From a79775b443abb9f3f935ed4efa218ba30450649c Mon Sep 17 00:00:00 2001 From: fant1kua Date: Mon, 7 Jan 2019 10:43:10 +0200 Subject: [PATCH] Add m_flBaseDamage member (#334) * Features: add m_flBaseDamage --- regamedll/dlls/weapons.h | 12 ++++++++++++ regamedll/dlls/wpn_shared/wpn_ak47.cpp | 11 ++++++++++- regamedll/dlls/wpn_shared/wpn_aug.cpp | 11 ++++++++++- regamedll/dlls/wpn_shared/wpn_awp.cpp | 11 ++++++++++- regamedll/dlls/wpn_shared/wpn_deagle.cpp | 11 ++++++++++- regamedll/dlls/wpn_shared/wpn_elite.cpp | 14 ++++++++++++-- regamedll/dlls/wpn_shared/wpn_famas.cpp | 12 +++++++++++- regamedll/dlls/wpn_shared/wpn_fiveseven.cpp | 11 ++++++++++- regamedll/dlls/wpn_shared/wpn_g3sg1.cpp | 11 ++++++++++- regamedll/dlls/wpn_shared/wpn_galil.cpp | 11 ++++++++++- regamedll/dlls/wpn_shared/wpn_glock18.cpp | 11 ++++++++++- regamedll/dlls/wpn_shared/wpn_m249.cpp | 11 ++++++++++- regamedll/dlls/wpn_shared/wpn_m4a1.cpp | 14 ++++++++++++-- regamedll/dlls/wpn_shared/wpn_mac10.cpp | 11 ++++++++++- regamedll/dlls/wpn_shared/wpn_mp5navy.cpp | 11 ++++++++++- regamedll/dlls/wpn_shared/wpn_p228.cpp | 11 ++++++++++- regamedll/dlls/wpn_shared/wpn_p90.cpp | 11 ++++++++++- regamedll/dlls/wpn_shared/wpn_scout.cpp | 11 ++++++++++- regamedll/dlls/wpn_shared/wpn_sg550.cpp | 11 ++++++++++- regamedll/dlls/wpn_shared/wpn_sg552.cpp | 11 ++++++++++- regamedll/dlls/wpn_shared/wpn_tmp.cpp | 11 ++++++++++- regamedll/dlls/wpn_shared/wpn_ump45.cpp | 11 ++++++++++- regamedll/dlls/wpn_shared/wpn_usp.cpp | 15 +++++++++++---- regamedll/public/regamedll/API/CSPlayerWeapon.h | 1 + 24 files changed, 239 insertions(+), 27 deletions(-) diff --git a/regamedll/dlls/weapons.h b/regamedll/dlls/weapons.h index e63ebfdc..32887c8f 100644 --- a/regamedll/dlls/weapons.h +++ b/regamedll/dlls/weapons.h @@ -555,6 +555,10 @@ public: int m_iShell; +#ifdef REGAMEDLL_API + float m_flBaseDamageSil; +#endif + private: unsigned short m_usFireUSP; }; @@ -1321,6 +1325,10 @@ public: int m_iShell; int iShellOn; +#ifdef REGAMEDLL_API + float m_flBaseDamageSil; +#endif + private: unsigned short m_usFireM4A1; }; @@ -1963,6 +1971,10 @@ public: public: int m_iShell; int iShellOn; + +#ifdef REGAMEDLL_API + float m_flBaseDamageBurst; +#endif }; extern short g_sModelIndexLaser; diff --git a/regamedll/dlls/wpn_shared/wpn_ak47.cpp b/regamedll/dlls/wpn_shared/wpn_ak47.cpp index cfc8ac3a..2102f43f 100644 --- a/regamedll/dlls/wpn_shared/wpn_ak47.cpp +++ b/regamedll/dlls/wpn_shared/wpn_ak47.cpp @@ -13,6 +13,10 @@ void CAK47::Spawn() m_flAccuracy = 0.2f; m_iShotsFired = 0; +#ifdef REGAMEDLL_API + CSPlayerWeapon()->m_flBaseDamage = AK47_DAMAGE; +#endif + // Get ready to fall down FallInit(); @@ -120,8 +124,13 @@ void CAK47::AK47Fire(float flSpread, float flCycleTime, BOOL fUseAutoAim) vecSrc = m_pPlayer->GetGunPosition(); vecAiming = gpGlobals->v_forward; +#ifdef REGAMEDLL_API + float flBaseDamage = CSPlayerWeapon()->m_flBaseDamage; +#else + float flBaseDamage = AK47_DAMAGE; +#endif vecDir = m_pPlayer->FireBullets3(vecSrc, vecAiming, flSpread, 8192, 2, BULLET_PLAYER_762MM, - AK47_DAMAGE, AK47_RANGE_MODIFER, m_pPlayer->pev, false, m_pPlayer->random_seed); + flBaseDamage, AK47_RANGE_MODIFER, m_pPlayer->pev, false, m_pPlayer->random_seed); #ifdef CLIENT_WEAPONS flag = FEV_NOTHOST; diff --git a/regamedll/dlls/wpn_shared/wpn_aug.cpp b/regamedll/dlls/wpn_shared/wpn_aug.cpp index 82fba6ae..75fe25ee 