ReGameDLL_CS/regamedll/dlls/wpn_shared/wpn_mac10.cpp
2019-09-23 04:09:58 +07:00

191 lines
4.1 KiB
C++

#include "precompiled.h"
LINK_ENTITY_TO_CLASS(weapon_mac10, CMAC10, CCSMAC10)
void CMAC10::Spawn()
{
Precache();
m_iId = WEAPON_MAC10;
SET_MODEL(edict(), "models/w_mac10.mdl");
m_iDefaultAmmo = MAC10_DEFAULT_GIVE;
m_flAccuracy = 0.15f;
m_bDelayFire = false;
#ifdef REGAMEDLL_API
CSPlayerWeapon()->m_flBaseDamage = MAC10_DAMAGE;
#endif
// Get ready to fall down
FallInit();
// extend
CBasePlayerWeapon::Spawn();
}
void CMAC10::Precache()
{
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");
}
int CMAC10::GetItemInfo(ItemInfo *p)
{
p->pszName = STRING(pev->classname);
p->pszAmmo1 = "45acp";
p->iMaxAmmo1 = MAX_AMMO_45ACP;
p->pszAmmo2 = nullptr;
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;
}
BOOL CMAC10::Deploy()
{
m_flAccuracy = 0.15f;
iShellOn = 1;
m_bDelayFire = false;
return DefaultDeploy("models/v_mac10.mdl", "models/p_mac10.mdl", MAC10_DRAW, "onehanded", UseDecrement() != FALSE);
}
void CMAC10::PrimaryAttack()
{
if (!(m_pPlayer->pev->flags & FL_ONGROUND))
{
MAC10Fire(0.375 * m_flAccuracy, 0.07, FALSE);
}
else
{
MAC10Fire(0.03 * m_flAccuracy, 0.07, FALSE);
}
}
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) + 0.6f;
if (m_flAccuracy > 1.65f)
m_flAccuracy = 1.65f;
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);
m_pPlayer->m_iWeaponVolume = NORMAL_GUN_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 = MAC10_DAMAGE;
#endif
vecDir = m_pPlayer->FireBullets3(vecSrc, vecAiming, flSpread, 8192, 1, BULLET_PLAYER_45ACP,
flBaseDamage, MAC10_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_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", SUIT_SENTENCE, SUIT_REPEAT_OK);
}
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.0f;
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);
}
}
void CMAC10::Reload()
{
if (m_pPlayer->ammo_45acp <= 0)
return;
if (DefaultReload(iMaxClip(), MAC10_RELOAD, MAC10_RELOAD_TIME))
{
m_pPlayer->SetAnimation(PLAYER_RELOAD);
m_flAccuracy = 0;
m_iShotsFired = 0;
}
}
void CMAC10::WeaponIdle()
{
ResetEmptySound();
m_pPlayer->GetAutoaimVector(AUTOAIM_10DEGREES);
if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase())
{
return;
}
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 20.0f;
SendWeaponAnim(MAC10_IDLE1, UseDecrement() != FALSE);
}