ReGameDLL_CS/regamedll/dlls/wpn_shared/wpn_aug.cpp

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#include "precompiled.h"
LINK_ENTITY_TO_CLASS(weapon_aug, CAUG, CCSAUG)
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void CAUG::Spawn()
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{
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Precache();
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m_iId = WEAPON_AUG;
SET_MODEL(edict(), "models/w_aug.mdl");
m_iDefaultAmmo = AUG_DEFAULT_GIVE;
m_flAccuracy = 0.2f;
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m_iShotsFired = 0;
// Get ready to fall down
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FallInit();
// extend
CBasePlayerWeapon::Spawn();
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}
void CAUG::Precache()
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{
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PRECACHE_MODEL("models/v_aug.mdl");
PRECACHE_MODEL("models/w_aug.mdl");
PRECACHE_SOUND("weapons/aug-1.wav");
PRECACHE_SOUND("weapons/aug_clipout.wav");
PRECACHE_SOUND("weapons/aug_clipin.wav");
PRECACHE_SOUND("weapons/aug_boltpull.wav");
PRECACHE_SOUND("weapons/aug_boltslap.wav");
PRECACHE_SOUND("weapons/aug_forearm.wav");
m_iShell = PRECACHE_MODEL("models/rshell.mdl");
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m_usFireAug = PRECACHE_EVENT(1, "events/aug.sc");
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}
int CAUG::GetItemInfo(ItemInfo *p)
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{
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p->pszName = STRING(pev->classname);
p->pszAmmo1 = "556Nato";
p->iMaxAmmo1 = MAX_AMMO_556NATO;
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p->pszAmmo2 = nullptr;
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p->iMaxAmmo2 = -1;
p->iMaxClip = AUG_MAX_CLIP;
p->iSlot = 0;
p->iPosition = 14;
p->iId = m_iId = WEAPON_AUG;
p->iFlags = 0;
p->iWeight = AUG_WEIGHT;
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return 1;
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}
BOOL CAUG::Deploy()
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{
m_flAccuracy = 0.2f;
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m_iShotsFired = 0;
iShellOn = 1;
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return DefaultDeploy("models/v_aug.mdl", "models/p_aug.mdl", AUG_DRAW, "carbine", UseDecrement() != FALSE);
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}
void CAUG::SecondaryAttack()
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{
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if (m_pPlayer->m_iFOV == DEFAULT_FOV)
m_pPlayer->pev->fov = m_pPlayer->m_iFOV = 55;
else
m_pPlayer->pev->fov = m_pPlayer->m_iFOV = 90;
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.3f;
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}
void CAUG::PrimaryAttack()
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{
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if (!(m_pPlayer->pev->flags & FL_ONGROUND))
{
AUGFire(0.035 + (0.4 * m_flAccuracy), 0.0825, FALSE);
}
else if (m_pPlayer->pev->velocity.Length2D() > 140)
{
AUGFire(0.035 + (0.07 * m_flAccuracy), 0.0825, FALSE);
}
else if (m_pPlayer->pev->fov == DEFAULT_FOV)
{
AUGFire(0.02 * m_flAccuracy, 0.0825, FALSE);
}
else
{
AUGFire(0.02 * m_flAccuracy, 0.135, FALSE);
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}
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}
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void CAUG::AUGFire(float flSpread, float flCycleTime, BOOL fUseAutoAim)
{
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Vector vecAiming, vecSrc, vecDir;
int flag;
m_bDelayFire = true;
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m_iShotsFired++;
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m_flAccuracy = ((m_iShotsFired * m_iShotsFired * m_iShotsFired) / 215) + 0.3f;
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if (m_flAccuracy > 1.0f)
m_flAccuracy = 1.0f;
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if (m_iClip <= 0)
{
if (m_fFireOnEmpty)
{
PlayEmptySound();
m_flNextPrimaryAttack = GetNextAttackDelay(0.2);
}
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if (TheBots)
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{
TheBots->OnEvent(EVENT_WEAPON_FIRED_ON_EMPTY, m_pPlayer);
}
return;
}
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m_iClip--;
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m_pPlayer->pev->effects |= EF_MUZZLEFLASH;
m_pPlayer->SetAnimation(PLAYER_ATTACK1);
m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME;
m_pPlayer->m_iWeaponFlash = BRIGHT_GUN_FLASH;
UTIL_MakeVectors(m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle);
vecSrc = m_pPlayer->GetGunPosition();
vecAiming = gpGlobals->v_forward;
vecDir = m_pPlayer->FireBullets3(vecSrc, vecAiming, flSpread, 8192, 2, BULLET_PLAYER_556MM,
AUG_DAMAGE, AUG_RANGE_MODIFER, m_pPlayer->pev, false, m_pPlayer->random_seed);
#ifdef CLIENT_WEAPONS
flag = FEV_NOTHOST;
#else
flag = 0;
#endif
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PLAYBACK_EVENT_FULL(flag, m_pPlayer->edict(), m_usFireAug, 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);
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m_flNextPrimaryAttack = m_flNextSecondaryAttack = GetNextAttackDelay(flCycleTime);
if (!m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0)
{
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m_pPlayer->SetSuitUpdate("!HEV_AMO0", SUIT_SENTENCE, SUIT_REPEAT_OK);
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}
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.9f;
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if (m_pPlayer->pev->velocity.Length2D() > 0)
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{
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KickBack(1.0, 0.45, 0.275, 0.05, 4.0, 2.5, 7);
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}
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else if (!(m_pPlayer->pev->flags & FL_ONGROUND))
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{
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KickBack(1.25, 0.45, 0.22, 0.18, 5.5, 4.0, 5);
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}
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else if (m_pPlayer->pev->flags & FL_DUCKING)
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{
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KickBack(0.575, 0.325, 0.2, 0.011, 3.25, 2.0, 8);
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}
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else
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{
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KickBack(0.625, 0.375, 0.25, 0.0125, 3.5, 2.25, 8);
}
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}
void CAUG::Reload()
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{
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if (m_pPlayer->ammo_556nato <= 0)
return;
if (DefaultReload(iMaxClip(), AUG_RELOAD, AUG_RELOAD_TIME))
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{
m_pPlayer->SetAnimation(PLAYER_RELOAD);
if (m_pPlayer->m_iFOV != DEFAULT_FOV)
{
SecondaryAttack();
}
m_flAccuracy = 0;
m_iShotsFired = 0;
m_bDelayFire = false;
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}
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}
void CAUG::WeaponIdle()
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{
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ResetEmptySound();
m_pPlayer->GetAutoaimVector(AUTOAIM_10DEGREES);
if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase())
{
return;
}
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 20.0f;
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SendWeaponAnim(AUG_IDLE1, UseDecrement() != FALSE);
}