ReGameDLL_CS/regamedll/dlls/wpn_shared/wpn_famas.cpp
Sergey Shorokhov 667242fadd
Fix m_flAccuracy calculation (#677)
* weapons.h: Add `*_ACCURACY_DIVISOR` constants

* fix `m_flAccuracy` spray calculation
2021-09-13 15:28:43 +03:00

248 lines
5.6 KiB
C++

#include "precompiled.h"
LINK_ENTITY_TO_CLASS(weapon_famas, CFamas, CCSFamas)
void CFamas::Spawn()
{
Precache();
m_iId = WEAPON_FAMAS;
SET_MODEL(edict(), "models/w_famas.mdl");
m_iDefaultAmmo = FAMAS_DEFAULT_GIVE;
m_iFamasShotsFired = 0;
m_flFamasShoot = 0;
#ifdef REGAMEDLL_API
CSPlayerWeapon()->m_flBaseDamage = FAMAS_DAMAGE;
m_flBaseDamageBurst = FAMAS_DAMAGE_BURST;
#endif
// Get ready to fall down
FallInit();
// extend
CBasePlayerWeapon::Spawn();
}
void CFamas::Precache()
{
PRECACHE_MODEL("models/v_famas.mdl");
PRECACHE_MODEL("models/w_famas.mdl");
PRECACHE_SOUND("weapons/famas-1.wav");
PRECACHE_SOUND("weapons/famas-2.wav");
PRECACHE_SOUND("weapons/famas_clipout.wav");
PRECACHE_SOUND("weapons/famas_clipin.wav");
PRECACHE_SOUND("weapons/famas_boltpull.wav");
PRECACHE_SOUND("weapons/famas_boltslap.wav");
PRECACHE_SOUND("weapons/famas_forearm.wav");
PRECACHE_SOUND("weapons/famas-burst.wav");
m_iShell = PRECACHE_MODEL("models/rshell.mdl");
m_usFireFamas = PRECACHE_EVENT(1, "events/famas.sc");
}
int CFamas::GetItemInfo(ItemInfo *p)
{
p->pszName = STRING(pev->classname);
p->pszAmmo1 = "556Nato";
p->iMaxAmmo1 = MAX_AMMO_556NATO;
p->pszAmmo2 = nullptr;
p->iMaxAmmo2 = -1;
p->iMaxClip = FAMAS_MAX_CLIP;
p->iSlot = 0;
p->iPosition = 18;
p->iId = m_iId = WEAPON_FAMAS;
p->iFlags = ITEM_FLAG_NOFIREUNDERWATER;
p->iWeight = FAMAS_WEIGHT;
return 1;
}
BOOL CFamas::Deploy()
{
m_iShotsFired = 0;
m_iFamasShotsFired = 0;
m_flFamasShoot = 0;
m_flAccuracy = 0.2f;
iShellOn = 1;
return DefaultDeploy("models/v_famas.mdl", "models/p_famas.mdl", FAMAS_DRAW, "carbine", UseDecrement() != FALSE);
}
void CFamas::SecondaryAttack()
{
if (m_iWeaponState & WPNSTATE_FAMAS_BURST_MODE)
{
ClientPrint(m_pPlayer->pev, HUD_PRINTCENTER, "#Switch_To_FullAuto");
m_iWeaponState &= ~WPNSTATE_FAMAS_BURST_MODE;
}
else
{
ClientPrint(m_pPlayer->pev, HUD_PRINTCENTER, "#Switch_To_BurstFire");
m_iWeaponState |= WPNSTATE_FAMAS_BURST_MODE;
}
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.3f;
}
void CFamas::PrimaryAttack()
{
bool bFireBurst = (m_iWeaponState & WPNSTATE_FAMAS_BURST_MODE) == WPNSTATE_FAMAS_BURST_MODE;
if (!(m_pPlayer->pev->flags & FL_ONGROUND))
{
FamasFire(0.030 + 0.3 * m_flAccuracy, 0.0825, FALSE, bFireBurst);
}
else if (m_pPlayer->pev->velocity.Length2D() > 140)
{
FamasFire(0.030 + 0.07 * m_flAccuracy, 0.0825, FALSE, bFireBurst);
