#include "precompiled.h" LINK_ENTITY_TO_CLASS(weapon_aug, CAUG, CCSAUG) void CAUG::Spawn() { Precache(); m_iId = WEAPON_AUG; SET_MODEL(edict(), "models/w_aug.mdl"); m_iDefaultAmmo = AUG_DEFAULT_GIVE; m_flAccuracy = 0.2f; m_iShotsFired = 0; #ifdef REGAMEDLL_API CSPlayerWeapon()->m_flBaseDamage = AUG_DAMAGE; #endif // Get ready to fall down FallInit(); // extend CBasePlayerWeapon::Spawn(); } void CAUG::Precache() { 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"); m_usFireAug = PRECACHE_EVENT(1, "events/aug.sc"); } int CAUG::GetItemInfo(ItemInfo *p) { p->pszName = STRING(pev->classname); p->pszAmmo1 = "556Nato"; p->iMaxAmmo1 = MAX_AMMO_556NATO; p->pszAmmo2 = nullptr; 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; return 1; } BOOL CAUG::Deploy() { m_flAccuracy = 0.2f; m_iShotsFired = 0; iShellOn = 1; return DefaultDeploy("models/v_aug.mdl", "models/p_aug.mdl", AUG_DRAW, "carbine", UseDecrement() != FALSE); } void CAUG::SecondaryAttack() { 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; } void CAUG::PrimaryAttack() { 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); } } void CAUG::AUGFire(float flSpread, float flCycleTime, BOOL fUseAutoAim) { Vector vecAiming, vecSrc, vecDir; int flag; m_bDelayFire = true; m_iShotsFired++; m_flAccuracy = ((m_iShotsFired * m_iShotsFired * m_iShotsFired) / 215) + 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); 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; #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, flBaseDamage, AUG_RANGE_MODIFER, m_pPlayer->pev, false, m_pPlayer->random_seed); #ifdef CLIENT_WEAPONS flag = FEV_NOTHOST; #else flag = 0; #endif 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); 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() + 1.9f; 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); } } void CAUG::Reload() { if (m_pPlayer->ammo_556nato <= 0) return; if (DefaultReload(iMaxClip(), AUG_RELOAD, AUG_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 CAUG::WeaponIdle() { ResetEmptySound(); m_pPlayer->GetAutoaimVector(AUTOAIM_10DEGREES); if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase()) { return; } m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 20.0f; SendWeaponAnim(AUG_IDLE1, UseDecrement() != FALSE); }