ReGameDLL_CS/regamedll/dlls/wpn_shared/wpn_scout.cpp
s1lent 90d08ee3a0 Refactoring & fix warnings VS2015.
Ignore VS2015 files.
Add ResetSequenceInfo in SetNewPlayerModel.
Interface API CCSPlayer: Added ResetSequenceInfo and reworked RemovePlayerItem
Bump minor version
2017-01-30 23:07:56 +07:00

215 lines
5.0 KiB
C++

#include "precompiled.h"
LINK_ENTITY_TO_CLASS(weapon_scout, CSCOUT, CCSSCOUT)
void CSCOUT::__MAKE_VHOOK(Spawn)()
{
Precache();
m_iId = WEAPON_SCOUT;
SET_MODEL(edict(), "models/w_scout.mdl");
m_iDefaultAmmo = SCOUT_DEFAULT_GIVE;
FallInit();
}
void CSCOUT::__MAKE_VHOOK(Precache)()
{
PRECACHE_MODEL("models/v_scout.mdl");
PRECACHE_MODEL("models/w_scout.mdl");
PRECACHE_SOUND("weapons/scout_fire-1.wav");
PRECACHE_SOUND("weapons/scout_bolt.wav");
PRECACHE_SOUND("weapons/scout_clipin.wav");
PRECACHE_SOUND("weapons/scout_clipout.wav");
PRECACHE_SOUND("weapons/zoom.wav");
m_iShellId = m_iShell = PRECACHE_MODEL("models/rshell_big.mdl");
m_usFireScout = PRECACHE_EVENT(1, "events/scout.sc");
}
int CSCOUT::__MAKE_VHOOK(GetItemInfo)(ItemInfo *p)
{
p->pszName = STRING(pev->classname);
p->pszAmmo1 = "762Nato";
p->iMaxAmmo1 = MAX_AMMO_762NATO;
p->pszAmmo2 = NULL;
p->iMaxAmmo2 = -1;
p->iMaxClip = SCOUT_MAX_CLIP;
p->iSlot = 0;
p->iPosition = 9;
p->iId = m_iId = WEAPON_SCOUT;
p->iFlags = 0;
p->iWeight = SCOUT_WEIGHT;
return 1;
}
BOOL CSCOUT::__MAKE_VHOOK(Deploy)()
{
if (DefaultDeploy("models/v_scout.mdl", "models/p_scout.mdl", SCOUT_DRAW, "rifle", UseDecrement() != FALSE))
{
m_flNextPrimaryAttack = m_pPlayer->m_flNextAttack = GetNextAttackDelay(1.25);
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 1.0f;
return TRUE;
}
return FALSE;
}
void CSCOUT::__MAKE_VHOOK(SecondaryAttack)()
{
switch (m_pPlayer->m_iFOV)
{
case 90: m_pPlayer->m_iFOV = m_pPlayer->pev->fov = 40; break;
case 40: m_pPlayer->m_iFOV = m_pPlayer->pev->fov = 15; break;
#ifdef REGAMEDLL_FIXES
default:
#else
case 15:
#endif
m_pPlayer->m_iFOV = m_pPlayer->pev->fov = 90; break;
}
if (TheBots != NULL)
{
TheBots->OnEvent(EVENT_WEAPON_ZOOMED, m_pPlayer);
}
m_pPlayer->ResetMaxSpeed();
EMIT_SOUND(m_pPlayer->edict(), CHAN_ITEM, "weapons/zoom.wav", 0.2, 2.4);
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.3;
}
void CSCOUT::__MAKE_VHOOK(PrimaryAttack)()
{
if (!(m_pPlayer->pev->flags & FL_ONGROUND))
{
SCOUTFire(0.2, 1.25, FALSE);
}
else if (m_pPlayer->pev->velocity.Length2D() > 170)
{
SCOUTFire(0.075, 1.25, FALSE);
}
else if (m_pPlayer->pev->flags & FL_DUCKING)
{
SCOUTFire(0, 1.25, FALSE);
}
else
{
SCOUTFire(0.007, 1.25, FALSE);
}
}
void CSCOUT::SCOUTFire(float flSpread, float flCycleTime, BOOL fUseAutoAim)
{
Vector vecAiming, vecSrc, vecDir;
int flag;
if (m_pPlayer->pev->fov != DEFAULT_FOV)
{
m_pPlayer->m_bResumeZoom = true;
m_pPlayer->m_iLastZoom = m_pPlayer->m_iFOV;
// reset a fov
m_pPlayer->m_iFOV = DEFAULT_FOV;
}
else
{
flSpread += 0.025f;
}
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->SetAnimation(PLAYER_ATTACK1);
UTIL_MakeVectors(m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle);
m_pPlayer->m_flEjectBrass = gpGlobals->time + 0.56f;
m_pPlayer->m_iWeaponVolume = BIG_EXPLOSION_VOLUME;
m_pPlayer->m_iWeaponFlash = NORMAL_GUN_FLASH;
vecSrc = m_pPlayer->GetGunPosition();
vecAiming = gpGlobals->v_forward;
vecDir = m_pPlayer->FireBullets3(vecSrc, vecAiming, flSpread, 8192, 3, BULLET_PLAYER_762MM, SCOUT_DAMAGE, SCOUT_RANGE_MODIFER, m_pPlayer->pev, true, m_pPlayer->random_seed);
#ifdef CLIENT_WEAPONS
flag = FEV_NOTHOST;
#else
flag = 0;
#endif
PLAYBACK_EVENT_FULL(flag, m_pPlayer->edict(), m_usFireScout, 0, (float *)&g_vecZero, (float *)&m_pPlayer->pev->angles, (vecDir.x * 1000), (vecDir.y * 1000),
int(m_pPlayer->pev->punchangle.x * 100), int(m_pPlayer->pev->punchangle.x * 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() + 1.8f;
m_pPlayer->pev->punchangle.x -= 2.0f;
}
void CSCOUT::__MAKE_VHOOK(Reload)()
{
#ifdef REGAMEDLL_FIXES
// to prevent reload if not enough ammo
if (m_pPlayer->ammo_762nato <= 0)
return;
#endif
if (DefaultReload(iMaxClip(), SCOUT_RELOAD, SCOUT_RELOAD_TIME))
{
if (m_pPlayer->pev->fov != DEFAULT_FOV)
{
m_pPlayer->pev->fov = m_pPlayer->m_iFOV = 15;
SecondaryAttack();
}
m_pPlayer->SetAnimation(PLAYER_RELOAD);
}
}
void CSCOUT::__MAKE_VHOOK(WeaponIdle)()
{
ResetEmptySound();
m_pPlayer->GetAutoaimVector(AUTOAIM_10DEGREES);
if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase())
{
return;
}
if (m_iClip)
{
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 60.0f;
SendWeaponAnim(SCOUT_IDLE, UseDecrement() != FALSE);
}
}
float CSCOUT::__MAKE_VHOOK(GetMaxSpeed)()
{
return (m_pPlayer->m_iFOV == DEFAULT_FOV) ? SCOUT_MAX_SPEED : SCOUT_MAX_SPEED_ZOOM;
}