades = 1;
break;
case WEAPON_SMOKEGRENADE:
grenadeName = "weapon_smokegrenade";
maxGrenades = 1;
break;
case WEAPON_FLASHBANG:
grenadeName = "weapon_flashbang";
maxGrenades = 2;
break;
}
if (playerGrenades < maxGrenades && grenadeName)
{
// CRITICAL BUG: since gives a new entity using GiveNamedItem,
// but the entity is packaged in a weaponbox still exists and will never used or removed. It's leak!
// How reproduced: Drop your grenade on the ground, check output of command `entity_dump`,
// there we will see only get one grenade. Next step - pick it up, do check again `entity_dump`,
// but this time we'll see them x2.
bEmitSound = true;
pPlayer->GiveNamedItem(grenadeName);
// unlink this weapon from the box
pItem = m_rgpPlayerItems[i]->m_pNext;
m_rgpPlayerItems[i] = pItem;
continue;
}
#endif
}
}
else if (pPlayer->HasShield() && i == PRIMARY_WEAPON_SLOT)
{
// ...
}
else
{
auto pNext = m_rgpPlayerItems[i]->m_pNext;
if (pPlayer->AddPlayerItem(pItem))
{
pItem->AttachToPlayer(pPlayer);
bEmitSound = true;
}
// unlink this weapon from the box
m_rgpPlayerItems[i] = pItem = pNext;
continue;
}
bRemove = false;
pItem = m_rgpPlayerItems[i]->m_pNext;
}
}
if (bRemove)
{
// dole out ammo
for (int n = 0; n < MAX_AMMO_SLOTS; n++)
{
if (!FStringNull(m_rgiszAmmo[n]))
{
// there's some ammo of this type.
pPlayer->GiveAmmo(m_rgAmmo[n], (char *)STRING(m_rgiszAmmo[n]), MaxAmmoCarry(m_rgiszAmmo[n]));
// now empty the ammo from the weaponbox since we just gave it to the player
m_rgiszAmmo[n] = iStringNull;
m_rgAmmo[n] = 0;
}
}
}
if (bEmitSound)
{
EMIT_SOUND(ENT(pPlayer->pev), CHAN_ITEM, "items/gunpickup2.wav", VOL_NORM, ATTN_NORM);
}
if (bRemove)
{
SetTouch(nullptr);
UTIL_Remove(this);
}
}
// Add this weapon to the box
BOOL CWeaponBox::PackWeapon(CBasePlayerItem *pWeapon)
{
// is one of these weapons already packed in this box?
if (HasWeapon(pWeapon))
{
// box can only hold one of each weapon type
return FALSE;
}
if (pWeapon->m_pPlayer)
{
if (pWeapon->m_pPlayer->m_pActiveItem == pWeapon)
{
pWeapon->Holster();
}
if (!pWeapon->m_pPlayer->RemovePlayerItem(pWeapon))
{
// failed to unhook the weapon from the player!
