#include "precompiled.h" /* * Globals initialization */ #ifndef HOOK_GAMEDLL ItemInfo CBasePlayerItem::ItemInfoArray[32]; AmmoInfo CBasePlayerItem::AmmoInfoArray[32]; TYPEDESCRIPTION CBasePlayerItem::m_SaveData[] = { DEFINE_FIELD(CBasePlayerItem, m_pPlayer, FIELD_CLASSPTR), DEFINE_FIELD(CBasePlayerItem, m_pNext, FIELD_CLASSPTR), DEFINE_FIELD(CBasePlayerItem, m_iId, FIELD_INTEGER), }; TYPEDESCRIPTION CBasePlayerWeapon::m_SaveData[] = { DEFINE_FIELD(CBasePlayerWeapon, m_flNextPrimaryAttack, FIELD_TIME), DEFINE_FIELD(CBasePlayerWeapon, m_flNextSecondaryAttack, FIELD_TIME), DEFINE_FIELD(CBasePlayerWeapon, m_flTimeWeaponIdle, FIELD_TIME), DEFINE_FIELD(CBasePlayerWeapon, m_iPrimaryAmmoType, FIELD_INTEGER), DEFINE_FIELD(CBasePlayerWeapon, m_iSecondaryAmmoType, FIELD_INTEGER), DEFINE_FIELD(CBasePlayerWeapon, m_iClip, FIELD_INTEGER), DEFINE_FIELD(CBasePlayerWeapon, m_iDefaultAmmo, FIELD_INTEGER), }; TYPEDESCRIPTION CWeaponBox::m_SaveData[] = { DEFINE_ARRAY(CWeaponBox, m_rgAmmo, FIELD_INTEGER, MAX_AMMO_SLOTS), DEFINE_ARRAY(CWeaponBox, m_rgiszAmmo, FIELD_STRING, MAX_AMMO_SLOTS), DEFINE_ARRAY(CWeaponBox, m_rgpPlayerItems, FIELD_CLASSPTR, MAX_ITEM_TYPES), DEFINE_FIELD(CWeaponBox, m_cAmmoTypes, FIELD_INTEGER), }; const char *g_pModelNameLaser = "sprites/laserbeam.spr"; #else // HOOK_GAMEDLL ItemInfo IMPL_CLASS(CBasePlayerItem, ItemInfoArray)[32]; AmmoInfo IMPL_CLASS(CBasePlayerItem, AmmoInfoArray)[32]; TYPEDESCRIPTION IMPL_CLASS(CBasePlayerItem, m_SaveData)[3]; TYPEDESCRIPTION IMPL_CLASS(CBasePlayerWeapon, m_SaveData)[7]; TYPEDESCRIPTION IMPL_CLASS(CWeaponBox, m_SaveData)[4]; const char *g_pModelNameLaser; #endif // HOOK_GAMEDLL short g_sModelIndexLaser; // holds the index for the laser beam short g_sModelIndexLaserDot; // holds the index for the laser beam dot short g_sModelIndexFireball; // holds the index for the fireball short g_sModelIndexSmoke; // holds the index for the smoke cloud short g_sModelIndexWExplosion; // holds the index for the underwater explosion short g_sModelIndexBubbles; // holds the index for the bubbles model short g_sModelIndexBloodDrop; // holds the sprite index for the initial blood short g_sModelIndexBloodSpray; // holds the sprite index for splattered blood short g_sModelIndexSmokePuff; short g_sModelIndexFireball2; short g_sModelIndexFireball3; short g_sModelIndexFireball4; short g_sModelIndexRadio; short int g_sModelIndexCTGhost; short int g_sModelIndexTGhost; short int g_sModelIndexC4Glow; int giAmmoIndex; MULTIDAMAGE gMultiDamage; // MaxAmmoCarry - pass in a name and this function will tell // you the maximum amount of that type of ammunition that a // player can carry. /* <1d018e> ../cstrike/dlls/weapons.cpp:82 */ int MaxAmmoCarry(int iszName) { for (int i = 0; i < MAX_WEAPONS; ++i) { ItemInfo *info = &IMPL_CLASS(CBasePlayerItem, ItemInfoArray)[ i ]; if (info->pszAmmo1 && !Q_strcmp(STRING(iszName), info->pszAmmo1)) { return info->iMaxAmmo1; } if (info->pszAmmo2 && !Q_strcmp(STRING(iszName), info->pszAmmo2)) { return info->iMaxAmmo2; } } ALERT(at_console, "MaxAmmoCarry() doesn't recognize '%s'!\n", STRING(iszName)); return -1; } // ClearMultiDamage - resets the global multi damage accumulator /* <1d2a29> ../cstrike/dlls/weapons.cpp:110 */ void ClearMultiDamage(void) { gMultiDamage.pEntity = NULL; gMultiDamage.amount = 0; gMultiDamage.type = 0; } // ApplyMultiDamage - inflicts contents of global multi damage register on gMultiDamage.pEntity /* <1d2a41> ../cstrike/dlls/weapons.cpp:124 */ void ApplyMultiDamage(entvars_t *pevInflictor, entvars_t *pevAttacker) { //Vector vecSpot1;//where blood comes from //Vector vecDir;//direction blood should go //TraceResult tr; if (!gMultiDamage.pEntity) return; gMultiDamage.pEntity->TakeDamage(pevInflictor, pevAttacker, gMultiDamage.amount, gMultiDamage.type); } /* <1d2ad3> ../cstrike/dlls/weapons.cpp:140 */ void AddMultiDamage(entvars_t *pevInflictor, CBaseEntity *pEntity, float flDamage, int bitsDamageType) { if (!pEntity) return; gMultiDamage.type |= bitsDamageType; if (pEntity != gMultiDamage.pEntity) { // UNDONE: wrong attacker! ApplyMultiDamage(pevInflictor, pevInflictor); gMultiDamage.pEntity = pEntity; gMultiDamage.amount = 0; } gMultiDamage.amount += flDamage; } /* <1d2b6f> ../cstrike/dlls/weapons.cpp:162 */ void SpawnBlood(Vector vecSpot, int bloodColor, float flDamage) { UTIL_BloodDrips(vecSpot, g_vecAttackDir, bloodColor, (int)flDamage); } /* <1d2bbb> ../cstrike/dlls/weapons.cpp:168 */ NOXREF int DamageDecal(CBaseEntity *pEntity, int bitsDamageType) { if (pEntity) { return pEntity->DamageDecal(bitsDamageType); } return RANDOM_LONG(DECAL_GUNSHOT4, DECAL_GUNSHOT5); } /* <1d2bfa> ../cstrike/dlls/weapons.cpp:176 */ void DecalGunshot(TraceResult *pTrace, int iBulletType, bool ClientOnly, entvars_t *pShooter, bool bHitMetal) { ; } // EjectBrass - tosses a brass shell from passed origin at passed velocity /* <1d07b3> ../cstrike/dlls/weapons.cpp:184 */ void EjectBrass(const Vector &vecOrigin, const Vector &vecLeft, const Vector &vecVelocity, float rotation, int model, int soundtype, int entityIndex) { //CBaseEntity *ent = UTIL_PlayerByIndex(entityIndex); // unused bool useNewBehavior = UTIL_IsGame("czero"); MESSAGE_BEGIN(MSG_PVS, gmsgBrass, vecOrigin); if (!useNewBehavior) { // noxref WRITE_BYTE(TE_MODEL); } WRITE_COORD(vecOrigin.x); // origin WRITE_COORD(vecOrigin.y); WRITE_COORD(vecOrigin.z); if (!useNewBehavior) { // noxref // it parses the client side, but does not use it WRITE_COORD(vecLeft.x); WRITE_COORD(vecLeft.y); WRITE_COORD(vecLeft.z); } WRITE_COORD(vecVelocity.x); // velocity WRITE_COORD(vecVelocity.y); WRITE_COORD(vecVelocity.z); WRITE_ANGLE(rotation); WRITE_SHORT(model); WRITE_BYTE(soundtype); if (!useNewBehavior) { // noxref WRITE_BYTE(25);// 2.5 seconds } WRITE_BYTE(entityIndex); MESSAGE_END(); } /* <1d2cfd> ../cstrike/dlls/weapons.cpp:220 */ NOXREF void EjectBrass2(const Vector &vecOrigin, const Vector &vecVelocity, float rotation, int model, int soundtype, entvars_t *pev) { MESSAGE_BEGIN(MSG_ONE, SVC_TEMPENTITY, NULL, pev); WRITE_BYTE(TE_MODEL); WRITE_COORD(vecOrigin.x); WRITE_COORD(vecOrigin.y); WRITE_COORD(vecOrigin.z); WRITE_COORD(vecVelocity.x); WRITE_COORD(vecVelocity.y); WRITE_COORD(vecVelocity.z); WRITE_ANGLE(rotation); WRITE_SHORT(model); WRITE_BYTE(0); WRITE_BYTE(5);// 0.5 seconds MESSAGE_END(); } // Precaches the ammo and queues the ammo info for sending to clients /* <1d020f> ../cstrike/dlls/weapons.cpp:242 */ void AddAmmoNameToAmmoRegistry(const char *szAmmoname) { // make sure it's not already in the registry for (int i = 0; i < MAX_AMMO_SLOTS; ++i) { if (!IMPL_CLASS(CBasePlayerItem, AmmoInfoArray)[ i ].pszName) continue; if (!Q_stricmp(IMPL_CLASS(CBasePlayerItem, AmmoInfoArray)[ i ].pszName, szAmmoname)) { // ammo already in registry, just quite return; } } giAmmoIndex++; assert(giAmmoIndex < MAX_AMMO_SLOTS); if (giAmmoIndex >= MAX_AMMO_SLOTS) { giAmmoIndex = 0; } IMPL_CLASS(CBasePlayerItem, AmmoInfoArray)[ giAmmoIndex ].pszName = szAmmoname; // yes, this info is redundant IMPL_CLASS(CBasePlayerItem, AmmoInfoArray)[ giAmmoIndex ].iId = giAmmoIndex; } // Precaches the weapon and queues the weapon info for sending to clients /* <1d2e01> ../cstrike/dlls/weapons.cpp:265 */ void UTIL_PrecacheOtherWeapon(const char *szClassname) { edict_t *pent = CREATE_NAMED_ENTITY(MAKE_STRING(szClassname)); if (FNullEnt(pent)) { ALERT(at_console, "NULL Ent in UTIL_PrecacheOtherWeapon\n"); return; } CBaseEntity *pEntity = CBaseEntity::Instance(VARS(pent)); if (pEntity != NULL) { ItemInfo II; Q_memset(&II, 0, sizeof(II)); pEntity->Precache(); if (((CBasePlayerItem *)pEntity)->GetItemInfo(&II)) { IMPL_CLASS(CBasePlayerItem, ItemInfoArray)[ II.iId ] = II; if (II.pszAmmo1 != NULL && *II.pszAmmo1 != '\0') { AddAmmoNameToAmmoRegistry(II.pszAmmo1); } if (II.pszAmmo2 != NULL && *II.pszAmmo2 != '\0') { AddAmmoNameToAmmoRegistry(II.pszAmmo2); } } } REMOVE_ENTITY(pent); } /* <1d2fc9> ../cstrike/dlls/weapons.cpp:304 */ NOXREF void UTIL_PrecacheOtherWeapon2(const char *szClassname) { edict_t *pent = CREATE_NAMED_ENTITY(MAKE_STRING(szClassname)); if (FNullEnt(pent)) { ALERT(at_console, "NULL Ent in UTIL_PrecacheOtherWeapon\n"); return; } CBaseEntity *pEntity = CBaseEntity::Instance(VARS(pent)); if (pEntity != NULL) { ItemInfo II; Q_memset(&II, 0, sizeof(II)); pEntity->Precache(); if (((CBasePlayerItem *)pEntity)->GetItemInfo(&II)) { IMPL_CLASS(CBasePlayerItem, ItemInfoArray)[ II.iId ] = II; if (II.pszAmmo1 != NULL && *II.pszAmmo1 != '\0') { AddAmmoNameToAmmoRegistry(II.pszAmmo1); } if (II.pszAmmo2 != NULL && *II.pszAmmo2 != '\0') { AddAmmoNameToAmmoRegistry(II.pszAmmo2); } } } REMOVE_ENTITY(pent); } // called by worldspawn /* <1d3191> ../cstrike/dlls/weapons.cpp:345 */ void W_Precache(void) { Q_memset(IMPL_CLASS(CBasePlayerItem, ItemInfoArray), 0, ARRAYSIZE(IMPL_CLASS(CBasePlayerItem, ItemInfoArray))); Q_memset(IMPL_CLASS(CBasePlayerItem, AmmoInfoArray), 0, ARRAYSIZE(IMPL_CLASS(CBasePlayerItem, AmmoInfoArray))); giAmmoIndex = 0; // custom items... // common world objects UTIL_PrecacheOther("item_suit"); UTIL_PrecacheOther("item_battery"); UTIL_PrecacheOther("item_antidote"); UTIL_PrecacheOther("item_security"); UTIL_PrecacheOther("item_longjump"); UTIL_PrecacheOther("item_kevlar"); UTIL_PrecacheOther("item_assaultsuit"); UTIL_PrecacheOther("item_thighpack"); // awp magnum UTIL_PrecacheOtherWeapon("weapon_awp"); UTIL_PrecacheOther("ammo_338magnum"); UTIL_PrecacheOtherWeapon("weapon_g3sg1"); UTIL_PrecacheOtherWeapon("weapon_ak47"); UTIL_PrecacheOtherWeapon("weapon_scout"); UTIL_PrecacheOther("ammo_762nato"); // m249 UTIL_PrecacheOtherWeapon("weapon_m249"); UTIL_PrecacheOther("ammo_556natobox"); UTIL_PrecacheOtherWeapon("weapon_m4a1"); UTIL_PrecacheOtherWeapon("weapon_sg552"); UTIL_PrecacheOtherWeapon("weapon_aug"); UTIL_PrecacheOtherWeapon("weapon_sg550"); UTIL_PrecacheOther("ammo_556nato"); // shotgun UTIL_PrecacheOtherWeapon("weapon_m3"); UTIL_PrecacheOtherWeapon("weapon_xm1014"); UTIL_PrecacheOther("ammo_buckshot"); UTIL_PrecacheOtherWeapon("weapon_usp"); UTIL_PrecacheOtherWeapon("weapon_mac10"); UTIL_PrecacheOtherWeapon("weapon_ump45"); UTIL_PrecacheOther("ammo_45acp"); UTIL_PrecacheOtherWeapon("weapon_fiveseven"); UTIL_PrecacheOtherWeapon("weapon_p90"); UTIL_PrecacheOther("ammo_57mm"); // deagle UTIL_PrecacheOtherWeapon("weapon_deagle"); UTIL_PrecacheOther("ammo_50ae"); // p228 UTIL_PrecacheOtherWeapon("weapon_p228"); UTIL_PrecacheOther("ammo_357sig"); // knife UTIL_PrecacheOtherWeapon("weapon_knife"); UTIL_PrecacheOtherWeapon("weapon_glock18"); UTIL_PrecacheOtherWeapon("weapon_mp5navy"); UTIL_PrecacheOtherWeapon("weapon_tmp"); UTIL_PrecacheOtherWeapon("weapon_elite"); UTIL_PrecacheOther("ammo_9mm"); UTIL_PrecacheOtherWeapon("weapon_flashbang"); UTIL_PrecacheOtherWeapon("weapon_hegrenade"); UTIL_PrecacheOtherWeapon("weapon_smokegrenade"); UTIL_PrecacheOtherWeapon("weapon_c4"); UTIL_PrecacheOtherWeapon("weapon_galil"); UTIL_PrecacheOtherWeapon("weapon_famas"); if (g_pGameRules->IsDeathmatch()) { // container for dropped deathmatch weapons UTIL_PrecacheOther("weaponbox"); } g_sModelIndexFireball = PRECACHE_MODEL("sprites/zerogxplode.spr"); // fireball g_sModelIndexWExplosion = PRECACHE_MODEL("sprites/WXplo1.spr"); // underwater fireball g_sModelIndexSmoke = PRECACHE_MODEL("sprites/steam1.spr"); // smoke g_sModelIndexBubbles = PRECACHE_MODEL("sprites/bubble.spr"); // bubbles g_sModelIndexBloodSpray = PRECACHE_MODEL("sprites/bloodspray.spr"); // initial blood g_sModelIndexBloodDrop = PRECACHE_MODEL("sprites/blood.spr"); // splattered blood g_sModelIndexSmokePuff = PRECACHE_MODEL("sprites/smokepuff.spr"); g_sModelIndexFireball2 = PRECACHE_MODEL("sprites/eexplo.spr"); g_sModelIndexFireball3 = PRECACHE_MODEL("sprites/fexplo.spr"); g_sModelIndexFireball4 = PRECACHE_MODEL("sprites/fexplo1.spr"); g_sModelIndexRadio = PRECACHE_MODEL("sprites/radio.spr"); g_sModelIndexCTGhost = PRECACHE_MODEL("sprites/b-tele1.spr"); g_sModelIndexTGhost = PRECACHE_MODEL("sprites/c-tele1.spr"); g_sModelIndexC4Glow = PRECACHE_MODEL("sprites/ledglow.spr"); g_sModelIndexLaser = PRECACHE_MODEL((char *)g_pModelNameLaser); g_sModelIndexLaserDot = PRECACHE_MODEL("sprites/laserdot.spr"); // used by explosions PRECACHE_MODEL("models/grenade.mdl"); PRECACHE_MODEL("sprites/explode1.spr"); PRECACHE_SOUND("weapons/debris1.wav"); // explosion aftermaths PRECACHE_SOUND("weapons/debris2.wav"); // explosion aftermaths PRECACHE_SOUND("weapons/debris3.wav"); // explosion aftermaths PRECACHE_SOUND("weapons/grenade_hit1.wav"); // grenade PRECACHE_SOUND("weapons/grenade_hit2.wav"); // grenade PRECACHE_SOUND("weapons/grenade_hit3.wav"); // grenade PRECACHE_SOUND("weapons/bullet_hit1.wav"); // hit by bullet PRECACHE_SOUND("weapons/bullet_hit2.wav"); // hit by bullet PRECACHE_SOUND("items/weapondrop1.wav"); // weapon falls to the ground PRECACHE_SOUND("weapons/generic_reload.wav"); } /* <1d20a8> ../cstrike/dlls/weapons.cpp:458 */ IMPLEMENT_SAVERESTORE(CBasePlayerItem, CBaseAnimating); /* <1d27b2> ../cstrike/dlls/weapons.cpp:472 */ IMPLEMENT_SAVERESTORE(CBasePlayerWeapon, CBasePlayerItem); /* <1d1730> ../cstrike/dlls/weapons.cpp:475 */ void CBasePlayerItem::__MAKE_VHOOK(SetObjectCollisionBox)(void) { pev->absmin = pev->origin + Vector(-24, -24, 0); pev->absmax = pev->origin + Vector(24, 24, 16); } // Sets up movetype, size, solidtype for a new weapon. /* <1d31ab> ../cstrike/dlls/weapons.cpp:485 */ void CBasePlayerItem::FallInit(void) { pev->movetype = MOVETYPE_TOSS; pev->solid = SOLID_BBOX; UTIL_SetOrigin(pev, pev->origin); //pointsize until it lands on the ground. UTIL_SetSize(pev, Vector(0, 0, 0), Vector(0, 0, 0)); SetTouch(&CBasePlayerItem::DefaultTouch); SetThink(&CBasePlayerItem::FallThink); pev->nextthink = gpGlobals->time + 0.1f; } // FallThink - Items that have just spawned run this think // to catch them when they hit the ground. Once we're sure // that the object is grounded, we change its solid type // to trigger and set it in a large box that helps the // player get it. /* <1d32bc> ../cstrike/dlls/weapons.cpp:506 */ void CBasePlayerItem::FallThink(void) { pev->nextthink = gpGlobals->time + 0.1f; if (pev->flags & FL_ONGROUND) { // clatter if we have an owner (i.e., dropped by someone) // don't clatter if the gun is waiting to respawn (if it's waiting, it is invisible!) if (!FNullEnt(pev->owner)) { int pitch = RANDOM_LONG(0, 29) + 95; EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "items/weapondrop1.wav", VOL_NORM, ATTN_NORM, 0, pitch); } // lie flat pev->angles.x = 0.0f; pev->angles.z = 0.0f; Materialize(); } } // Materialize - make a CBasePlayerItem visible and tangible /* <1d3252> ../cstrike/dlls/weapons.cpp:531 */ void CBasePlayerItem::Materialize(void) { if (pev->effects & EF_NODRAW) { // changing from invisible state to visible. if (g_pGameRules->IsMultiplayer()) { EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, "items/suitchargeok1.wav", VOL_NORM, ATTN_NORM, 0, 150); } pev->effects &= ~EF_NODRAW; pev->effects |= EF_MUZZLEFLASH; } pev->solid = SOLID_TRIGGER; // link into world. UTIL_SetOrigin(pev, pev->origin); SetTouch(&CBasePlayerItem::DefaultTouch); if (g_pGameRules->IsMultiplayer()) { if (!CanDrop()) { SetTouch(NULL); } SetThink(&CBaseEntity::SUB_Remove); pev->nextthink = gpGlobals->time + 1.0f; } else SetThink(NULL); } // AttemptToMaterialize - the item is trying to rematerialize, // should it do so now or wait longer? /* <1d327b> ../cstrike/dlls/weapons.cpp:567 */ void CBasePlayerItem::AttemptToMaterialize(void) { float time = g_pGameRules->FlWeaponTryRespawn(this); if (time == 0) { Materialize(); return; } pev->nextthink = gpGlobals->time + time; } // CheckRespawn - a player is taking this weapon, should // it respawn? /* <1d3348> ../cstrike/dlls/weapons.cpp:584 */ void CBasePlayerItem::CheckRespawn(void) { switch (g_pGameRules->WeaponShouldRespawn(this)) { case GR_WEAPON_RESPAWN_YES: return; case GR_WEAPON_RESPAWN_NO: return; } } // Respawn - this item is already in the world, but it is // invisible and intangible. Make it visible and tangible. /* <1d1e09> ../cstrike/dlls/weapons.cpp:616 */ CBaseEntity *CBasePlayerItem::__MAKE_VHOOK(Respawn)(void) { // make a copy of this weapon that is invisible and inaccessible to players (no touch function). The weapon spawn/respawn code // will decide when to make the weapon visible and touchable. CBaseEntity *pNewWeapon = CBaseEntity::Create((char *)STRING(pev->classname), g_pGameRules->VecWeaponRespawnSpot(this), pev->angles, pev->owner); if (pNewWeapon != NULL) { // invisible for now pNewWeapon->pev->effects |= EF_NODRAW; // no touch pNewWeapon->SetTouch(NULL); pNewWeapon->SetThink(&CBasePlayerItem::AttemptToMaterialize); DROP_TO_FLOOR(ENT(pev)); // not a typo! We want to know when the weapon the player just picked up should respawn! This new entity we created is the replacement, // but when it should respawn is based on conditions belonging to the weapon that was taken. pNewWeapon->pev->nextthink = g_pGameRules->FlWeaponRespawnTime(this); } else { ALERT(at_console, "Respawn failed to create %s!\n", STRING(pev->classname)); } return pNewWeapon; } // whats going on here is that if the player drops this weapon, they shouldn't take it back themselves // for a little while. But if they throw it at someone else, the other player should get it immediately. /* <1d26f0> ../cstrike/dlls/weapons.cpp:642 */ void CBasePlayerItem::DefaultTouch(CBaseEntity *pOther) { // if it's not a player, ignore if (!pOther->IsPlayer()) { return; } CBasePlayer *pPlayer = static_cast(pOther); if (pPlayer->m_bIsVIP && m_iId != WEAPON_USP && m_iId != WEAPON_GLOCK18 && m_iId != WEAPON_P228 && m_iId != WEAPON_DEAGLE && m_iId != WEAPON_KNIFE) { return; } // can I have this? if (!g_pGameRules->CanHavePlayerItem(pPlayer, this)) { if (gEvilImpulse101) { UTIL_Remove(this); } return; } if (pOther->AddPlayerItem(this)) { AttachToPlayer(pPlayer); SetThink(NULL); EMIT_SOUND(ENT(pPlayer->pev), CHAN_ITEM, "items/gunpickup2.wav", VOL_NORM, ATTN_NORM); } SUB_UseTargets(pOther, USE_TOGGLE, 0); } /* <1d3371> ../cstrike/dlls/weapons.cpp:678 */ void CBasePlayerWeapon::SetPlayerShieldAnim(void) { if (!m_pPlayer->HasShield()) return; if (m_iWeaponState & WPNSTATE_SHIELD_DRAWN) { Q_strcpy(m_pPlayer->m_szAnimExtention, "shield"); } else { Q_strcpy(m_pPlayer->m_szAnimExtention, "shieldgun"); } } /* <1d339a> ../cstrike/dlls/weapons.cpp:689 */ void CBasePlayerWeapon::ResetPlayerShieldAnim(void) { if (m_pPlayer->HasShield()) { if (m_iWeaponState & WPNSTATE_SHIELD_DRAWN) { Q_strcpy(m_pPlayer->m_szAnimExtention, "shieldgun"); } } } /* <1d33c3> ../cstrike/dlls/weapons.cpp:699 */ void CBasePlayerWeapon::EjectBrassLate(void) { int soundType; Vector vecUp, vecRight, vecShellVelocity; UTIL_MakeVectors(m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle); vecUp = RANDOM_FLOAT(100, 150) * gpGlobals->v_up; vecRight = RANDOM_FLOAT(50, 70) * gpGlobals->v_right; vecShellVelocity = (m_pPlayer->pev->velocity + vecRight + vecUp) + gpGlobals->v_forward * 25; soundType = (m_iId == WEAPON_XM1014 || m_iId == WEAPON_M3) ? 