ReGameDLL_CS/regamedll/dlls/wpn_shared/wpn_awp.cpp
s1lentq 9b955f2672 Regamedll API WIP: Added new interfaces-objects
Removed some useless code in CBasePlayerWeapon::GetNextAttackDelay
Removed the allocation of the entity CSoundEnt, because it is useless for CS 1.6 also removed UpdatePlayerSound
2016-03-17 23:58:24 +06:00

220 lines
5.1 KiB
C++

#include "precompiled.h"
LINK_ENTITY_TO_CLASS(weapon_awp, CAWP, CCSAWP);
void CAWP::__MAKE_VHOOK(Spawn)()
{
Precache();
m_iId = WEAPON_AWP;
SET_MODEL(ENT(pev), "models/w_awp.mdl");
m_iDefaultAmmo = AWP_DEFAULT_GIVE;
FallInit();
}
void CAWP::__MAKE_VHOOK(Precache)()
{
PRECACHE_MODEL("models/v_awp.mdl");
PRECACHE_MODEL("models/w_awp.mdl");
PRECACHE_SOUND("weapons/awp1.wav");
PRECACHE_SOUND("weapons/boltpull1.wav");
PRECACHE_SOUND("weapons/boltup.wav");
PRECACHE_SOUND("weapons/boltdown.wav");
PRECACHE_SOUND("weapons/zoom.wav");
PRECACHE_SOUND("weapons/awp_deploy.wav");
PRECACHE_SOUND("weapons/awp_clipin.wav");
PRECACHE_SOUND("weapons/awp_clipout.wav");
m_iShell = PRECACHE_MODEL("models/rshell_big.mdl");
m_iShellId = m_iShell;
m_usFireAWP = PRECACHE_EVENT(1, "events/awp.sc");
}
int CAWP::__MAKE_VHOOK(GetItemInfo)(ItemInfo *p)
{
p->pszName = STRING(pev->classname);
p->pszAmmo1 = "338Magnum";
p->iMaxAmmo1 = MAX_AMMO_338MAGNUM;
p->pszAmmo2 = NULL;
p->iMaxAmmo2 = -1;
p->iMaxClip = AWP_MAX_CLIP;
p->iSlot = 0;
p->iPosition = 2;
p->iId = m_iId = WEAPON_AWP;
p->iFlags = 0;
p->iWeight = AWP_WEIGHT;
return 1;
}
BOOL CAWP::__MAKE_VHOOK(Deploy)()
{
if (DefaultDeploy("models/v_awp.mdl", "models/p_awp.mdl", AWP_DRAW, "rifle", UseDecrement() != FALSE))
{
m_pPlayer->m_flNextAttack = GetNextAttackDelay(1.45);
m_flNextPrimaryAttack = m_pPlayer->m_flNextAttack;
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 1.0f;
return TRUE;
}
return FALSE;
}
void CAWP::__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 = 10; break;
default: 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 CAWP::__MAKE_VHOOK(PrimaryAttack)()
{
if (!(m_pPlayer->pev->flags & FL_ONGROUND))
{
AWPFire(0.85, 1.45, FALSE);
}
else if (m_pPlayer->pev->velocity.Length2D() > 140)
{
AWPFire(0.25, 1.45, FALSE);
}
else if (m_pPlayer->pev->velocity.Length2D() > 10)
{
AWPFire(0.1, 1.45, FALSE);
}
else if (m_pPlayer->pev->flags & FL_DUCKING)
{
AWPFire(0.0, 1.45, FALSE);
}
else
{
AWPFire(0.001, 1.45, FALSE);
}
}
void CAWP::AWPFire(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;
m_pPlayer->pev->fov = DEFAULT_FOV;
}
// If we are not zoomed in, the bullet diverts more.
else
{
flSpread += 0.08f;
}
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_flEjectBrass = gpGlobals->time + 0.55f;
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_338MAG, AWP_DAMAGE, AWP_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_usFireAWP, 0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y,
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() + 2.0f;
m_pPlayer->pev->punchangle.x -= 2.0f;
}
void CAWP::__MAKE_VHOOK(Reload)()
{
if (m_pPlayer->ammo_338mag <= 0)
return;
if (DefaultReload(AWP_MAX_CLIP, AWP_RELOAD, AWP_RELOAD_TIME))
{
m_pPlayer->SetAnimation(PLAYER_RELOAD);
if (m_pPlayer->pev->fov != DEFAULT_FOV)
{
m_pPlayer->m_iFOV = 10;
m_pPlayer->pev->fov = 10;
SecondaryAttack();
}
}
}
void CAWP::__MAKE_VHOOK(WeaponIdle)()
{
ResetEmptySound();
m_pPlayer->GetAutoaimVector(AUTOAIM_10DEGREES);
if (m_flTimeWeaponIdle <= UTIL_WeaponTimeBase() && m_iClip)
{
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 60.0f;
SendWeaponAnim(AWP_IDLE, UseDecrement() != FALSE);
}
}
float CAWP::__MAKE_VHOOK(GetMaxSpeed)()
{
if (m_pPlayer->m_iFOV == DEFAULT_FOV)
return AWP_MAX_SPEED;
// Slower speed when zoomed in.
return AWP_MAX_SPEED_ZOOM;
}