}
else
{
FamasFire(0.02 * m_flAccuracy, 0.0825, FALSE, bFireBurst);
}
}
void CFamas::FamasFire(float flSpread, float flCycleTime, BOOL fUseAutoAim, BOOL bFireBurst)
{
Vector vecAiming, vecSrc, vecDir;
int flag;
if (bFireBurst)
{
m_iFamasShotsFired = 0;
flCycleTime = 0.55f;
}
else
{
flSpread += 0.01f;
}
m_bDelayFire = true;
m_iShotsFired++;
m_flAccuracy = (m_iShotsFired * m_iShotsFired * m_iShotsFired / FAMAS_ACCURACY_DIVISOR) + 0.3f;
if (m_flAccuracy > 1.0f)
m_flAccuracy = 1.0f;
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 = BRIGHT_GUN_FLASH;
vecSrc = m_pPlayer->GetGunPosition();
vecAiming = gpGlobals->v_forward;
#ifdef REGAMEDLL_API
float flBaseDamage = bFireBurst ? m_flBaseDamageBurst : CSPlayerWeapon()->m_flBaseDamage;
#else
float flBaseDamage = bFireBurst ? FAMAS_DAMAGE_BURST : FAMAS_DAMAGE;
#endif
vecDir = m_pPlayer->FireBullets3(vecSrc, vecAiming, flSpread, 8192, 2, BULLET_PLAYER_556MM,
flBaseDamage, FAMAS_RANGE_MODIFER, m_pPlayer->pev, false, m_pPlayer->random_seed);
#ifdef CLIENT_WEAPONS
flag = FEV_NOTHOST;
#else
flag = 0;
#endif
#ifdef REGAMEDLL_ADD
// HACKHACK: client-side weapon prediction fix
if (!(iFlags() & ITEM_FLAG_NOFIREUNDERWATER) && m_pPlayer->pev->waterlevel == 3)
flag = 0;
#endif
PLAYBACK_EVENT_FULL(flag, m_pPlayer->edict(), m_usFireFamas, 0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y,
int(m_pPlayer->pev->punchangle.x * 10000000), int(m_pPlayer->pev->punchangle.y * 10000000), 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() + 1.1f;
if (m_pPlayer->pev->velocity.Length2D() > 0)
{
KickBack(1.0, 0.45, 0.275, 0.05, 4.0, 2.5, 7);
}
else if (!(m_pPlayer->pev->flags & FL_ONGROUND))
{
KickBack(1.25, 0.45, 0.22, 0.18, 5.5, 4.0, 5);
}
else if (m_pPlayer->pev->flags & FL_DUCKING)
{
KickBack(0.575, 0.325, 0.2, 0.011, 3.25, 2.0, 8);
}
else
{
KickBack(0.625, 0.375, 0.25, 0.0125, 3.5, 2.25, 8);
}
if (bFireBurst)
{
m_iFamasShotsFired++;
m_fBurstSpread = flSpread;
m_flFamasShoot = gpGlobals->time + 0.05f;
}
}
void CFamas::Reload()
{
if (m_pPlayer->ammo_556nato <= 0)
return;
if (DefaultReload(iMaxClip(), FAMAS_RELOAD, FAMAS_RELOAD_TIME))
{
m_pPlayer->SetAnimation(PLAYER_RELOAD);
if (m_pPlayer->m_iFOV != DEFAULT_FOV)
{
SecondaryAttack();
}
m_flAccuracy = 0;
m_iShotsFired = 0;
m_bDelayFire = false;
}
}
void CFamas::WeaponIdle()
{
ResetEmptySound();
m_pPlayer->GetAutoaimVector(AUTOAIM_10DEGREES);
if (m_flTimeWeaponIdle <= UTIL_WeaponTimeBase())
{
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 20.0f;
SendWeaponAnim(FAMAS_IDLE1, UseDecrement() != FALSE);
}
}