return FALSE;
}
}
int iWeaponSlot = pWeapon->iItemSlot();
if (m_rgpPlayerItems[iWeaponSlot])
{
// there's already one weapon in this slot, so link this into the slot's column
pWeapon->m_pNext = m_rgpPlayerItems[iWeaponSlot];
m_rgpPlayerItems[iWeaponSlot] = pWeapon;
}
else
{
// first weapon we have for this slot
m_rgpPlayerItems[iWeaponSlot] = pWeapon;
pWeapon->m_pNext = nullptr;
}
// never respawn
pWeapon->pev->spawnflags |= SF_NORESPAWN;
pWeapon->pev->movetype = MOVETYPE_NONE;
pWeapon->pev->solid = SOLID_NOT;
pWeapon->pev->effects = EF_NODRAW;
pWeapon->pev->modelindex = 0;
pWeapon->pev->model = 0;
pWeapon->pev->owner = ENT(pev);
pWeapon->SetThink(nullptr);
pWeapon->SetTouch(nullptr);
pWeapon->m_pPlayer = nullptr;
return TRUE;
}
BOOL CWeaponBox::PackAmmo(string_t iszName, int iCount)
{
if (!iszName)
{
// error here
ALERT(at_console, "NULL String in PackAmmo!\n");
return FALSE;
}
int iMaxCarry = MaxAmmoCarry(iszName);
if (iMaxCarry != -1 && iCount > 0)
{
GiveAmmo(iCount, (char *)STRING(iszName), iMaxCarry);
return TRUE;
}
return FALSE;
}
int CWeaponBox::GiveAmmo(int iCount, char *szName, int iMax, int *pIndex)
{
int i;
for (i = 1; i < MAX_AMMO_SLOTS && !FStringNull(m_rgiszAmmo[i]); i++)
{
if (!Q_stricmp(szName, STRING(m_rgiszAmmo[i])))
{
if (pIndex)
*pIndex = i;
int iAdd = Q_min(iCount, iMax - m_rgAmmo[i]);
if (iCount == 0 || iAdd > 0)
{
m_rgAmmo[i] += iAdd;
return i;
}
return -1;
}
}
if (i < MAX_AMMO_SLOTS)
{
if (pIndex)
*pIndex = i;
m_rgiszAmmo[i] = MAKE_STRING(szName);
m_rgAmmo[i] = iCount;
return i;
}
ALERT(at_console, "out of named ammo slots\n");
return i;
}
// Is a weapon of this type already packed in this box?
BOOL CWeaponBox::HasWeapon(CBasePlayerItem *pCheckItem)
{
CBasePlayerItem *pItem = m_rgpPlayerItems[pCheckItem->iItemSlot()];
while (pItem)
{
if (FClassnameIs(pItem->pev, pCheckItem->pev->classname)) {
return TRUE;
}
pItem = pItem->m_pNext;
}
return FALSE;
}
// Is there anything in this box?
BOOL CWeaponBox::IsEmpty()
{
int i;
for (i = 0; i < MAX_ITEM_TYPES; i++)
{
if (m_rgpPlayerItems[i])
{
return FALSE;
}
}
for (i = 0; i < MAX_AMMO_SLOTS; i++)
{
if (m_rgiszAmmo[i])
{
// still have a bit of this type of ammo
return FALSE;
}
}
return TRUE;
}
void CWeaponBox::SetObjectCollisionBox()
{
pev->absmin = pev->origin + Vector(-16, -16, 0);
pev->absmax = pev->origin + Vector(16, 16, 16);
}
char *CArmoury::m_ItemModels[] = {
"models/w_mp5.mdl",
"models/w_tmp.mdl",
"models/w_p90.mdl",
"models/w_mac10.mdl",
"models/w_ak47.mdl",
"models/w_sg552.mdl",
"models/w_m4a1.mdl",
"models/w_aug.mdl",
"models/w_scout.mdl",
"models/w_g3sg1.mdl",
"models/w_awp.mdl",
"models/w_m3.mdl",
"models/w_xm1014.mdl",
"models/w_m249.mdl",
"models/w_flashbang.mdl",