2 : 1; EjectBrass(pev->origin + m_pPlayer->pev->view_ofs + gpGlobals->v_up * -9 + gpGlobals->v_forward * 16, gpGlobals->v_right * -9, vecShellVelocity, pev->angles.y, m_iShellId, soundType, m_pPlayer->entindex()); } /* <1d372a> ../cstrike/dlls/weapons.cpp:717 */ bool CBasePlayerWeapon::ShieldSecondaryFire(int iUpAnim, int iDownAnim) { if (!m_pPlayer->HasShield()) return false; if (m_iWeaponState & WPNSTATE_SHIELD_DRAWN) { m_iWeaponState &= ~WPNSTATE_SHIELD_DRAWN; SendWeaponAnim(iDownAnim, UseDecrement() != FALSE); Q_strcpy(m_pPlayer->m_szAnimExtention, "shieldgun"); m_fMaxSpeed = 250.0f; m_pPlayer->m_bShieldDrawn = false; } else { m_iWeaponState |= WPNSTATE_SHIELD_DRAWN; SendWeaponAnim(iUpAnim, UseDecrement() != FALSE); Q_strcpy(m_pPlayer->m_szAnimExtention, "shielded"); m_fMaxSpeed = 180.0f; m_pPlayer->m_bShieldDrawn = true; } m_pPlayer->UpdateShieldCrosshair((m_iWeaponState & WPNSTATE_SHIELD_DRAWN) != WPNSTATE_SHIELD_DRAWN); m_pPlayer->ResetMaxSpeed(); m_flNextSecondaryAttack = 0.4f; m_flNextPrimaryAttack = 0.4f; m_flTimeWeaponIdle = 0.6f; return true; } /* <1d3773> ../cstrike/dlls/weapons.cpp:752 */ void CBasePlayerWeapon::KickBack(float up_base, float lateral_base, float up_modifier, float lateral_modifier, float up_max, float lateral_max, int direction_change) { float_precision flKickUp; float flKickLateral; if (m_iShotsFired == 1) { flKickUp = up_base; flKickLateral = lateral_base; } else { flKickUp = m_iShotsFired * up_modifier + up_base; flKickLateral = m_iShotsFired * lateral_modifier + lateral_base; } m_pPlayer->pev->punchangle.x -= flKickUp; if (m_pPlayer->pev->punchangle.x < -up_max) { m_pPlayer->pev->punchangle.x = -up_max; } if (m_iDirection == 1) { m_pPlayer->pev->punchangle.y += flKickLateral; if (m_pPlayer->pev->punchangle.y > lateral_max) m_pPlayer->pev->punchangle.y = lateral_max; } else { m_pPlayer->pev->punchangle.y -= flKickLateral; if (m_pPlayer->pev->punchangle.y < -lateral_max) m_pPlayer->pev->punchangle.y = -lateral_max; } if (!RANDOM_LONG(0, direction_change)) { m_iDirection = !m_iDirection; } } /* <1d242e> ../cstrike/dlls/weapons.cpp:792 */ void CBasePlayerWeapon::FireRemaining(int &shotsFired, float &shootTime, BOOL bIsGlock) { float nexttime = 0.1f; m_iClip--; if (m_iClip < 0) { m_iClip = 0; shotsFired = 3; shootTime = 0; return; } UTIL_MakeVectors(m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle); Vector vecSrc = m_pPlayer->GetGunPosition(); Vector vecDir; int flag; #ifdef CLIENT_WEAPONS flag = FEV_NOTHOST; #else flag = 0; #endif // CLIENT_WEAPONS if (bIsGlock) { vecDir = m_pPlayer->FireBullets3(vecSrc, gpGlobals->v_forward, 0.05, 8192, 1, BULLET_PLAYER_9MM, 18, 0.9, m_pPlayer->pev, true, m_pPlayer->random_seed); m_pPlayer->ammo_9mm--; PLAYBACK_EVENT_FULL(flag, m_pPlayer->edict(), m_usFireGlock18, 0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, (int)(m_pPlayer->pev->punchangle.x * 10000), (int)(m_pPlayer->pev->punchangle.y * 10000), m_iClip == 0, FALSE); } else { vecDir = m_pPlayer->FireBullets3(vecSrc, gpGlobals->v_forward, m_fBurstSpread, 8192, 2, BULLET_PLAYER_556MM, 30, 0.96, m_pPlayer->pev, false, m_pPlayer->random_seed); m_pPlayer->ammo_556nato--; PLAYBACK_EVENT_FULL(flag, m_pPlayer->edict(), m_usFireFamas, 0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, (int)(m_pPlayer->pev->punchangle.x * 10000000), (int)(m_pPlayer->pev->punchangle.y * 10000000), FALSE, FALSE); } m_pPlayer->pev->effects |= EF_MUZZLEFLASH; m_pPlayer->SetAnimation(PLAYER_ATTACK1); shotsFired++; if (shotsFired != 3) { shootTime = gpGlobals->time + nexttime; } else shootTime = 0; } /* <1d389e> ../cstrike/dlls/weapons.cpp:876 */ BOOL CanAttack(float attack_time, float curtime, BOOL isPredicted) { #ifdef CLIENT_WEAPONS if (!isPredicted) #else if (1) #endif // CLIENT_WEAPONS { return (attack_time <= curtime) ? TRUE : FALSE; } else { return (attack_time <= 0.0f) ? TRUE : FALSE; } } /* <1d38f0> ../cstrike/dlls/weapons.cpp:890 */ bool CBasePlayerWeapon::HasSecondaryAttack(void) { if (m_pPlayer->HasShield()) { return true; } switch (m_iId) { case WEAPON_AK47: case WEAPON_XM1014: case WEAPON_MAC10: case WEAPON_ELITE: case WEAPON_FIVESEVEN: case WEAPON_MP5N: case WEAPON_M249: case WEAPON_M3: case WEAPON_TMP: case WEAPON_DEAGLE: case WEAPON_P228: case WEAPON_P90: case WEAPON_C4: case WEAPON_GALIL: return false; default: break; } return true; } /* <1d3919> ../cstrike/dlls/weapons.cpp:915 */ void CBasePlayerWeapon::__MAKE_VHOOK(ItemPostFrame)(void) { int usableButtons = m_pPlayer->pev->button; if (!HasSecondaryAttack()) { usableButtons &= ~IN_ATTACK2; } if (m_flGlock18Shoot != 0) { FireRemaining(m_iGlock18ShotsFired, m_flGlock18Shoot, TRUE); } else if (gpGlobals->time > m_flFamasShoot && m_flFamasShoot != 0) { FireRemaining(m_iFamasShotsFired, m_flFamasShoot, FALSE); } // Return zoom level back to previous zoom level before we fired a shot. // This is used only for the AWP and Scout if (m_flNextPrimaryAttack <= UTIL_WeaponTimeBase()) { if (m_pPlayer->m_bResumeZoom) { m_pPlayer->m_iFOV = m_pPlayer->m_iLastZoom; m_pPlayer->pev->fov = m_pPlayer->m_iFOV; if (m_pPlayer->m_iFOV == m_pPlayer->m_iLastZoom) { // return the fade level in zoom. m_pPlayer->m_bResumeZoom = false; } } } if (m_pPlayer->m_flEjectBrass != 0 && m_pPlayer->m_flEjectBrass <= gpGlobals->time) { m_pPlayer->m_flEjectBrass = 0; EjectBrassLate(); } if (!(m_pPlayer->pev->button & IN_ATTACK)) { m_flLastFireTime = 0; } if (m_pPlayer->HasShield()) { if (m_fInReload && (m_pPlayer->pev->button & IN_ATTACK2)) { SecondaryAttack(); m_pPlayer->pev->button &= ~IN_ATTACK2; m_fInReload = FALSE; m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase(); } } if (m_fInReload && m_pPlayer->m_flNextAttack <= UTIL_WeaponTimeBase()) { // complete the reload. int j = Q_min(iMaxClip() - m_iClip, m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]); // Add them to the clip m_iClip += j; m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] -= j; m_pPlayer->TabulateAmmo(); m_fInReload = FALSE; } if ((usableButtons & IN_ATTACK2) && CanAttack(m_flNextSecondaryAttack, UTIL_WeaponTimeBase(), UseDecrement())) { if (pszAmmo2() && !m_pPlayer->m_rgAmmo[SecondaryAmmoIndex()]) { m_fFireOnEmpty = TRUE; } SecondaryAttack(); m_pPlayer->pev->button &= ~IN_ATTACK2; } else if ((m_pPlayer->pev->button & IN_ATTACK) && CanAttack(m_flNextPrimaryAttack, UTIL_WeaponTimeBase(), UseDecrement())) { if ((m_iClip == 0 && pszAmmo1()) || (iMaxClip() == WEAPON_NOCLIP && !m_pPlayer->m_rgAmmo[PrimaryAmmoIndex()])) { m_fFireOnEmpty = TRUE; } m_pPlayer->TabulateAmmo(); // Can't shoot during the freeze period // Always allow firing in single player if ((m_pPlayer->m_bCanShoot && g_pGameRules->IsMultiplayer() && !g_pGameRules->IsFreezePeriod() && !m_pPlayer->m_bIsDefusing) || !g_pGameRules->IsMultiplayer()) { PrimaryAttack(); } } else if ((m_pPlayer->pev->button & IN_RELOAD) && iMaxClip() != WEAPON_NOCLIP && !m_fInReload && m_flNextPrimaryAttack < UTIL_WeaponTimeBase()) { // reload when reload is pressed, or if no buttons are down and weapon is empty. if (m_flFamasShoot == 0 && m_flGlock18Shoot == 0) { if (!