ReGameDLL_CS/regamedll/dlls/wpn_shared/wpn_tmp.cpp

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#include "precompiled.h"
LINK_ENTITY_TO_CLASS(weapon_tmp, CTMP, CCSTMP)
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void CTMP::Spawn()
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{
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Precache();
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m_iId = WEAPON_TMP;
SET_MODEL(edict(), "models/w_tmp.mdl");
m_iDefaultAmmo = TMP_DEFAULT_GIVE;
m_flAccuracy = 0.2f;
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m_iShotsFired = 0;
m_bDelayFire = false;
// Get ready to fall down
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FallInit();
// extend
CBasePlayerWeapon::Spawn();
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}
void CTMP::Precache()
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{
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PRECACHE_MODEL("models/v_tmp.mdl");
PRECACHE_MODEL("models/w_tmp.mdl");
PRECACHE_SOUND("weapons/tmp-1.wav");
PRECACHE_SOUND("weapons/tmp-2.wav");
m_iShell = PRECACHE_MODEL("models/pshell.mdl");
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m_usFireTMP = PRECACHE_EVENT(1, "events/tmp.sc");
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}
int CTMP::GetItemInfo(ItemInfo *p)
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{
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p->pszName = STRING(pev->classname);
p->pszAmmo1 = "9mm";
p->iMaxAmmo1 = MAX_AMMO_9MM;
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p->pszAmmo2 = nullptr;
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p->iMaxAmmo2 = -1;
p->iMaxClip = TMP_MAX_CLIP;
p->iSlot = 0;
p->iPosition = 11;
p->iId = m_iId = WEAPON_TMP;
p->iFlags = 0;
p->iWeight = TMP_WEIGHT;
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return 1;
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}
BOOL CTMP::Deploy()
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{
m_flAccuracy = 0.2f;
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m_iShotsFired = 0;
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m_bDelayFire = false;
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iShellOn = 1;
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return DefaultDeploy("models/v_tmp.mdl", "models/p_tmp.mdl", TMP_DRAW, "onehanded", UseDecrement() != FALSE);
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}
void CTMP::PrimaryAttack()
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{
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if (!(m_pPlayer->pev->flags & FL_ONGROUND))
{
TMPFire(0.25 * m_flAccuracy, 0.07, FALSE);
}
else
{
TMPFire(0.03 * m_flAccuracy, 0.07, FALSE);
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}
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}
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void CTMP::TMPFire(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) / 200) + 0.55f;
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if (m_flAccuracy > 1.4f)
m_flAccuracy = 1.4f;
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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->SetAnimation(PLAYER_ATTACK1);
UTIL_MakeVectors(m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle);
m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME;
vecSrc = m_pPlayer->GetGunPosition();
vecAiming = gpGlobals->v_forward;
vecDir = m_pPlayer->FireBullets3(vecSrc, vecAiming, flSpread, 8192, 1, BULLET_PLAYER_9MM,
TMP_DAMAGE, TMP_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_usFireTMP, 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), 5, 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() + 2.0f;
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if (!(m_pPlayer->pev->flags & FL_ONGROUND))
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{
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KickBack(1.1, 0.5, 0.35, 0.045, 4.5, 3.5, 6);
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}
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else if (m_pPlayer->pev->velocity.Length2D() > 0)
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{
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KickBack(0.8, 0.4, 0.2, 0.03, 3.0, 2.5, 7);
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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(0.7, 0.35, 0.125, 0.025, 2.5, 2.0, 10);
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}
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else
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{
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KickBack(0.725, 0.375, 0.15, 0.025, 2.75, 2.25, 9);
}
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}
void CTMP::Reload()
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{
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#ifdef REGAMEDLL_FIXES
// to prevent reload if not enough ammo
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if (m_pPlayer->ammo_9mm <= 0)
return;
#endif
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if (DefaultReload(iMaxClip(), TMP_RELOAD, TMP_RELOAD_TIME))
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{
m_pPlayer->SetAnimation(PLAYER_RELOAD);
m_flAccuracy = 0.2f;
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m_iShotsFired = 0;
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}
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}
void CTMP::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(TMP_IDLE1, UseDecrement() != FALSE);
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}