"models/w_hegrenade.mdl",
"models/w_kevlar.mdl",
"models/w_assault.mdl",
"models/w_smokegrenade.mdl",
#ifdef REGAMEDLL_ADD
"models/w_shield.mdl",
"models/w_famas.mdl",
"models/w_sg550.mdl",
"models/w_galil.mdl",
"models/w_ump45.mdl",
"models/w_glock18.mdl",
"models/w_usp.mdl",
"models/w_elite.mdl",
"models/w_fiveseven.mdl",
"models/w_p228.mdl",
"models/w_deagle.mdl"
#endif
};
void CArmoury::Spawn()
{
Precache();
pev->movetype = MOVETYPE_TOSS;
pev->solid = SOLID_TRIGGER;
UTIL_SetSize(pev, Vector(-16, -16, 0), Vector(16, 16, 16));
UTIL_SetOrigin(pev, pev->origin);
SetTouch(&CArmoury::ArmouryTouch);
if (m_iItem < ARRAYSIZE(m_ItemModels))
{
SET_MODEL(ENT(pev), m_ItemModels[m_iItem]);
}
if (m_iCount <= 0)
{
m_iCount = 1;
}
#ifdef REGAMEDLL_ADD
// Cache the placed origin of source point
pev->oldorigin = pev->origin;
#endif
m_bAlreadyCounted = false;
m_iInitialCount = m_iCount;
}
void CArmoury::Restart()
{
#ifdef REGAMEDLL_FIXES
// This code refers to the mode of Escape. (Because there is relationship to the team Terrorists)
if (CSGameRules()->m_bMapHasEscapeZone)
#endif
{
if (m_iItem == ARMOURY_FLASHBANG || m_iItem == ARMOURY_HEGRENADE)
{
if (!m_bAlreadyCounted)
{
m_bAlreadyCounted = true;
CSGameRules()->m_iTotalGrenadeCount += m_iInitialCount;
m_iCount = m_iInitialCount;
Draw();
return;
}
float flRatio = real_t(m_iInitialCount / CSGameRules()->m_iTotalGrenadeCount) * real_t(CSGameRules()->m_iNumTerrorist) * 1.75;
m_iCount = int(flRatio);
}
else if (m_iItem == ARMOURY_KEVLAR || m_iItem == ARMOURY_ASSAULT)
{
if (!m_bAlreadyCounted)
{
m_bAlreadyCounted = true;
CSGameRules()->m_iTotalArmourCount += m_iInitialCount;
m_iCount = m_iInitialCount;
Draw();
return;
}
float flRatio = real_t(m_iInitialCount / CSGameRules()->m_iTotalArmourCount) * real_t(CSGameRules()->m_iNumTerrorist);
m_iCount = int(flRatio);
}
else
{
if (!m_bAlreadyCounted)
{
m_bAlreadyCounted = true;
CSGameRules()->m_iTotalGunCount += m_iInitialCount;
m_iCount = m_iInitialCount;
Draw();
return;
}
float flRatio = real_t(m_iInitialCount / CSGameRules()->m_iTotalGunCount) * real_t(CSGameRules()->m_iNumTerrorist) * 0.85;
m_iCount = int(flRatio);
}
}
#ifdef REGAMEDLL_FIXES
else
{
m_iCount = m_iInitialCount;
}
#endif
if (m_iCount < 1)
m_iCount = 1;
Draw();
#ifdef REGAMEDLL_ADD
// Restored origin from the cache
UTIL_SetOrigin(pev, pev->oldorigin);
DROP_TO_FLOOR(edict());
#endif
}
void CArmoury::Precache()
{
if (m_iItem < ARRAYSIZE(m_ItemModels))
{
PRECACHE_MODEL(m_ItemModels[m_iItem]);
}
}
void CArmoury::Draw()
{
pev->effects &= ~EF_NODRAW;
#ifdef REGAMEDLL_FIXES
pev->solid = SOLID_TRIGGER;
#endif
}
void CArmoury::Hide()
{
pev->effects |= EF_NODRAW;
#ifdef REGAMEDLL_FIXES
// more not to touch with the world.