(m_iWeaponState & WPNSTATE_SHIELD_DRAWN)) { // reload when reload is pressed, or if no buttons are down and weapon is empty. Reload(); } } } else if (!(usableButtons & (IN_ATTACK | IN_ATTACK2))) { // no fire buttons down // The following code prevents the player from tapping the firebutton repeatedly // to simulate full auto and retaining the single shot accuracy of single fire if (m_bDelayFire) { m_bDelayFire = false; if (m_iShotsFired > 15) { m_iShotsFired = 15; } m_flDecreaseShotsFired = gpGlobals->time + 0.4f; } m_fFireOnEmpty = FALSE; // if it's a pistol then set the shots fired to 0 after the player releases a button if (IsSecondaryWeapon(m_iId)) { m_iShotsFired = 0; } else { if (m_iShotsFired > 0 && m_flDecreaseShotsFired < gpGlobals->time) { m_flDecreaseShotsFired = gpGlobals->time + 0.0225f; m_iShotsFired--; } } if (!IsUseable() && m_flNextPrimaryAttack < UTIL_WeaponTimeBase()) { #if 0 // weapon isn't useable, switch. if (!(iFlags() & ITEM_FLAG_NOAUTOSWITCHEMPTY) && g_pGameRules->GetNextBestWeapon(m_pPlayer, this)) { m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.3; return; } #endif } else { if (!(m_iWeaponState & WPNSTATE_SHIELD_DRAWN)) { // weapon is useable. Reload if empty and weapon has waited as long as it has to after firing if (!m_iClip && !(iFlags() & ITEM_FLAG_NOAUTORELOAD) && m_flNextPrimaryAttack < UTIL_WeaponTimeBase()) { if (m_flFamasShoot == 0 && m_flGlock18Shoot == 0) { Reload(); return; } } } } WeaponIdle(); return; } // catch all if (ShouldWeaponIdle()) { WeaponIdle(); } } /* <1d3aac> ../cstrike/dlls/weapons.cpp:1069 */ void CBasePlayerItem::DestroyItem(void) { if (m_pPlayer != NULL) { // if attached to a player, remove. m_pPlayer->RemovePlayerItem(this); } Kill(); } /* <1d17d4> ../cstrike/dlls/weapons.cpp:1081 */ int CBasePlayerItem::__MAKE_VHOOK(AddToPlayer)(CBasePlayer *pPlayer) { m_pPlayer = pPlayer; MESSAGE_BEGIN(MSG_ONE, gmsgWeapPickup, NULL, pPlayer->pev); WRITE_BYTE(m_iId); MESSAGE_END(); return TRUE; } /* <1d183d> ../cstrike/dlls/weapons.cpp:1092 */ void CBasePlayerItem::__MAKE_VHOOK(Drop)(void) { SetTouch(NULL); SetThink(&CBaseEntity::SUB_Remove); pev->nextthink = gpGlobals->time + 0.1f; } /* <1d1866> ../cstrike/dlls/weapons.cpp:1099 */ void CBasePlayerItem::__MAKE_VHOOK(Kill)(void) { SetTouch(NULL); SetThink(&CBaseEntity::SUB_Remove); pev->nextthink = gpGlobals->time + 0.1f; } /* <1d188f> ../cstrike/dlls/weapons.cpp:1106 */ void CBasePlayerItem::__MAKE_VHOOK(Holster)(int skiplocal) { m_pPlayer->pev->viewmodel = 0; m_pPlayer->pev->weaponmodel = 0; } /* <1d18c7> ../cstrike/dlls/weapons.cpp:1112 */ void CBasePlayerItem::__MAKE_VHOOK(AttachToPlayer)(CBasePlayer *pPlayer) { pev->movetype = MOVETYPE_FOLLOW; pev->solid = SOLID_NOT; pev->aiment = pPlayer->edict(); pev->effects = EF_NODRAW; // server won't send down to clients if modelindex == 0 pev->modelindex = 0; pev->model = 0; pev->owner = pPlayer->edict(); pev->nextthink = gpGlobals->time + 0.1; SetTouch(NULL); } // CALLED THROUGH the newly-touched weapon's instance. The existing player weapon is pOriginal /* <1d1e4a> ../cstrike/dlls/weapons.cpp:1126 */ int CBasePlayerWeapon::__MAKE_VHOOK(AddDuplicate)(CBasePlayerItem *pOriginal) { if (m_iDefaultAmmo) { return ExtractAmmo((CBasePlayerWeapon *)pOriginal); } else { // a dead player dropped this. return ExtractClipAmmo((CBasePlayerWeapon *)pOriginal); } } /* <1d237f> ../cstrike/dlls/weapons.cpp:1140 */ int CBasePlayerWeapon::__MAKE_VHOOK(AddToPlayer)(CBasePlayer *pPlayer) { m_pPlayer = pPlayer; pPlayer->pev->weapons |= (1 << m_iId); if (!m_iPrimaryAmmoType) { m_iPrimaryAmmoType = pPlayer->GetAmmoIndex(pszAmmo1()); m_iSecondaryAmmoType = pPlayer->GetAmmoIndex(pszAmmo2()); } if (AddWeapon()) { return CBasePlayerItem::AddToPlayer(pPlayer); } return FALSE; } /* <1d24a3> ../cstrike/dlls/weapons.cpp:1164 */ int CBasePlayerWeapon::__MAKE_VHOOK(UpdateClientData)(CBasePlayer *pPlayer) { BOOL bSend = FALSE; int state = 0; if (pPlayer->m_pActiveItem == this) { if (pPlayer->m_fOnTarget) state = WEAPON_IS_ONTARGET; else state = 1; } if (!pPlayer->m_fWeapon) bSend = TRUE; if (this == pPlayer->m_pActiveItem || this == pPlayer->m_pClientActiveItem) { if (pPlayer->m_pActiveItem != pPlayer->m_pClientActiveItem) bSend = TRUE; } if (m_iClip != m_iClientClip || state != m_iClientWeaponState || pPlayer->m_iFOV != pPlayer->m_iClientFOV) bSend = TRUE; if (bSend) { MESSAGE_BEGIN(MSG_ONE, gmsgCurWeapon, NULL, pPlayer->pev); WRITE_BYTE(state); WRITE_BYTE(m_iId); WRITE_BYTE(m_iClip); MESSAGE_END(); m_iClientClip = m_iClip; m_iClientWeaponState = state; pPlayer->m_fWeapon = TRUE; } if (m_pNext != NULL) { m_pNext->UpdateClientData(pPlayer); } return 1; } /* <1d22c7> ../cstrike/dlls/weapons.cpp:1218 */ void CBasePlayerWeapon::__MAKE_VHOOK(SendWeaponAnim)(int iAnim, int skiplocal) { m_pPlayer->pev->weaponanim = iAnim; #ifdef CLIENT_WEAPONS if (skiplocal && ENGINE_CANSKIP(m_pPlayer->edict())) return; #endif // CLIENT_WEAPONS MESSAGE_BEGIN(MSG_ONE, SVC_WEAPONANIM, NULL, m_pPlayer->pev); WRITE_BYTE(iAnim); // sequence number WRITE_BYTE(pev->body); // weaponmodel bodygroup. MESSAGE_END(); } /* <1d3ad5> ../cstrike/dlls/weapons.cpp:1231 */ BOOL CBasePlayerWeapon::AddPrimaryAmmo(int iCount, char *szName, int iMaxClip, int iMaxCarry) { int iIdAmmo; if (iMaxClip < 1) { m_iClip = -1; iIdAmmo = m_pPlayer->GiveAmmo(iCount, szName, iMaxCarry); } else if (m_iClip == 0) { int i; i = Q_min(m_iClip + iCount, iMaxClip); m_iClip += i; iIdAmmo = m_pPlayer->GiveAmmo(iCount - i, szName, iMaxCarry); } else { iIdAmmo = m_pPlayer->GiveAmmo(iCount, szName, iMaxCarry); } if (iIdAmmo > 0) { m_iPrimaryAmmoType = iIdAmmo; if (m_pPlayer->HasPlayerItem(this)) { // play the "got ammo" sound only if we gave some ammo to a player that already had this gun. // if the player is just getting this gun for the first time, DefaultTouch will play the "picked up gun" sound for us. EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", VOL_NORM, ATTN_NORM); } } return iIdAmmo > 0 ? TRUE : FALSE; } /* <1d3cd7> ../cstrike/dlls/weapons.cpp:1267 */ BOOL CBasePlayerWeapon::AddSecondaryAmmo(int iCount, char *szName, int iMax) { int iIdAmmo; iIdAmmo = m_pPlayer->GiveAmmo(iCount, szName, iMax); if (iIdAmmo > 0) { m_iSecondaryAmmoType = iIdAmmo; EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", VOL_NORM, ATTN_NORM); } return iIdAmmo > 0 ? TRUE : FALSE; } // IsUseable - this function determines whether or not a // weapon is useable by the player in its current state. // (does it have ammo loaded? do I have any ammo for the // weapon?, etc) /* <1d19ba> ../cstrike/dlls/weapons.cpp:1287 */ BOOL CBasePlayerWeapon::__MAKE_VHOOK(IsUseable)(void) { if (m_iClip <= 0) { if (m_pPlayer->m_rgAmmo[ PrimaryAmmoIndex() ] <= 0 && iMaxAmmo1() != -1) { // clip is empty (or nonexistant) and the player has no more ammo of this type. return FALSE; } } return TRUE; } /* <1d19f4> ../cstrike/dlls/weapons.cpp:1301 */ BOOL CBasePlayerWeapon::__MAKE_VHOOK(CanDeploy)(void) { return TRUE; } /* <1d3d7a> ../cstrike/dlls/weapons.cpp:1306 */ BOOL CBasePlayerWeapon::DefaultDeploy(char *szViewModel, char *szWeaponModel, int iAnim, char *szAnimExt, int skiplocal) { if (!CanDeploy()) return FALSE; m_pPlayer->TabulateAmmo(); m_pPlayer->pev->viewmodel = MAKE_STRING(szViewModel); m_pPlayer->pev->weaponmodel = MAKE_STRING(szWeaponModel); model_name = m_pPlayer->pev->viewmodel; Q_strcpy(m_pPlayer->m_szAnimExtention, szAnimExt); SendWeaponAnim(iAnim, skiplocal); m_pPlayer->m_flNextAttack = 0.75f; m_flTimeWeaponIdle = 1.5f; m_flLastFireTime = 0.0f; m_flDecreaseShotsFired = gpGlobals->time; m_pPlayer->m_iFOV = DEFAULT_FOV; m_pPlayer->pev->fov = DEFAULT_FOV; m_pPlayer->m_iLastZoom = DEFAULT_FOV; m_pPlayer->m_bResumeZoom = false; return TRUE; } /* <1d3df3> ../cstrike/dlls/weapons.cpp:1333 */ void CBasePlayerWeapon::ReloadSound(void) { Vector newVector; Vector origin; CBaseEntity *pPlayer = NULL; float distance; m_pPlayer->pev->origin.CopyToArray(origin); while ((pPlayer = (CBasePlayer *)UTIL_FindEntityByClassname(pPlayer, "player")) != NULL) { if (pPlayer->IsDormant()) break; if (pPlayer == m_pPlayer) continue; newVector = origin - pPlayer->pev->origin; distance = newVector.Length(); if (distance <= 512.0f) { MESSAGE_BEGIN(MSG_ONE, gmsgReloadSound, NULL, pPlayer->pev); WRITE_BYTE((int)((1.0f - (distance / 512.0f)) * 255.0f)); if (!Q_strcmp(STRING(pev->classname), "weapon_m3") || !Q_strcmp(STRING(pev->classname), "weapon_xm1014")) WRITE_BYTE(0); else WRITE_BYTE(1); MESSAGE_END(); } } } /* <1d3f0c> ../cstrike/dlls/weapons.cpp:1366 */ int CBasePlayerWeapon::DefaultReload(int iClipSize, int iAnim, float fDelay) { if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0) return FALSE; int j = Q_min(iClipSize - m_iClip, m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]); if (!j) { return FALSE; } m_pPlayer->m_flNextAttack = fDelay; ReloadSound(); SendWeaponAnim(iAnim, UseDecrement() ? 1 : 0); m_fInReload = TRUE; m_flTimeWeaponIdle = fDelay + 0.5f; return TRUE; } /* <1d2607> ../cstrike/dlls/weapons.cpp:1389 */ BOOL CBasePlayerWeapon::__MAKE_VHOOK(PlayEmptySound)(void) { if (m_iPlayEmptySound) { switch (m_iId) { case WEAPON_USP: case WEAPON_GLOCK18: case WEAPON_P228: case WEAPON_DEAGLE: case WEAPON_ELITE: case WEAPON_FIVESEVEN: EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/dryfire_pistol.wav", 0.8, ATTN_NORM); break; default: EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/dryfire_rifle.wav", 0.8, ATTN_NORM); break; } } return FALSE; } /* <1d1a1c> ../cstrike/dlls/weapons.cpp:1414 */ void CBasePlayerWeapon::__MAKE_VHOOK(ResetEmptySound)(void) { m_iPlayEmptySound = 1; } /* <1d1a44> ../cstrike/dlls/weapons.cpp:1421 */ int CBasePlayerWeapon::__MAKE_VHOOK(PrimaryAmmoIndex)(void) { return m_iPrimaryAmmoType; } /* <1d1a6c> ../cstrike/dlls/weapons.cpp:1428 */ int CBasePlayerWeapon::__MAKE_VHOOK(SecondaryAmmoIndex)(void) { return -1; } /* <1d1a94> ../cstrike/dlls/weapons.cpp:1433 */ void CBasePlayerWeapon::__MAKE_VHOOK(Holster)(int skiplocal) { // cancel any reload in progress. m_fInReload = FALSE; m_pPlayer->pev->viewmodel = 0; m_pPlayer->pev->weaponmodel = 0; } /* <1d20fb> ../cstrike/dlls/weapons.cpp:1440 */ void CBasePlayerAmmo::__MAKE_VHOOK(Spawn)(void) { pev->movetype = MOVETYPE_TOSS; pev->solid = SOLID_TRIGGER; UTIL_SetSize(pev, Vector(-16, -16, 0), Vector(16, 16, 16)); UTIL_SetOrigin(pev, pev->origin); SetTouch(&CBasePlayerAmmo::DefaultTouch); if (g_pGameRules->IsMultiplayer()) { SetThink(&CBaseEntity::SUB_Remove); pev->nextthink = gpGlobals->time + 2.0f; } } /* <1d1d10> ../cstrike/dlls/weapons.cpp:1458 */ CBaseEntity *CBasePlayerAmmo::__MAKE_VHOOK(Respawn)(void) { pev->effects |= EF_NODRAW; SetTouch(NULL); // move to wherever I'm supposed to repawn. UTIL_SetOrigin(pev, g_pGameRules->VecAmmoRespawnSpot(this)); SetThink(&CBasePlayerAmmo::Materialize); pev->nextthink = g_pGameRules->FlAmmoRespawnTime(this); return this; } /* <1d1de0> ../cstrike/dlls/weapons.cpp:1471 */ void CBasePlayerAmmo::Materialize(void) { if (pev->effects & EF_NODRAW) { // changing from invisible state to visible. if (g_pGameRules->IsMultiplayer()) { EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, "items/suitchargeok1.wav", VOL_NORM, ATTN_NORM, 0, 150); } pev->effects &= ~EF_NODRAW; pev->effects |= EF_MUZZLEFLASH; } SetTouch(&CBasePlayerAmmo::DefaultTouch); } /* <1d1e94> ../cstrike/dlls/weapons.cpp:1488 */ void CBasePlayerAmmo::DefaultTouch(CBaseEntity *pOther) { if (!pOther->IsPlayer()) return; if (AddAmmo(pOther)) { if (g_pGameRules->AmmoShouldRespawn(this) == GR_AMMO_RESPAWN_YES) { Respawn(); } else { SetTouch(NULL); SetThink(&CBaseEntity::SUB_Remove); pev->nextthink = gpGlobals->time + 0.1f; } } else if (gEvilImpulse101) { // evil impulse 101 hack, kill always SetTouch(NULL); SetThink(&CBaseEntity::SUB_Remove); pev->nextthink = gpGlobals->time + 0.1f; } } // called by the new item with the existing item as parameter // // if we call ExtractAmmo(), it's because the player is picking up this type of weapon for // the first time. If it is spawned by the world, m_iDefaultAmmo will have a default ammo amount in it. // if this is a weapon dropped by a dying player, has 0 m_iDefaultAmmo, which means only the ammo in // the weapon clip comes along. /* <1d3bc3> ../cstrike/dlls/weapons.cpp:1525 */ int CBasePlayerWeapon::__MAKE_VHOOK(ExtractAmmo)(CBasePlayerWeapon *pWeapon) { int iReturn = 0; if (pszAmmo1() != NULL) { // blindly call with m_iDefaultAmmo. It's either going to be a value or zero. If it is