#include "precompiled.h" LINK_ENTITY_TO_CLASS(weapon_deagle, CDEAGLE, CCSDEAGLE) void CDEAGLE::Spawn() { Precache(); m_iId = WEAPON_DEAGLE; SET_MODEL(edict(), "models/w_deagle.mdl"); m_iDefaultAmmo = DEAGLE_DEFAULT_GIVE; m_iWeaponState &= ~WPNSTATE_SHIELD_DRAWN; m_fMaxSpeed = DEAGLE_MAX_SPEED; m_flAccuracy = 0.9f; // Get ready to fall down FallInit(); // extend CBasePlayerWeapon::Spawn(); } void CDEAGLE::Precache() { PRECACHE_MODEL("models/v_deagle.mdl"); PRECACHE_MODEL("models/shield/v_shield_deagle.mdl"); PRECACHE_MODEL("models/w_deagle.mdl"); PRECACHE_SOUND("weapons/deagle-1.wav"); PRECACHE_SOUND("weapons/deagle-2.wav"); PRECACHE_SOUND("weapons/de_clipout.wav"); PRECACHE_SOUND("weapons/de_clipin.wav"); PRECACHE_SOUND("weapons/de_deploy.wav"); m_iShell = PRECACHE_MODEL("models/pshell.mdl"); m_usFireDeagle = PRECACHE_EVENT(1, "events/deagle.sc"); } int CDEAGLE::GetItemInfo(ItemInfo *p) { p->pszName = STRING(pev->classname); p->pszAmmo1 = "50AE"; p->iMaxAmmo1 = MAX_AMMO_50AE; p->pszAmmo2 = nullptr; p->iMaxAmmo2 = -1; p->iMaxClip = DEAGLE_MAX_CLIP; p->iSlot = 1; p->iPosition = 1; p->iId = m_iId = WEAPON_DEAGLE; p->iFlags = 0; p->iWeight = DEAGLE_WEIGHT; return 1; } BOOL CDEAGLE::Deploy() { m_flAccuracy = 0.9f; m_fMaxSpeed = DEAGLE_MAX_SPEED; m_iWeaponState &= ~WPNSTATE_SHIELD_DRAWN; m_pPlayer->m_bShieldDrawn = false; if (m_pPlayer->HasShield()) return DefaultDeploy("models/shield/v_shield_deagle.mdl", "models/shield/p_shield_deagle.mdl", DEAGLE_DRAW, "shieldgun", UseDecrement() != FALSE); else return DefaultDeploy("models/v_deagle.mdl", "models/p_deagle.mdl", DEAGLE_DRAW, "onehanded", UseDecrement() != FALSE); } void CDEAGLE::PrimaryAttack() { if (!(m_pPlayer->pev->flags & FL_ONGROUND)) { DEAGLEFire(1.5 * (1 - m_flAccuracy), 0.3, FALSE); } else if (m_pPlayer->pev->velocity.Length2D() > 0) { DEAGLEFire(0.25 * (1 - m_flAccuracy), 0.3, FALSE); } else if (m_pPlayer->pev->flags & FL_DUCKING) { DEAGLEFire(0.115 * (1 - m_flAccuracy), 0.3, FALSE); } else { DEAGLEFire(0.13 * (1 - m_flAccuracy), 0.3, FALSE); } } void CDEAGLE::SecondaryAttack() { ShieldSecondaryFire(SHIELDGUN_UP, SHIELDGUN_DOWN); } void CDEAGLE::DEAGLEFire(float flSpread, float flCycleTime, BOOL fUseSemi) { Vector vecAiming, vecSrc, vecDir; int flag; flCycleTime -= 0.075f; if (++m_iShotsFired > 1) { return; } if (m_flLastFire != 0.0) { m_flAccuracy -= (0.4f - (gpGlobals->time - m_flLastFire)) * 0.35f; if (m_flAccuracy > 0.9f) { m_flAccuracy = 0.9f; } else if (m_flAccuracy < 0.55f) { m_flAccuracy = 0.55f; } } m_flLastFire = gpGlobals->time; 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; SetPlayerShieldAnim(); m_pPlayer->SetAnimation(PLAYER_ATTACK1); UTIL_MakeVectors(m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle); m_pPlayer->m_iWeaponVolume = BIG_EXPLOSION_VOLUME; m_pPlayer->m_iWeaponFlash = NORMAL_GUN_FLASH; 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 CLIENT_WEAPONS flag = FEV_NOTHOST; #else flag = 0; #endif PLAYBACK_EVENT_FULL(flag, m_pPlayer->edict(), m_usFireDeagle, 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), m_iClip == 0, 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() + 1.8f; m_pPlayer->pev->punchangle.x -= 2; ResetPlayerShieldAnim(); } void CDEAGLE::Reload() { if (m_pPlayer->ammo_50ae <= 0) return; if (DefaultReload(iMaxClip(), DEAGLE_RELOAD, DEAGLE_RELOAD_TIME)) { m_pPlayer->SetAnimation(PLAYER_RELOAD); m_flAccuracy = 0.9f; } } void CDEAGLE::WeaponIdle() { ResetEmptySound(); m_pPlayer->GetAutoaimVector(AUTOAIM_10DEGREES); if (m_flTimeWeaponIdle <= UTIL_WeaponTimeBase()) { m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 20.0f; if (m_iWeaponState & WPNSTATE_SHIELD_DRAWN) { SendWeaponAnim(SHIELDGUN_DRAWN_IDLE, UseDecrement() != FALSE); } } }