pev->solid = SOLID_NOT;
#endif
}
struct ArmouryItemStruct
{
const char *entityName;
char *ammoName;
int giveAmount;
int maxRounds;
} armouryItemInfo[] = {
{ "weapon_mp5navy", "9mm", 60, MAX_AMMO_9MM }, // ARMOURY_MP5NAVY
{ "weapon_tmp", "9mm", 60, MAX_AMMO_9MM }, // ARMOURY_TMP
{ "weapon_p90", "57mm", 50, MAX_AMMO_57MM }, // ARMOURY_P90
{ "weapon_mac10", "45acp", 60, MAX_AMMO_45ACP }, // ARMOURY_MAC10
{ "weapon_ak47", "762Nato", 60, MAX_AMMO_762NATO }, // ARMOURY_AK47
{ "weapon_sg552", "556Nato", 60, MAX_AMMO_556NATO }, // ARMOURY_SG552
{ "weapon_m4a1", "556Nato", 60, MAX_AMMO_556NATO }, // ARMOURY_M4A1
{ "weapon_aug", "556Nato", 60, MAX_AMMO_556NATO }, // ARMOURY_AUG
{ "weapon_scout", "762Nato", 30, MAX_AMMO_762NATO }, // ARMOURY_SCOUT
{ "weapon_g3sg1", "762Nato", 30, MAX_AMMO_762NATO }, // ARMOURY_G3SG1
{ "weapon_awp", "338Magnum", 20, MAX_AMMO_338MAGNUM }, // ARMOURY_AWP
{ "weapon_m3", "buckshot", 24, MAX_AMMO_BUCKSHOT }, // ARMOURY_M3
{ "weapon_xm1014", "buckshot", 24, MAX_AMMO_BUCKSHOT }, // ARMOURY_XM1014
{ "weapon_m249", "556NatoBox", 60, MAX_AMMO_556NATOBOX }, // ARMOURY_M249
{ nullptr, nullptr, 0, 0 }, // ARMOURY_FLASHBANG
{ nullptr, nullptr, 0, 0 }, // ARMOURY_HEGRENADE
{ nullptr, nullptr, 0, 0 }, // ARMOURY_KEVLAR
{ nullptr, nullptr, 0, 0 }, // ARMOURY_ASSAULT
{ nullptr, nullptr, 0, 0 }, // ARMOURY_SMOKEGRENADE
{ nullptr, nullptr, 0, 0 }, // ARMOURY_SHIELD
{ "weapon_famas", "556Nato", 90, MAX_AMMO_556NATO }, // ARMOURY_FAMAS
{ "weapon_sg550", "556Nato", 90, MAX_AMMO_556NATO }, // ARMOURY_SG550
{ "weapon_galil", "556Nato", 90, MAX_AMMO_556NATO }, // ARMOURY_GALIL
{ "weapon_ump45", "45acp", 100, MAX_AMMO_45ACP }, // ARMOURY_UMP45
{ "weapon_glock18", "9mm", 120, MAX_AMMO_9MM }, // ARMOURY_GLOCK18
{ "weapon_usp", "45acp", 100, MAX_AMMO_45ACP }, // ARMOURY_USP
{ "weapon_elite", "9mm", 120, MAX_AMMO_9MM }, // ARMOURY_ELITE
{ "weapon_fiveseven", "57mm", 100, MAX_AMMO_57MM }, // ARMOURY_FIVESEVEN
{ "weapon_p228", "357SIG", 52, MAX_AMMO_357SIG }, // ARMOURY_P228
{ "weapon_deagle", "50AE", 35, MAX_AMMO_50AE }, // ARMOURY_DEAGLE
};
void CArmoury::ArmouryTouch(CBaseEntity *pOther)
{
if (!pOther->IsPlayer())
return;
CBasePlayer *pToucher = static_cast<CBasePlayer *>(pOther);
if (pToucher->m_bIsVIP)
return;
#ifdef REGAMEDLL_ADD
if (pToucher->HasRestrictItem(GetItemIdByArmoury(m_iItem), ITEM_TYPE_TOUCHED))
return;
#endif
// primary weapons
if (m_iCount > 0 && (m_iItem <= ARMOURY_M249
#ifdef REGAMEDLL_ADD
|| (m_iItem >= ARMOURY_FAMAS && m_iItem <= ARMOURY_UMP45)
#endif
))
{
if (pToucher->m_bHasPrimary)
return;
m_iCount--;
auto item = &armouryItemInfo[m_iItem];
#ifdef REGAMEDLL_FIXES
pToucher->GiveNamedItemEx(item->entityName);
#else
pToucher->GiveNamedItem(item->entityName);
#endif
pToucher->GiveAmmo(item->giveAmount, item->ammoName, item->maxRounds);