100644 --- a/regamedll/dlls/wpn_shared/wpn_aug.cpp +++ b/regamedll/dlls/wpn_shared/wpn_aug.cpp @@ -13,6 +13,10 @@ void CAUG::Spawn() m_flAccuracy = 0.2f; m_iShotsFired = 0; +#ifdef REGAMEDLL_API + CSPlayerWeapon()->m_flBaseDamage = AUG_DAMAGE; +#endif + // Get ready to fall down FallInit(); @@ -133,8 +137,13 @@ void CAUG::AUGFire(float flSpread, float flCycleTime, BOOL fUseAutoAim) vecSrc = m_pPlayer->GetGunPosition(); vecAiming = gpGlobals->v_forward; +#ifdef REGAMEDLL_API + float flBaseDamage = CSPlayerWeapon()->m_flBaseDamage; +#else + float flBaseDamage = AUG_DAMAGE; +#endif 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); + flBaseDamage, AUG_RANGE_MODIFER, m_pPlayer->pev, false, m_pPlayer->random_seed); #ifdef CLIENT_WEAPONS flag = FEV_NOTHOST; diff --git a/regamedll/dlls/wpn_shared/wpn_awp.cpp b/regamedll/dlls/wpn_shared/wpn_awp.cpp index a4e9a4aa..37d2ee28 100644 --- a/regamedll/dlls/wpn_shared/wpn_awp.cpp +++ b/regamedll/dlls/wpn_shared/wpn_awp.cpp @@ -11,6 +11,10 @@ void CAWP::Spawn() m_iDefaultAmmo = AWP_DEFAULT_GIVE; +#ifdef REGAMEDLL_API + CSPlayerWeapon()->m_flBaseDamage = AWP_DAMAGE; +#endif + // Get ready to fall down FallInit(); @@ -161,7 +165,12 @@ void CAWP::AWPFire(float flSpread, float flCycleTime, BOOL fUseAutoAim) 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 REGAMEDLL_API + float flBaseDamage = CSPlayerWeapon()->m_flBaseDamage; +#else + float flBaseDamage = AWP_DAMAGE; +#endif + vecDir = m_pPlayer->FireBullets3(vecSrc, vecAiming, flSpread, 8192, 3, BULLET_PLAYER_338MAG, flBaseDamage, AWP_RANGE_MODIFER, m_pPlayer->pev, true, m_pPlayer->random_seed); #ifdef CLIENT_WEAPONS flag = FEV_NOTHOST; diff --git a/regamedll/dlls/wpn_shared/wpn_deagle.cpp b/regamedll/dlls/wpn_shared/wpn_deagle.cpp index 363291ba..997f6d97 100644 --- a/regamedll/dlls/wpn_shared/wpn_deagle.cpp +++ b/regamedll/dlls/wpn_shared/wpn_deagle.cpp @@ -14,6 +14,10 @@ void CDEAGLE::Spawn() m_fMaxSpeed = DEAGLE_MAX_SPEED; m_flAccuracy = 0.9f; +#ifdef REGAMEDLL_API + CSPlayerWeapon()->m_flBaseDamage = DEAGLE_DAMAGE; +#endif + // Get ready to fall down FallInit(); @@ -149,7 +153,12 @@ void CDEAGLE::DEAGLEFire(float flSpread, float flCycleTime, BOOL fUseSemi) vecSrc = m_pPlayer->GetGunPosition(); vecAiming = gpGlobals->v_forward; - vecDir = m_pPlayer->FireBullets3(vecSrc, vecAiming, flSpread, 4096, 2, BULLET_PLAYER_50AE, DEAGLE_DAMAGE, DEAGLE_RANGE_MODIFER, m_pPlayer->pev, true, m_pPlayer->random_seed); +#ifdef REGAMEDLL_API + float flBaseDamage = CSPlayerWeapon()->m_flBaseDamage; +#else + float flBaseDamage = DEAGLE_DAMAGE; +#endif + vecDir = m_pPlayer->FireBullets3(vecSrc, vecAiming, flSpread, 4096, 2, BULLET_PLAYER_50AE, flBaseDamage, DEAGLE_RANGE_MODIFER, m_pPlayer->pev, true, m_pPlayer->random_seed); #ifdef CLIENT_WEAPONS flag = FEV_NOTHOST; diff --git a/regamedll/dlls/wpn_shared/wpn_elite.cpp b/regamedll/dlls/wpn_shared/wpn_elite.cpp index 42d30d18..3f3f6f4a 100644 --- a/regamedll/dlls/wpn_shared/wpn_elite.cpp +++ b/regamedll/dlls/wpn_shared/wpn_elite.cpp @@ -12,6 +12,10 @@ void CELITE::Spawn() m_iDefaultAmmo = ELITE_DEFAULT_GIVE; m_flAccuracy = 0.88f; +#ifdef REGAMEDLL_API + CSPlayerWeapon()->m_flBaseDamage = ELITE_DAMAGE; +#endif + // Get ready to fall down FallInit(); @@ -159,13 +163,19 @@ void CELITE::ELITEFire(float flSpread, float flCycleTime, BOOL fUseSemi) flag = 0; #endif +#ifdef REGAMEDLL_API + float flBaseDamage = CSPlayerWeapon()->m_flBaseDamage; +#else + float flBaseDamage = ELITE_DAMAGE; +#endif + if (m_iWeaponState & WPNSTATE_ELITE_LEFT) { m_pPlayer->SetAnimation(PLAYER_ATTACK1); m_iWeaponState &= ~WPNSTATE_ELITE_LEFT; vecDir = m_pPlayer->FireBullets3(vecSrc - gpGlobals->v_right * 5, vecAiming, flSpread, - 8192, BULLET_PLAYER_9MM, 1, ELITE_DAMAGE, ELITE_RANGE_MODIFER, m_pPlayer->pev, true, m_pPlayer->random_seed); + 8192, BULLET_PLAYER_9MM, 1, flBaseDamage, ELITE_RANGE_MODIFER, m_pPlayer->pev, true, m_pPlayer->random_seed); PLAYBACK_EVENT_FULL(flag, m_pPlayer->edict(), m_usFireELITE_LEFT, 0, (float *)&g_vecZero, (float *)&g_vecZero, flTimeDiff, vecDir.x, int(vecDir.y * 100), m_iClip, FALSE, FALSE); @@ -176,7 +186,7 @@ void CELITE::ELITEFire(float flSpread, float flCycleTime, BOOL fUseSemi) m_iWeaponState |= WPNSTATE_ELITE_LEFT; vecDir = m_pPlayer->FireBullets3(vecSrc + gpGlobals->v_right * 5, vecAiming, flSpread, - 8192, BULLET_PLAYER_9MM, 1, ELITE_DAMAGE, ELITE_RANGE_MODIFER, m_pPlayer->pev, true, m_pPlayer->random_seed); + 8192, BULLET_PLAYER_9MM, 1, flBaseDamage, ELITE_RANGE_MODIFER, m_pPlayer->pev, true, m_pPlayer->random_seed); PLAYBACK_EVENT_FULL(flag, m_pPlayer->edict(), m_usFireELITE_RIGHT, 0, (float *)&g_vecZero, (float *)&g_vecZero, flTimeDiff, vecDir.x, int(vecDir.y * 100), m_iClip, FALSE, FALSE); diff --git a/regamedll/dlls/wpn_shared/wpn_famas.cpp b/regamedll/dlls/wpn_shared/wpn_famas.cpp index 38009245..de7e8cbf 100644 --- a/regamedll/dlls/wpn_shared/wpn_famas.cpp +++ b/regamedll/dlls/wpn_shared/wpn_famas.cpp @@ -13,6 +13,11 @@ void CFamas::Spawn() 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(); @@ -159,8 +164,13 @@ void CFamas::FamasFire(float flSpread, float flCycleTime, BOOL fUseAutoAim, BOOL 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, - bFireBurst ? FAMAS_DAMAGE_BURST : FAMAS_DAMAGE, FAMAS_RANGE_MODIFER, m_pPlayer->pev, false, m_pPlayer->random_seed); + flBaseDamage, FAMAS_RANGE_MODIFER, m_pPlayer->pev, false, m_pPlayer->random_seed); #ifdef CLIENT_WEAPONS flag = FEV_NOTHOST; diff --git a/regamedll/dlls/wpn_shared/wpn_fiveseven.cpp b/regamedll/dlls/wpn_shared/wpn_fiveseven.cpp index 552e2e19..2c4f5885 100644 --- a/regamedll/dlls/wpn_shared/wpn_fiveseven.cpp +++ b/regamedll/dlls/wpn_shared/wpn_fiveseven.cpp @@ -13,6 +13,10 @@ void CFiveSeven::Spawn() m_iWeaponState &= ~WPNSTATE_SHIELD_DRAWN; m_flAccuracy = 0.92f; +#ifdef REGAMEDLL_API + CSPlayerWeapon()->m_flBaseDamage = FIVESEVEN_DAMAGE; +#endif + // Get ready to fall down FallInit(); @@ -148,7 +152,12 @@ void CFiveSeven::FiveSevenFire(float flSpread, float flCycleTime, BOOL fUseSemi) vecSrc = m_pPlayer->GetGunPosition(); vecAiming = gpGlobals->v_forward; - vecDir = m_pPlayer->FireBullets3(vecSrc, vecAiming, flSpread, 4096, 1, BULLET_PLAYER_57MM, FIVESEVEN_DAMAGE, FIVESEVEN_RANGE_MODIFER, m_pPlayer->pev, false, m_pPlayer->random_seed); +#ifdef REGAMEDLL_API + float flBaseDamage = CSPlayerWeapon()->m_flBaseDamage; +#else + float flBaseDamage = FIVESEVEN_DAMAGE; +#endif + vecDir = m_pPlayer->FireBullets3(vecSrc, vecAiming, flSpread, 4096, 1, BULLET_PLAYER_57MM, flBaseDamage, FIVESEVEN_RANGE_MODIFER, m_pPlayer->pev, false, m_pPlayer->random_seed); #ifdef CLIENT_WEAPONS flag = FEV_NOTHOST; diff --git a/regamedll/dlls/wpn_shared/wpn_g3sg1.cpp b/regamedll/dlls/wpn_shared/wpn_g3sg1.cpp index f0a95f3d..dd8e6fce 