#include "precompiled.h" LINK_ENTITY_TO_CLASS(weapon_xm1014, CXM1014, CCSXM1014) void CXM1014::Spawn() { Precache(); m_iId = WEAPON_XM1014; SET_MODEL(edict(), "models/w_xm1014.mdl"); m_iDefaultAmmo = XM1014_DEFAULT_GIVE; #ifdef REGAMEDLL_API CSPlayerWeapon()->m_flBaseDamage = XM1014_DAMAGE; #endif // Get ready to fall down FallInit(); // extend CBasePlayerWeapon::Spawn(); } void CXM1014::Precache() { PRECACHE_MODEL("models/v_xm1014.mdl"); PRECACHE_MODEL("models/w_xm1014.mdl"); m_iShellId = m_iShell = PRECACHE_MODEL("models/shotgunshell.mdl"); PRECACHE_SOUND("weapons/xm1014-1.wav"); PRECACHE_SOUND("weapons/reload1.wav"); PRECACHE_SOUND("weapons/reload3.wav"); m_usFireXM1014 = PRECACHE_EVENT(1, "events/xm1014.sc"); } int CXM1014::GetItemInfo(ItemInfo *p) { p->pszName = STRING(pev->classname); p->pszAmmo1 = "buckshot"; p->iMaxAmmo1 = MAX_AMMO_BUCKSHOT; p->pszAmmo2 = nullptr; p->iMaxAmmo2 = -1; p->iMaxClip = XM1014_MAX_CLIP; p->iSlot = 0; p->iPosition = 12; p->iId = m_iId = WEAPON_XM1014; p->iFlags = 0; p->iWeight = XM1014_WEIGHT; return 1; } BOOL CXM1014::Deploy() { return DefaultDeploy("models/v_xm1014.mdl", "models/p_xm1014.mdl", XM1014_DRAW, "m249", UseDecrement() != FALSE); } void CXM1014::PrimaryAttack() { Vector vecAiming, vecSrc, vecDir; int flag; // don't fire underwater if (m_pPlayer->pev->waterlevel == 3) { PlayEmptySound(); m_flNextPrimaryAttack = GetNextAttackDelay(0.15); return; } if (m_iClip <= 0) { #ifdef BUILD_LATEST_FIXES if (!m_fInSpecialReload) { PlayEmptySound(); if (TheBots) { TheBots->OnEvent(EVENT_WEAPON_FIRED_ON_EMPTY, m_pPlayer); } } Reload(); #else Reload(); if (!m_iClip) { PlayEmptySound(); } if (TheBots) { TheBots->OnEvent(EVENT_WEAPON_FIRED_ON_EMPTY, m_pPlayer); } m_flNextPrimaryAttack = GetNextAttackDelay(1); #endif // #ifdef BUILD_LATEST_FIXES return; } m_pPlayer->m_iWeaponVolume = LOUD_GUN_VOLUME; m_pPlayer->m_iWeaponFlash = BRIGHT_GUN_FLASH; m_iClip--; m_pPlayer->pev->effects |= EF_MUZZLEFLASH; // player "shoot" animation m_pPlayer->SetAnimation(PLAYER_ATTACK1); 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 = XM1014_DAMAGE; #endif #ifdef REGAMEDLL_FIXES m_pPlayer->FireBuckshots(6, vecSrc, vecAiming, XM1014_CONE_VECTOR, 3048, 0, flBaseDamage); #else m_pPlayer->FireBullets(6, vecSrc, vecAiming, XM1014_CONE_VECTOR, 3048, BULLET_PLAYER_BUCKSHOT, 0); #endif #ifdef CLIENT_WEAPONS flag = FEV_NOTHOST; #else flag = 0; #endif PLAYBACK_EVENT_FULL(flag, m_pPlayer->edict(), m_usFireXM1014, 0, (float *)&g_vecZero, (float *)&g_vecZero, m_vVecAiming.x, m_vVecAiming.y, 7, int(m_vVecAiming.x * 100), m_iClip == 0, FALSE); if (!m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0) { // HEV suit - indicate out of ammo condition m_pPlayer->SetSuitUpdate("!HEV_AMO0", SUIT_SENTENCE, SUIT_REPEAT_OK); } #ifndef REGAMEDLL_FIXES if (m_iClip != 0) m_flPumpTime = UTIL_WeaponTimeBase() + 0.125f; #endif m_flNextPrimaryAttack = GetNextAttackDelay(0.25); m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.25f; if (m_iClip != 0) m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.25f; else m_flTimeWeaponIdle = 0.75f; m_fInSpecialReload = 0; if (m_pPlayer->pev->flags & FL_ONGROUND) m_pPlayer->pev->punchangle.x -= UTIL_SharedRandomLong(m_pPlayer->random_seed + 1, 3, 5); else m_pPlayer->pev->punchangle.x -= UTIL_SharedRandomLong(m_pPlayer->random_seed + 1, 7, 10); } void CXM1014::Reload() { if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 || m_iClip == iMaxClip()) return; // don't reload until recoil is done if (m_flNextPrimaryAttack > UTIL_WeaponTimeBase()) return; // check to see if we're ready to reload if (m_fInSpecialReload == 0) { m_pPlayer->SetAnimation(PLAYER_RELOAD); SendWeaponAnim(XM1014_START_RELOAD, UseDecrement() != FALSE); m_fInSpecialReload = 1; m_flNextSecondaryAttack = m_flTimeWeaponIdle = m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.55f; m_flNextPrimaryAttack = GetNextAttackDelay(0.55); } else if (m_fInSpecialReload == 1) { if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase()) return; // was waiting for gun to move to side m_fInSpecialReload = 2; if (RANDOM_LONG(0, 1)) EMIT_SOUND_DYN(m_pPlayer->edict(), CHAN_ITEM, "weapons/reload1.wav", VOL_NORM, ATTN_NORM, 0, 85 + RANDOM_LONG(0, 31)); else EMIT_SOUND_DYN(m_pPlayer->edict(), CHAN_ITEM, "weapons/reload3.wav", VOL_NORM, ATTN_NORM, 0, 85 + RANDOM_LONG(0, 31)); SendWeaponAnim(XM1014_RELOAD, UseDecrement()); m_flTimeWeaponIdle = m_flNextReload = UTIL_WeaponTimeBase() + 0.3f; } else #ifdef BUILD_LATEST_FIXES if (m_flTimeWeaponIdle <= UTIL_WeaponTimeBase()) #endif { m_iClip++; #ifdef REGAMEDLL_ADD if (refill_bpammo_weapons.value < 3.0f) #endif { m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]--; m_pPlayer->ammo_buckshot--; } m_fInSpecialReload = 1; } } void CXM1014::WeaponIdle() { ResetEmptySound(); m_pPlayer->GetAutoaimVector(AUTOAIM_5DEGREES); #ifndef REGAMEDLL_FIXES if (m_flPumpTime && m_flPumpTime < UTIL_WeaponTimeBase()) { m_flPumpTime = 0; } #endif if (m_flTimeWeaponIdle < UTIL_WeaponTimeBase()) { if (m_iClip == 0 && m_fInSpecialReload == 0 && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]) { Reload(); } else if (m_fInSpecialReload != 0) { if (m_iClip != iMaxClip() && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]) { Reload(); } else { // reload debounce has timed out SendWeaponAnim(XM1014_PUMP, UseDecrement() != FALSE); m_fInSpecialReload = 0; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.5f; } } else { SendWeaponAnim(XM1014_IDLE, UseDecrement() != FALSE); } } }