zero, // we only get the ammo in the weapon's clip, which is what we want. iReturn = pWeapon->AddPrimaryAmmo(m_iDefaultAmmo, (char *)pszAmmo1(), iMaxClip(), iMaxAmmo1()); m_iDefaultAmmo = 0; } if (pszAmmo2() != NULL) { iReturn = AddSecondaryAmmo(0, (char *)pszAmmo2(), iMaxAmmo2()); } return iReturn; } // called by the new item's class with the existing item as parameter /* <1d1acc> ../cstrike/dlls/weapons.cpp:1548 */ int CBasePlayerWeapon::__MAKE_VHOOK(ExtractClipAmmo)(CBasePlayerWeapon *pWeapon) { int iAmmo; if (m_iClip == WEAPON_NOCLIP) { // guns with no clips always come empty if they are second-hand iAmmo = 0; } else { iAmmo = m_iClip; } return pWeapon->m_pPlayer->GiveAmmo(iAmmo, (char *)pszAmmo1(), iMaxAmmo1()); } // RetireWeapon - no more ammo for this gun, put it away. /* <1d1b2e> ../cstrike/dlls/weapons.cpp:1567 */ void CBasePlayerWeapon::__MAKE_VHOOK(RetireWeapon)(void) { // first, no viewmodel at all. m_pPlayer->pev->viewmodel = iStringNull; m_pPlayer->pev->weaponmodel = iStringNull; g_pGameRules->GetNextBestWeapon(m_pPlayer, this); } // GetNextAttackDelay - An accurate way of calcualting the next attack time. /* <1d3f76> ../cstrike/dlls/weapons.cpp:1580 */ float CBasePlayerWeapon::GetNextAttackDelay(float delay) { if (m_flLastFireTime == 0.0f || m_flNextPrimaryAttack == -1.0f) { // At this point, we are assuming that the client has stopped firing // and we are going to reset our book keeping variables. m_flPrevPrimaryAttack = delay; m_flLastFireTime = gpGlobals->time; } #ifdef REGAMEDLL_BUILD_6153 // TODO: Build 6xxx // at build 6153 beta this removed // maybe it was initiated due to the delay of the shot // calculate the time between this shot and the previous float flTimeBetweenFires = gpGlobals->time - m_flLastFireTime; float flCreep = 0.0f; if (flTimeBetweenFires > 0) { flCreep = flTimeBetweenFires - m_flPrevPrimaryAttack; } float flNextAttack = UTIL_WeaponTimeBase() + delay - flCreep; #else float flNextAttack = UTIL_WeaponTimeBase() + delay; #endif // REGAMEDLL_BUILD_6153 // save the last fire time m_flLastFireTime = gpGlobals->time; // we need to remember what the m_flNextPrimaryAttack time is set to for each shot, // store it as m_flPrevPrimaryAttack. m_flPrevPrimaryAttack = flNextAttack - UTIL_WeaponTimeBase(); return flNextAttack; } /* <1d3fe8> ../cstrike/dlls/weapons.cpp:1614 */ LINK_ENTITY_TO_CLASS(weaponbox, CWeaponBox); /* <1d2002> ../cstrike/dlls/weapons.cpp:1624 */ IMPLEMENT_SAVERESTORE(CWeaponBox, CBaseEntity); /* <1d1b57> ../cstrike/dlls/weapons.cpp:1629 */ void CWeaponBox::__MAKE_VHOOK(Precache)(void) { PRECACHE_MODEL("models/w_weaponbox.mdl"); } /* <1d2978> ../cstrike/dlls/weapons.cpp:1636 */ void CWeaponBox::__MAKE_VHOOK(KeyValue)(KeyValueData *pkvd) { if (m_cAmmoTypes >= MAX_AMMO_SLOTS) { ALERT(at_console, "WeaponBox too full! only %d ammotypes allowed\n", MAX_AMMO_SLOTS); return; } PackAmmo(ALLOC_STRING(pkvd->szKeyName), Q_atoi(pkvd->szValue)); // count this new ammo type. m_cAmmoTypes++; pkvd->fHandled = TRUE; } /* <1d48ba> ../cstrike/dlls/weapons.cpp:1652 */ void CWeaponBox::BombThink(void) { if (!m_bIsBomb) return; CBaseEntity *pEntity = NULL; while ((pEntity = UTIL_FindEntityByClassname(pEntity, "player")) != NULL) { if (FNullEnt(pEntity->edict())) break; if (!pEntity->IsPlayer() || pEntity->IsDormant()) continue; CBasePlayer *pTempPlayer = GetClassPtr((CBasePlayer *)pEntity->pev); if (pTempPlayer->pev->deadflag == DEAD_NO && pTempPlayer->m_iTeam == TERRORIST) { MESSAGE_BEGIN(MSG_ONE, gmsgBombDrop, NULL, pTempPlayer->edict()); WRITE_COORD(pev->origin.x); WRITE_COORD(pev->origin.y); WRITE_COORD(pev->origin.z); WRITE_BYTE(0); MESSAGE_END(); } } pev->nextthink = gpGlobals->time + 1; } /* <1d1ce7> ../cstrike/dlls/weapons.cpp:1687 */ void CWeaponBox::__MAKE_VHOOK(Spawn)(void) { Precache(); pev->movetype = MOVETYPE_TOSS; pev->solid = SOLID_TRIGGER; m_bIsBomb = false; UTIL_SetSize(pev, g_vecZero, g_vecZero); SET_MODEL(ENT(pev), "models/w_weaponbox.mdl"); } // CWeaponBox - Kill - the think function that removes the // box from the world. /* <1d40c4> ../cstrike/dlls/weapons.cpp:1704 */ void CWeaponBox::Kill(void) { CBasePlayerItem *pWeapon; int i; // destroy the weapons for (i = 0; i < MAX_ITEM_TYPES; ++i) { pWeapon = m_rgpPlayerItems[i]; while (pWeapon != NULL) { pWeapon->SetThink(&CBaseEntity::SUB_Remove); pWeapon->pev->nextthink = gpGlobals->time + 0.1f; pWeapon = pWeapon->m_pNext; } } // remove the box UTIL_Remove(this); } // CWeaponBox - Touch: try to add my contents to the toucher // if the toucher is a player. /* <1d0640> ../cstrike/dlls/weapons.cpp:1732 */ void CWeaponBox::__MAKE_VHOOK(Touch)(CBaseEntity *pOther) { if (!(pev->flags & FL_ONGROUND)) { return; } if (!pOther->IsPlayer()) { // only players may touch a weaponbox. return; } if (!pOther->IsAlive()) { // no dead guys. return; } CBasePlayer *pPlayer = reinterpret_cast(pOther); if (pPlayer->m_bIsVIP || pPlayer->m_bShieldDrawn) return; pPlayer->OnTouchingWeapon(this); bool bRemove = true; bool bEmitSound = false; // go through my weapons and try to give the usable ones to the player. // it's important the the player be given ammo first, so the weapons code doesn't refuse // to deploy a better weapon that the player may pick up because he has no ammo for it. for (int i = 0; i < MAX_ITEM_TYPES; ++i) { if (!m_rgpPlayerItems[i]) { continue; } CBasePlayerItem *pItem = m_rgpPlayerItems[i]; // have at least one weapon in this slot while (pItem != NULL) { CCSBotManager *ctrl = TheCSBots(); if ((pPlayer->HasShield() && pItem->m_iId == WEAPON_ELITE) || (pPlayer->IsBot() && (ctrl != NULL && !ctrl->IsWeaponUseable(pItem)))) { return; } if (FClassnameIs(pItem->pev, "weapon_c4")) { if (pPlayer->m_iTeam != TERRORIST || pPlayer->pev->deadflag != DEAD_NO) return; if (pPlayer->m_bShowHints && !