100644 --- a/regamedll/dlls/wpn_shared/wpn_g3sg1.cpp +++ b/regamedll/dlls/wpn_shared/wpn_g3sg1.cpp @@ -12,6 +12,10 @@ void CG3SG1::Spawn() m_iDefaultAmmo = G3SG1_DEFAULT_GIVE; m_flLastFire = 0; +#ifdef REGAMEDLL_API + CSPlayerWeapon()->m_flBaseDamage = G3SG1_DAMAGE; +#endif + // Get ready to fall down FallInit(); @@ -156,7 +160,12 @@ void CG3SG1::G3SG1Fire(float flSpread, float flCycleTime, BOOL fUseAutoAim) vecSrc = m_pPlayer->GetGunPosition(); vecAiming = gpGlobals->v_forward; - vecDir = m_pPlayer->FireBullets3(vecSrc, vecAiming, (1 - m_flAccuracy) * flSpread, 8192, 3, BULLET_PLAYER_762MM, G3SG1_DAMAGE, G3SG1_RANGE_MODIFER, m_pPlayer->pev, true, m_pPlayer->random_seed); +#ifdef REGAMEDLL_API + float flBaseDamage = CSPlayerWeapon()->m_flBaseDamage; +#else + float flBaseDamage = G3SG1_DAMAGE; +#endif + vecDir = m_pPlayer->FireBullets3(vecSrc, vecAiming, (1 - m_flAccuracy) * flSpread, 8192, 3, BULLET_PLAYER_762MM, flBaseDamage, G3SG1_RANGE_MODIFER, m_pPlayer->pev, true, m_pPlayer->random_seed); #ifdef CLIENT_WEAPONS flag = FEV_NOTHOST; diff --git a/regamedll/dlls/wpn_shared/wpn_galil.cpp b/regamedll/dlls/wpn_shared/wpn_galil.cpp index baf3fc3c..f3fc988a 100644 --- a/regamedll/dlls/wpn_shared/wpn_galil.cpp +++ b/regamedll/dlls/wpn_shared/wpn_galil.cpp @@ -11,6 +11,10 @@ void CGalil::Spawn() m_iDefaultAmmo = GALIL_DEFAULT_GIVE; +#ifdef REGAMEDLL_API + CSPlayerWeapon()->m_flBaseDamage = GALIL_DAMAGE; +#endif + // Get ready to fall down FallInit(); @@ -125,8 +129,13 @@ void CGalil::GalilFire(float flSpread, float flCycleTime, BOOL fUseAutoAim) vecSrc = m_pPlayer->GetGunPosition(); vecAiming = gpGlobals->v_forward; +#ifdef REGAMEDLL_API + float flBaseDamage = CSPlayerWeapon()->m_flBaseDamage; +#else + float flBaseDamage = GALIL_DAMAGE; +#endif vecDir = m_pPlayer->FireBullets3(vecSrc, vecAiming, flSpread, 8192, 2, BULLET_PLAYER_556MM, - GALIL_DAMAGE, GALIL_RANGE_MODIFER, m_pPlayer->pev, false, m_pPlayer->random_seed); + flBaseDamage, GALIL_RANGE_MODIFER, m_pPlayer->pev, false, m_pPlayer->random_seed); #ifdef CLIENT_WEAPONS flag = FEV_NOTHOST; diff --git a/regamedll/dlls/wpn_shared/wpn_glock18.cpp b/regamedll/dlls/wpn_shared/wpn_glock18.cpp index f7438370..c55868e8 100644 --- a/regamedll/dlls/wpn_shared/wpn_glock18.cpp +++ b/regamedll/dlls/wpn_shared/wpn_glock18.cpp @@ -17,6 +17,10 @@ void CGLOCK18::Spawn() m_flGlock18Shoot = 0; m_flAccuracy = 0.9f; +#ifdef REGAMEDLL_API + CSPlayerWeapon()->m_flBaseDamage = GLOCK18_DAMAGE; +#endif + // Get ready to fall down FallInit(); @@ -216,7 +220,12 @@ void CGLOCK18::GLOCK18Fire(float flSpread, float flCycleTime, BOOL bFireBurst) vecSrc = m_pPlayer->GetGunPosition(); vecAiming = gpGlobals->v_forward; - vecDir = m_pPlayer->FireBullets3(vecSrc, vecAiming, flSpread, 8192, 1, BULLET_PLAYER_9MM, GLOCK18_DAMAGE, GLOCK18_RANGE_MODIFER, m_pPlayer->pev, true, m_pPlayer->random_seed); +#ifdef REGAMEDLL_API + float flBaseDamage = CSPlayerWeapon()->m_flBaseDamage; +#else + float flBaseDamage = GLOCK18_DAMAGE; +#endif + vecDir = m_pPlayer->FireBullets3(vecSrc, vecAiming, flSpread, 8192, 1, BULLET_PLAYER_9MM, flBaseDamage, GLOCK18_RANGE_MODIFER, m_pPlayer->pev, true, m_pPlayer->random_seed); #ifdef CLIENT_WEAPONS flag = FEV_NOTHOST; diff --git a/regamedll/dlls/wpn_shared/wpn_m249.cpp b/regamedll/dlls/wpn_shared/wpn_m249.cpp index cbf5f2a1..9f69ad53 100644 --- a/regamedll/dlls/wpn_shared/wpn_m249.cpp +++ b/regamedll/dlls/wpn_shared/wpn_m249.cpp @@ -13,6 +13,10 @@ void CM249::Spawn() m_flAccuracy = 0.2f; m_iShotsFired = 0; +#ifdef REGAMEDLL_API + CSPlayerWeapon()->m_flBaseDamage = M249_DAMAGE; +#endif + // Get ready to fall down FallInit(); @@ -120,8 +124,13 @@ void CM249::M249Fire(float flSpread, float flCycleTime, BOOL fUseAutoAim) vecSrc = m_pPlayer->GetGunPosition(); vecAiming = gpGlobals->v_forward; +#ifdef REGAMEDLL_API + float flBaseDamage = CSPlayerWeapon()->m_flBaseDamage; +#else + float flBaseDamage = M249_DAMAGE; +#endif vecDir = m_pPlayer->FireBullets3(vecSrc, vecAiming, flSpread, 8192, 2, BULLET_PLAYER_556MM, - M249_DAMAGE, M249_RANGE_MODIFER, m_pPlayer->pev, false, m_pPlayer->random_seed); + flBaseDamage, M249_RANGE_MODIFER, m_pPlayer->pev, false, m_pPlayer->random_seed); #ifdef CLIENT_WEAPONS flag = FEV_NOTHOST; diff --git a/regamedll/dlls/wpn_shared/wpn_m4a1.cpp b/regamedll/dlls/wpn_shared/wpn_m4a1.cpp index 736234ff..b91c5297 100644 --- a/regamedll/dlls/wpn_shared/wpn_m4a1.cpp +++ b/regamedll/dlls/wpn_shared/wpn_m4a1.cpp @@ -14,6 +14,11 @@ void CM4A1::Spawn() m_iShotsFired = 0; m_bDelayFire = true; +#ifdef REGAMEDLL_API + CSPlayerWeapon()->m_flBaseDamage = M4A1_DAMAGE; + m_flBaseDamageSil = M4A1_DAMAGE_SIL; +#endif + // Get ready to fall down FallInit(); @@ -164,15 +169,20 @@ void CM4A1::M4A1Fire(float flSpread, float flCycleTime, BOOL fUseAutoAim) vecSrc = m_pPlayer->GetGunPosition(); vecAiming = gpGlobals->v_forward; +#ifdef REGAMEDLL_API + float flBaseDamage = (m_iWeaponState & WPNSTATE_M4A1_SILENCED) ? m_flBaseDamageSil : CSPlayerWeapon()->m_flBaseDamage; +#else + float flBaseDamage = (m_iWeaponState & WPNSTATE_M4A1_SILENCED) ? M4A1_DAMAGE_SIL : M4A1_DAMAGE; +#endif if (m_iWeaponState & WPNSTATE_M4A1_SILENCED) { vecDir = m_pPlayer->FireBullets3(vecSrc, vecAiming, flSpread, 8192, 2, BULLET_PLAYER_556MM, - M4A1_DAMAGE_SIL, M4A1_RANGE_MODIFER_SIL, m_pPlayer->pev, false, m_pPlayer->random_seed); + flBaseDamage, M4A1_RANGE_MODIFER_SIL, m_pPlayer->pev, false, m_pPlayer->random_seed); } else { vecDir = m_pPlayer->FireBullets3(vecSrc, vecAiming, flSpread, 8192, 2, BULLET_PLAYER_556MM, - M4A1_DAMAGE, M4A1_RANGE_MODIFER, m_pPlayer->pev, false, m_pPlayer->random_seed); + flBaseDamage, M4A1_RANGE_MODIFER, m_pPlayer->pev, false, m_pPlayer->random_seed); m_pPlayer->pev->effects |= EF_MUZZLEFLASH; } diff --git a/regamedll/dlls/wpn_shared/wpn_mac10.cpp b/regamedll/dlls/wpn_shared/wpn_mac10.cpp index b64eba86..c1103d41 100644 --- a/regamedll/dlls/wpn_shared/wpn_mac10.cpp +++ b/regamedll/dlls/wpn_shared/wpn_mac10.cpp @@ -13,6 +13,10 @@ void CMAC10::Spawn() m_flAccuracy = 0.15f; m_bDelayFire = false; +#ifdef REGAMEDLL_API + CSPlayerWeapon()->m_flBaseDamage = MAC10_DAMAGE; +#endif + // Get ready to fall down FallInit(); @@ -113,8 +117,13 @@ void CMAC10::MAC10Fire(float flSpread, float flCycleTime, BOOL fUseAutoAim) vecSrc = m_pPlayer->GetGunPosition(); vecAiming = gpGlobals->v_forward; +#ifdef REGAMEDLL_API + float flBaseDamage = CSPlayerWeapon()->m_flBaseDamage; +#else + float flBaseDamage = MAC10_DAMAGE; +#endif vecDir = m_pPlayer->FireBullets3(vecSrc, vecAiming, flSpread, 8192, 1, BULLET_PLAYER_45ACP, - MAC10_DAMAGE, MAC10_RANGE_MODIFER, m_pPlayer->pev, false, m_pPlayer->random_seed); + flBaseDamage, MAC10_RANGE_MODIFER, m_pPlayer->pev, false, m_pPlayer->random_seed); #ifdef CLIENT_WEAPONS