ReGameDLL_CS/regamedll/dlls/wpn_shared/wpn_ak47.cpp
2019-09-23 04:09:58 +07:00

203 lines
4.3 KiB
C++

#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) / 200) + 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);
}
}