}
#ifdef REGAMEDLL_ADD
// secondary weapons (pistols)
else if (m_iCount > 0 && m_iItem >= ARMOURY_GLOCK18)
{
if (pToucher->m_rgpPlayerItems[PISTOL_SLOT])
return;
m_iCount--;
auto item = &armouryItemInfo[m_iItem];
pToucher->GiveNamedItemEx(item->entityName);
pToucher->GiveAmmo(item->giveAmount, item->ammoName, item->maxRounds);
}
#endif
// items & grenades
else if (m_iCount > 0 && m_iItem >= ARMOURY_FLASHBANG)
{
switch (m_iItem)
{
case ARMOURY_FLASHBANG:
{
if (pToucher->AmmoInventory(AMMO_FLASHBANG) >= MaxAmmoCarry(WEAPON_FLASHBANG))
return;
pToucher->GiveNamedItem("weapon_flashbang");
m_iCount--;
break;
}
case ARMOURY_HEGRENADE:
{
if (pToucher->AmmoInventory(AMMO_HEGRENADE) >= MaxAmmoCarry(WEAPON_HEGRENADE))
return;
pToucher->GiveNamedItem("weapon_hegrenade");
m_iCount--;
break;
}
case ARMOURY_KEVLAR:
{
if (pToucher->m_iKevlar == ARMOR_KEVLAR)
return;
pToucher->GiveNamedItem("item_kevlar");
m_iCount--;
break;
}
case ARMOURY_ASSAULT:
{
if (pToucher->m_iKevlar == ARMOR_VESTHELM)
return;
pToucher->GiveNamedItem("item_assaultsuit");
m_iCount--;
break;
}
case ARMOURY_SMOKEGRENADE:
{
if (pToucher->AmmoInventory(AMMO_SMOKEGRENADE) >= MaxAmmoCarry(WEAPON_SMOKEGRENADE))
return;
pToucher->GiveNamedItem("weapon_smokegrenade");
m_iCount--;
break;
}
#ifdef REGAMEDLL_ADD
case ARMOURY_SHIELD:
{
if (pToucher->m_bHasPrimary || (pToucher->m_rgpPlayerItems[PISTOL_SLOT] && pToucher->GetItemById(WEAPON_ELITE)))
return;
pToucher->GiveNamedItemEx("weapon_shield");
m_iCount--;
break;
}
#endif
}
}
if (!m_iCount)
Hide();
}
void CArmoury::KeyValue(KeyValueData *pkvd)
{
if (FStrEq(pkvd->szKeyName, "item"))
{
m_iItem = (ArmouryItemPack)Q_atoi(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "count"))
{
m_iCount = Q_atoi(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else
{
CBaseEntity::KeyValue(pkvd);
}
}
#ifdef REGAMEDLL_ADD
void CArmoury::SetObjectCollisionBox()
{
pev->absmin = pev->origin + Vector(-16, -16, 0);
pev->absmax = pev->origin + Vector(16, 16, 16);
}
#endif
LINK_ENTITY_TO_CLASS(armoury_entity, CArmoury, CCSArmoury)
#ifdef REGAMEDLL_API
#define m_ItemInfoEx CSPlayerItem()->m_ItemInfo
#else
#define m_ItemInfoEx m_ItemInfoArray[m_iId]
#endif
const char *CBasePlayerItem::pszAmmo1() const
{
return m_ItemInfoEx.pszAmmo1;
}
int CBasePlayerItem::iMaxAmmo1() const
{
return m_ItemInfoEx.iMaxAmmo1;
}
const char *CBasePlayerItem::pszAmmo2() const
{
return m_ItemInfoEx.pszAmmo2;
}
int CBasePlayerItem::iMaxAmmo2() const
{
return m_ItemInfoEx.iMaxAmmo2;
}
const char *CBasePlayerItem::pszName() const
{
return m_ItemInfoEx.pszName;
}
int CBasePlayerItem::iMaxClip() const
{
return m_ItemInfoEx.iMaxClip;
}
int CBasePlayerItem::iWeight() const
{
return m_ItemInfoEx.iWeight;
}
int CBasePlayerItem::iFlags() const
{
return m_ItemInfoEx.iFlags;
}