flag = FEV_NOTHOST; diff --git a/regamedll/dlls/wpn_shared/wpn_mp5navy.cpp b/regamedll/dlls/wpn_shared/wpn_mp5navy.cpp index 3a8b9a93..e5d5729e 100644 --- a/regamedll/dlls/wpn_shared/wpn_mp5navy.cpp +++ b/regamedll/dlls/wpn_shared/wpn_mp5navy.cpp @@ -13,6 +13,10 @@ void CMP5N::Spawn() m_flAccuracy = 0.0f; m_bDelayFire = false; +#ifdef REGAMEDLL_API + CSPlayerWeapon()->m_flBaseDamage = MP5N_DAMAGE; +#endif + // Get ready to fall down FallInit(); @@ -111,8 +115,13 @@ void CMP5N::MP5NFire(float flSpread, float flCycleTime, BOOL fUseAutoAim) vecSrc = m_pPlayer->GetGunPosition(); vecAiming = gpGlobals->v_forward; +#ifdef REGAMEDLL_API + float flBaseDamage = CSPlayerWeapon()->m_flBaseDamage; +#else + float flBaseDamage = MP5N_DAMAGE; +#endif vecDir = m_pPlayer->FireBullets3(vecSrc, vecAiming, flSpread, 8192, 1, BULLET_PLAYER_9MM, - MP5N_DAMAGE, MP5N_RANGE_MODIFER, m_pPlayer->pev, false, m_pPlayer->random_seed); + flBaseDamage, MP5N_RANGE_MODIFER, m_pPlayer->pev, false, m_pPlayer->random_seed); #ifdef CLIENT_WEAPONS flag = FEV_NOTHOST; diff --git a/regamedll/dlls/wpn_shared/wpn_p228.cpp b/regamedll/dlls/wpn_shared/wpn_p228.cpp index 8c3d0c65..22f1b2e9 100644 --- a/regamedll/dlls/wpn_shared/wpn_p228.cpp +++ b/regamedll/dlls/wpn_shared/wpn_p228.cpp @@ -13,6 +13,10 @@ void CP228::Spawn() m_iDefaultAmmo = P228_DEFAULT_GIVE; m_flAccuracy = 0.9f; +#ifdef REGAMEDLL_API + CSPlayerWeapon()->m_flBaseDamage = P228_DAMAGE; +#endif + // Get ready to fall down FallInit(); @@ -148,7 +152,12 @@ void CP228::P228Fire(float flSpread, float flCycleTime, BOOL fUseSemi) vecSrc = m_pPlayer->GetGunPosition(); vecAiming = gpGlobals->v_forward; - vecDir = m_pPlayer->FireBullets3(vecSrc, vecAiming, flSpread, 4096, 1, BULLET_PLAYER_357SIG, P228_DAMAGE, P228_RANGE_MODIFER, m_pPlayer->pev, true, m_pPlayer->random_seed); +#ifdef REGAMEDLL_API + float flBaseDamage = CSPlayerWeapon()->m_flBaseDamage; +#else + float flBaseDamage = P228_DAMAGE; +#endif + vecDir = m_pPlayer->FireBullets3(vecSrc, vecAiming, flSpread, 4096, 1, BULLET_PLAYER_357SIG, flBaseDamage, P228_RANGE_MODIFER, m_pPlayer->pev, true, m_pPlayer->random_seed); #ifdef CLIENT_WEAPONS flag = FEV_NOTHOST; diff --git a/regamedll/dlls/wpn_shared/wpn_p90.cpp b/regamedll/dlls/wpn_shared/wpn_p90.cpp index 62299368..24d43803 100644 --- a/regamedll/dlls/wpn_shared/wpn_p90.cpp +++ b/regamedll/dlls/wpn_shared/wpn_p90.cpp @@ -14,6 +14,10 @@ void CP90::Spawn() m_iShotsFired = 0; m_bDelayFire = false; +#ifdef REGAMEDLL_API + CSPlayerWeapon()->m_flBaseDamage = P90_DAMAGE; +#endif + // Get ready to fall down FallInit(); @@ -121,7 +125,12 @@ void CP90::P90Fire(float flSpread, float flCycleTime, BOOL fUseAutoAim) vecSrc = m_pPlayer->GetGunPosition(); vecAiming = gpGlobals->v_forward; - vecDir = m_pPlayer->FireBullets3(vecSrc, vecAiming, flSpread, 8192, 1, BULLET_PLAYER_57MM, P90_DAMAGE, P90_RANGE_MODIFER, m_pPlayer->pev, false, m_pPlayer->random_seed); +#ifdef REGAMEDLL_API + float flBaseDamage = CSPlayerWeapon()->m_flBaseDamage; +#else + float flBaseDamage = P90_DAMAGE; +#endif + vecDir = m_pPlayer->FireBullets3(vecSrc, vecAiming, flSpread, 8192, 1, BULLET_PLAYER_57MM, flBaseDamage, P90_RANGE_MODIFER, m_pPlayer->pev, false, m_pPlayer->random_seed); #ifdef CLIENT_WEAPONS flag = FEV_NOTHOST; diff --git a/regamedll/dlls/wpn_shared/wpn_scout.cpp b/regamedll/dlls/wpn_shared/wpn_scout.cpp index 