ReGameDLL_CS/regamedll/dlls/wpn_shared/wpn_mac10.cpp
2015-12-07 01:18:51 +04:00

227 lines
5.1 KiB
C++

#include "precompiled.h"
/* <2867c0> ../cstrike/dlls/wpn_shared/wpn_mac10.cpp:50 */
LINK_ENTITY_TO_CLASS(weapon_mac10, CMAC10);
/* <28658a> ../cstrike/dlls/wpn_shared/wpn_mac10.cpp:52 */
void CMAC10::__MAKE_VHOOK(Spawn)(void)
{
Precache();
m_iId = WEAPON_MAC10;
SET_MODEL(edict(), "models/w_mac10.mdl");
m_iDefaultAmmo = MAC10_DEFAULT_GIVE;
m_flAccuracy = 0.15;
m_bDelayFire = false;
FallInit();
}
/* <286509> ../cstrike/dlls/wpn_shared/wpn_mac10.cpp:66 */
void CMAC10::__MAKE_VHOOK(Precache)(void)
{
PRECACHE_MODEL("models/v_mac10.mdl");
PRECACHE_MODEL("models/w_mac10.mdl");
PRECACHE_SOUND("weapons/mac10-1.wav");
PRECACHE_SOUND("weapons/mac10_clipout.wav");
PRECACHE_SOUND("weapons/mac10_clipin.wav");
PRECACHE_SOUND("weapons/mac10_boltpull.wav");
m_iShell = PRECACHE_MODEL("models/pshell.mdl");
m_usFireMAC10 = PRECACHE_EVENT(1, "events/mac10.sc");
}
/* <286530> ../cstrike/dlls/wpn_shared/wpn_mac10.cpp:82 */
int CMAC10::__MAKE_VHOOK(GetItemInfo)(ItemInfo *p)
{
p->pszName = STRING(pev->classname);
p->pszAmmo1 = "45acp";
p->iMaxAmmo1 = MAX_AMMO_45ACP;
p->pszAmmo2 = NULL;
p->iMaxAmmo2 = -1;
p->iMaxClip = MAC10_MAX_CLIP;
p->iSlot = 0;
p->iPosition = 13;
p->iId = m_iId = WEAPON_MAC10;
p->iFlags = 0;
p->iWeight = MAC10_WEIGHT;
return 1;
}
/* <286563> ../cstrike/dlls/wpn_shared/wpn_mac10.cpp:99 */
BOOL CMAC10::__MAKE_VHOOK(Deploy)(void)
{
m_flAccuracy = 0.15;
iShellOn = 1;
m_bDelayFire = false;
return DefaultDeploy("models/v_mac10.mdl", "models/p_mac10.mdl", MAC10_DRAW, "onehanded", UseDecrement() != FALSE);
}
/* <286786> ../cstrike/dlls/wpn_shared/wpn_mac10.cpp:108 */
void CMAC10::__MAKE_VHOOK(PrimaryAttack)(void)
{
if (!(m_pPlayer->pev->flags & FL_ONGROUND))
{
MAC10Fire(0.375 * m_flAccuracy, 0.07, FALSE);
}
else
{
MAC10Fire(0.03 * m_flAccuracy, 0.07, FALSE);
}
}
/* <28688a> ../cstrike/dlls/wpn_shared/wpn_mac10.cpp:116 */
void CMAC10::MAC10Fire(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) / 200) + 0.6;
if (m_flAccuracy > 1.65)
m_flAccuracy = 1.65;
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_iClip--;
m_pPlayer->pev->effects |= EF_MUZZLEFLASH;
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 = DIM_GUN_FLASH;
vecSrc = m_pPlayer->GetGunPosition();
vecAiming = gpGlobals->v_forward;
vecDir = m_pPlayer->FireBullets3(vecSrc, vecAiming, flSpread, 8192, 1, BULLET_PLAYER_45ACP,
MAC10_DAMAGE, MAC10_RANGE_MODIFER, m_pPlayer->pev, false, m_pPlayer->random_seed);
#ifdef CLIENT_WEAPONS
flag = FEV_NOTHOST;
#else
flag = 0;
#endif // CLIENT_WEAPONS
PLAYBACK_EVENT_FULL(flag, m_pPlayer->edict(), m_usFireMAC10, 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_flNextPrimaryAttack = m_flNextSecondaryAttack = GetNextAttackDelay(flCycleTime);
if (!m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0)
{
m_pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0);
}
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2;
if (!(m_pPlayer->pev->flags & FL_ONGROUND))
{
KickBack(1.3, 0.55, 0.4, 0.05, 4.75, 3.75, 5);
}
else if (m_pPlayer->pev->velocity.Length2D() > 0)
{
KickBack(0.9, 0.45, 0.25, 0.035, 3.5, 2.75, 7);
}
else if (m_pPlayer->pev->flags & FL_DUCKING)
{
KickBack(0.75, 0.4, 0.175, 0.03, 2.75, 2.5, 10);
}
else
{
KickBack(0.775, 0.425, 0.2, 0.03, 3.0, 2.75, 9);
}
}
/* <28663b> ../cstrike/dlls/wpn_shared/wpn_mac10.cpp:199 */
void CMAC10::__MAKE_VHOOK(Reload)(void)
{
if (m_pPlayer->ammo_45acp <= 0)
{
return;
}
if (DefaultReload(MAC10_MAX_CLIP, MAC10_RELOAD, MAC10_RELOAD_TIME))
{
m_pPlayer->SetAnimation(PLAYER_RELOAD);
m_flAccuracy = 0;
m_iShotsFired = 0;
}
}
/* <286600> ../cstrike/dlls/wpn_shared/wpn_mac10.cpp:213 */
void CMAC10::__MAKE_VHOOK(WeaponIdle)(void)
{
ResetEmptySound();
m_pPlayer->GetAutoaimVector(AUTOAIM_10DEGREES);
if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase())
{
return;
}
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 20;
SendWeaponAnim(MAC10_IDLE1, UseDecrement() != FALSE);
}
#ifdef HOOK_GAMEDLL
void CMAC10::Spawn(void)
{
Spawn_();
}
void CMAC10::Precache(void)
{
Precache_();
}
int CMAC10::GetItemInfo(ItemInfo *p)
{
return GetItemInfo_(p);
}
BOOL CMAC10::Deploy(void)
{
return Deploy_();
}
void CMAC10::PrimaryAttack(void)
{
PrimaryAttack_();
}
void CMAC10::Reload(void)
{
Reload_();
}
void CMAC10::WeaponIdle(void)
{
WeaponIdle_();
}
#endif // HOOK_GAMEDLL