39ab846f..0877a006 100644 --- a/regamedll/dlls/wpn_shared/wpn_scout.cpp +++ b/regamedll/dlls/wpn_shared/wpn_scout.cpp @@ -11,6 +11,10 @@ void CSCOUT::Spawn() m_iDefaultAmmo = SCOUT_DEFAULT_GIVE; +#ifdef REGAMEDLL_API + CSPlayerWeapon()->m_flBaseDamage = SCOUT_DAMAGE; +#endif + // Get ready to fall down FallInit(); @@ -153,7 +157,12 @@ void CSCOUT::SCOUTFire(float flSpread, float flCycleTime, BOOL fUseAutoAim) 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 REGAMEDLL_API + float flBaseDamage = CSPlayerWeapon()->m_flBaseDamage; +#else + float flBaseDamage = SCOUT_DAMAGE; +#endif + vecDir = m_pPlayer->FireBullets3(vecSrc, vecAiming, flSpread, 8192, 3, BULLET_PLAYER_762MM, flBaseDamage, SCOUT_RANGE_MODIFER, m_pPlayer->pev, true, m_pPlayer->random_seed); #ifdef CLIENT_WEAPONS flag = FEV_NOTHOST; diff --git a/regamedll/dlls/wpn_shared/wpn_sg550.cpp b/regamedll/dlls/wpn_shared/wpn_sg550.cpp index 71982ed6..ce567031 100644 --- a/regamedll/dlls/wpn_shared/wpn_sg550.cpp +++ b/regamedll/dlls/wpn_shared/wpn_sg550.cpp @@ -16,6 +16,10 @@ void CSG550::Spawn() m_flAccuracy = 0.2f; #endif +#ifdef REGAMEDLL_API + CSPlayerWeapon()->m_flBaseDamage = SG550_DAMAGE; +#endif + // Get ready to fall down FallInit(); @@ -159,7 +163,12 @@ void CSG550::SG550Fire(float flSpread, float flCycleTime, BOOL fUseAutoAim) vecSrc = m_pPlayer->GetGunPosition(); vecAiming = gpGlobals->v_forward; - vecDir = m_pPlayer->FireBullets3(vecSrc, vecAiming, flSpread, 8192, 2, BULLET_PLAYER_556MM, SG550_DAMAGE, SG550_RANGE_MODIFER, m_pPlayer->pev, true, m_pPlayer->random_seed); +#ifdef REGAMEDLL_API + float flBaseDamage = CSPlayerWeapon()->m_flBaseDamage; +#else + float flBaseDamage = SG550_DAMAGE; +#endif + vecDir = m_pPlayer->FireBullets3(vecSrc, vecAiming, flSpread, 8192, 2, BULLET_PLAYER_556MM, flBaseDamage, SG550_RANGE_MODIFER, m_pPlayer->pev, true, m_pPlayer->random_seed); #ifdef CLIENT_WEAPONS flag = FEV_NOTHOST; diff --git a/regamedll/dlls/wpn_shared/wpn_sg552.cpp b/regamedll/dlls/wpn_shared/wpn_sg552.cpp index 062e80ee..1281df45 100644 --- a/regamedll/dlls/wpn_shared/wpn_sg552.cpp +++ b/regamedll/dlls/wpn_shared/wpn_sg552.cpp @@ -13,6 +13,10 @@ void CSG552::Spawn() m_flAccuracy = 0.2f; m_iShotsFired = 0; +#ifdef REGAMEDLL_API + CSPlayerWeapon()->m_flBaseDamage = SG552_DAMAGE; +#endif + // Get ready to fall down FallInit(); @@ -132,8 +136,13 @@ void CSG552::SG552Fire(float flSpread, float flCycleTime, BOOL fUseAutoAim) vecSrc = m_pPlayer->GetGunPosition(); vecAiming = gpGlobals->v_forward; +#ifdef REGAMEDLL_API + float flBaseDamage = CSPlayerWeapon()->m_flBaseDamage; +#else + float flBaseDamage = SG552_DAMAGE; +#endif vecDir = m_pPlayer->FireBullets3(vecSrc, vecAiming, flSpread, 8192, 2, BULLET_PLAYER_556MM, - SG552_DAMAGE, SG552_RANGE_MODIFER, m_pPlayer->pev, false, m_pPlayer->random_seed); + flBaseDamage, SG552_RANGE_MODIFER, m_pPlayer->pev, false, m_pPlayer->random_seed); #ifdef CLIENT_WEAPONS flag = FEV_NOTHOST; diff --git a/regamedll/dlls/wpn_shared/wpn_tmp.cpp b/regamedll/dlls/wpn_shared/wpn_tmp.cpp index 217d073a..1ff1ac79 100644 --- a/regamedll/dlls/wpn_shared/wpn_tmp.cpp +++ b/regamedll/dlls/wpn_shared/wpn_tmp.cpp @@ -14,6 +14,10 @@ void CTMP::Spawn() m_iShotsFired = 0; m_bDelayFire = false; +#ifdef REGAMEDLL_API + CSPlayerWeapon()->m_flBaseDamage = TMP_DAMAGE; +#endif + // Get ready to fall down FallInit(); @@ -111,8 +115,13 @@ void CTMP::TMPFire(float flSpread, float flCycleTime, BOOL fUseAutoAim) vecSrc = m_pPlayer->GetGunPosition(); vecAiming = gpGlobals->v_forward; +#ifdef REGAMEDLL_API + float flBaseDamage = CSPlayerWeapon()->m_flBaseDamage; +#else + float flBaseDamage = TMP_DAMAGE; +#endif 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); + flBaseDamage, TMP_RANGE_MODIFER, m_pPlayer->pev, false, m_pPlayer->random_seed); #ifdef CLIENT_WEAPONS flag = FEV_NOTHOST; diff --git a/regamedll/dlls/wpn_shared/wpn_ump45.cpp b/regamedll/dlls/wpn_shared/wpn_ump45.cpp index fd7fec94..4097b9ed 100644 --- a/regamedll/dlls/wpn_shared/wpn_ump45.cpp +++ b/regamedll/dlls/wpn_shared/wpn_ump45.cpp @@ -13,6 +13,10 @@ void CUMP45::Spawn() m_flAccuracy = 0.0f; m_bDelayFire = false; +#ifdef REGAMEDLL_API + CSPlayerWeapon()->m_flBaseDamage = UMP45_DAMAGE; +#endif + // Get ready to fall down FallInit(); @@ -114,8 +118,13 @@ void CUMP45::UMP45Fire(float flSpread, float flCycleTime, BOOL fUseAutoAim) vecSrc = m_pPlayer->GetGunPosition(); vecAiming = gpGlobals->v_forward; +#ifdef REGAMEDLL_API + float flBaseDamage = CSPlayerWeapon()->m_flBaseDamage; +#else + float flBaseDamage = UMP45_DAMAGE; +#endif vecDir = m_pPlayer->FireBullets3(vecSrc, vecAiming, flSpread, 8192, 1, BULLET_PLAYER_45ACP, - UMP45_DAMAGE, UMP45_RANGE_MODIFER, m_pPlayer->pev, false, m_pPlayer->random_seed); + flBaseDamage, UMP45_RANGE_MODIFER, m_pPlayer->pev, false, m_pPlayer->random_seed); #ifdef CLIENT_WEAPONS flag = FEV_NOTHOST; diff --git a/regamedll/dlls/wpn_shared/wpn_usp.cpp b/regamedll/dlls/wpn_shared/wpn_usp.cpp index efc3d3db..1655e1bd 100644 --- a/regamedll/dlls/wpn_shared/wpn_usp.cpp +++ b/regamedll/dlls/wpn_shared/wpn_usp.cpp @@ -13,6 +13,11 @@ void CUSP::Spawn() m_iDefaultAmmo = USP_DEFAULT_GIVE; m_flAccuracy = 0.92f; +#ifdef REGAMEDLL_API + CSPlayerWeapon()->m_flBaseDamage = USP_DAMAGE; + m_flBaseDamageSil = USP_DAMAGE_SIL; +#endif + // Get ready to fall down FallInit(); @@ -152,7 +157,6 @@ void CUSP::PrimaryAttack() void CUSP::USPFire(float flSpread, float flCycleTime, BOOL fUseSemi) { int flag; - int iDamage; Vector vecAiming, vecSrc, vecDir; flCycleTime -= 0.075f; @@ -213,9 +217,12 @@ void CUSP::USPFire(float flSpread, float flCycleTime, BOOL fUseSemi) vecSrc = m_pPlayer->GetGunPosition(); vecAiming = gpGlobals->v_forward; - iDamage = (m_iWeaponState & WPNSTATE_USP_SILENCED) ? USP_DAMAGE_SIL : USP_DAMAGE; - - vecDir = m_pPlayer->FireBullets3(vecSrc, vecAiming, flSpread, 4096, 1, BULLET_PLAYER_45ACP, iDamage, USP_RANGE_MODIFER, m_pPlayer->pev, true, m_pPlayer->random_seed); +#ifdef REGAMEDLL_API + float flBaseDamage = (m_iWeaponState & WPNSTATE_USP_SILENCED) ? m_flBaseDamageSil : CSPlayerWeapon()->m_flBaseDamage; +#else + float flBaseDamage = (m_iWeaponState & WPNSTATE_USP_SILENCED) ? USP_DAMAGE_SIL : USP_DAMAGE; +#endif + vecDir = m_pPlayer->FireBullets3(vecSrc, vecAiming, flSpread, 4096, 1, BULLET_PLAYER_45ACP, flBaseDamage, USP_RANGE_MODIFER, m_pPlayer->pev, true, m_pPlayer->random_seed); #ifdef CLIENT_WEAPONS flag = FEV_NOTHOST; diff --git a/regamedll/public/regamedll/API/CSPlayerWeapon.h b/regamedll/public/regamedll/API/CSPlayerWeapon.h index 32e32f90..70317c93 100644 --- a/regamedll/public/regamedll/API/CSPlayerWeapon.h +++ b/regamedll/public/regamedll/API/CSPlayerWeapon.h @@ -41,6 +41,7 @@ public: public: bool m_bHasSecondaryAttack; + float m_flBaseDamage; }; // Inlines