(pPlayer->m_flDisplayHistory & DHF_BOMB_RETRIEVED)) { pPlayer->m_flDisplayHistory |= DHF_BOMB_RETRIEVED; pPlayer->HintMessage("#Hint_you_have_the_bomb"); } else ClientPrint(pPlayer->pev, HUD_PRINTCENTER, "#Got_bomb"); UTIL_LogPrintf("\"%s<%i><%s>\" triggered \"Got_The_Bomb\"\n", STRING(pPlayer->pev->netname), GETPLAYERUSERID(pPlayer->edict()), GETPLAYERAUTHID(pPlayer->edict())); g_pGameRules->m_bBombDropped = FALSE; MESSAGE_BEGIN(MSG_SPEC, SVC_DIRECTOR); WRITE_BYTE(9); WRITE_BYTE(DRC_CMD_EVENT); WRITE_SHORT(ENTINDEX(pPlayer->edict())); WRITE_SHORT(ENTINDEX(edict())); WRITE_LONG(6); MESSAGE_END(); pPlayer->m_bHasC4 = true; pPlayer->SetBombIcon(FALSE); pPlayer->pev->body = 1; CBaseEntity *pEntity = NULL; while (pEntity = UTIL_FindEntityByClassname(pEntity, "player")) { if (FNullEnt(pEntity->edict())) break; if (!pEntity->IsPlayer()) continue; if (pEntity->pev->flags == FL_DORMANT) continue; CBasePlayer *pTempPlayer = GetClassPtr((CBasePlayer *)pEntity->pev); if (pTempPlayer->pev->deadflag == DEAD_NO && pTempPlayer->m_iTeam == TERRORIST) { if (pTempPlayer != pPlayer) { ClientPrint(pTempPlayer->pev, HUD_PRINTCENTER, "#Game_bomb_pickup", STRING(pPlayer->pev->netname)); } MESSAGE_BEGIN(MSG_ONE, gmsgBombPickup, NULL, pTempPlayer->pev); MESSAGE_END(); } } CCSBotManager *csBots = TheCSBots(); if (csBots != NULL) { csBots->SetLooseBomb(NULL); } if (TheBots != NULL) { TheBots->OnEvent(EVENT_BOMB_PICKED_UP, pPlayer); } } if (i >= PRIMARY_WEAPON_SLOT && i <= PISTOL_SLOT && pPlayer->m_rgpPlayerItems[i] != NULL) { // ... } else if (i == GRENADE_SLOT) { if (m_rgpPlayerItems[i]->IsWeapon() && m_rgpPlayerItems[i]) { CBasePlayerWeapon *pGrenade = reinterpret_cast(m_rgpPlayerItems[i]); int playerGrenades = pPlayer->m_rgAmmo[pGrenade->m_iPrimaryAmmoType]; int maxGrenades = 0; const char *grenadeName = NULL; switch (pGrenade->m_iId) { case WEAPON_HEGRENADE: grenadeName = "weapon_hegrenade"; maxGrenades = 1; break; case WEAPON_SMOKEGRENADE: grenadeName = "weapon_smokegrenade"; maxGrenades = 1; break; case WEAPON_FLASHBANG: grenadeName = "weapon_flashbang"; maxGrenades = 2; break; } if (playerGrenades < maxGrenades && grenadeName != NULL) { bEmitSound = true; pPlayer->GiveNamedItem(grenadeName); // unlink this weapon from the box pItem = m_rgpPlayerItems[i]->m_pNext; m_rgpPlayerItems[i] = pItem; continue; } } } else if (pPlayer->HasShield() && i == PRIMARY_WEAPON_SLOT) { // ... } else { if (pPlayer->AddPlayerItem(pItem)) { pItem->AttachToPlayer(pPlayer); bEmitSound = true; } // unlink this weapon from the box pItem = m_rgpPlayerItems[i]->m_pNext; m_rgpPlayerItems[i] = pItem; continue; } bRemove = false; pItem = m_rgpPlayerItems[i]->m_pNext; } } if (bRemove) { // dole out ammo for (int n = 0; n < MAX_AMMO_SLOTS; n++) { if (!FStringNull(m_rgiszAmmo[n])) { // there's some ammo of this type. pPlayer->GiveAmmo(m_rgAmmo[n], (char *)STRING(m_rgiszAmmo[n]), MaxAmmoCarry(m_rgiszAmmo[n])); // now empty the ammo from the weaponbox since we just gave it to the player m_rgiszAmmo[n] = iStringNull; m_rgAmmo[n] = 0; } } } if (bEmitSound) { EMIT_SOUND(ENT(pPlayer->pev), CHAN_ITEM, "items/gunpickup2.wav", VOL_NORM, ATTN_NORM); } if (bRemove) { SetTouch(NULL); UTIL_Remove(this); } } // CWeaponBox - PackWeapon: Add this weapon to the box /* <1d4148> ../cstrike/dlls/weapons.cpp:1981 */ BOOL CWeaponBox::PackWeapon(CBasePlayerItem *pWeapon) { // is one of these weapons already packed in this box? if (HasWeapon(pWeapon)) { // box can only hold one of each weapon type return FALSE; } if (pWeapon->m_pPlayer) { if (pWeapon->m_pPlayer->m_pActiveItem == pWeapon) { pWeapon->Holster(); } if (!pWeapon->m_pPlayer->RemovePlayerItem(pWeapon)) { // failed to unhook the weapon from the player! return FALSE; } } int iWeaponSlot = pWeapon->iItemSlot(); if (m_rgpPlayerItems[iWeaponSlot]) { // there's already one weapon in this slot, so link this into the slot's column pWeapon->m_pNext = m_rgpPlayerItems[iWeaponSlot]; m_rgpPlayerItems[iWeaponSlot] = pWeapon; } else { // first weapon we have for this slot m_rgpPlayerItems[iWeaponSlot] = pWeapon; pWeapon->m_pNext = NULL; } // never respawn pWeapon->pev->spawnflags |= SF_NORESPAWN; pWeapon->pev->movetype = MOVETYPE_NONE; pWeapon->pev->solid = SOLID_NOT; pWeapon->pev->effects = EF_NODRAW; pWeapon->pev->modelindex = 0; pWeapon->pev->model = NULL; pWeapon->pev->owner = ENT(pev); pWeapon->SetThink(NULL); pWeapon->SetTouch(NULL); pWeapon->m_pPlayer = NULL; return TRUE; } /* <1d4224> ../cstrike/dlls/weapons.cpp:2036 */ int CWeaponBox::PackAmmo(int iszName, int iCount) { if (!iszName) { // error here ALERT(at_console, "NULL String in PackAmmo!\n"); return FALSE; } int iMaxCarry = MaxAmmoCarry(iszName); if (iMaxCarry != -1 && iCount > 0) { GiveAmmo(iCount, (char *)STRING(iszName), iMaxCarry); return TRUE; } return FALSE; } /* <1d426b> ../cstrike/dlls/weapons.cpp:2061 */ int CWeaponBox::GiveAmmo(int iCount, char *szName, int iMax, int *pIndex) { int i; for (i = 1; i < MAX_AMMO_SLOTS && !FStringNull(m_rgiszAmmo[i]); ++i) { if (!Q_stricmp(szName, STRING(m_rgiszAmmo[i]))) { if (pIndex) *pIndex = i; int iAdd = Q_min(iCount, iMax - m_rgAmmo[i]); if (iCount == 0 || iAdd > 0) { m_rgAmmo[i] += iAdd; return i; } return -1; } } if (i < MAX_AMMO_SLOTS) { if (pIndex) *pIndex = i; m_rgiszAmmo[i] = MAKE_STRING(szName); m_rgAmmo[i] = iCount; return i; } ALERT(at_console, "out of named ammo slots\n"); return i; } // CWeaponBox::HasWeapon - is a weapon of this type already // packed in this box? /* <1d42d5> ../cstrike/dlls/weapons.cpp:2100 */ BOOL CWeaponBox::HasWeapon(CBasePlayerItem *pCheckItem) { CBasePlayerItem *pItem = m_rgpPlayerItems[pCheckItem->iItemSlot()]; while (pItem != NULL) { if (FClassnameIs(pItem->pev, STRING(pCheckItem->pev->classname))) { return TRUE; } pItem = pItem->m_pNext; } return FALSE; } // CWeaponBox::IsEmpty - is there anything in this box? /* <1d4354> ../cstrike/dlls/weapons.cpp:2119 */ BOOL CWeaponBox::IsEmpty(void) { int i; for (i = 0; i < MAX_ITEM_TYPES; ++i) { if (m_rgpPlayerItems[i]) { return FALSE; } } for (i = 0; i < MAX_AMMO_SLOTS; ++i) { if (m_rgiszAmmo[i]) { // still have a bit of this type of ammo return FALSE; } } return TRUE; } /* <1d1b7f> ../cstrike/dlls/weapons.cpp:2145 */ void CWeaponBox::__MAKE_VHOOK(SetObjectCollisionBox)(void) { pev->absmin = pev->origin + Vector(-16, -16, 0); pev->absmax = pev->origin + Vector(16, 16, 16); } /* <1d1d39> ../cstrike/dlls/weapons.cpp:2167 */ void CArmoury::__MAKE_VHOOK(Spawn)(void) { Precache(); pev->movetype = MOVETYPE_TOSS; pev->solid = SOLID_TRIGGER; UTIL_SetSize(pev, Vector(-16, -16, 0), Vector(16, 16, 16)); UTIL_SetOrigin(pev, pev->origin); SetTouch(&CArmoury::ArmouryTouch); switch (m_iItem) { case ARMOURY_MP5NAVY: SET_MODEL(ENT(pev), "models/w_mp5.mdl"); break; case ARMOURY_TMP: SET_MODEL(ENT(pev), "models/w_tmp.mdl"); break; case ARMOURY_P90: SET_MODEL(ENT(pev), "models/w_p90.mdl"); break; case ARMOURY_MAC10: SET_MODEL(ENT(pev), "models/w_mac10.mdl"); break; case ARMOURY_AK47: SET_MODEL(ENT(pev), "models/w_ak47.mdl"); break; case ARMOURY_SG552: SET_MODEL(ENT(pev), "models/w_sg552.mdl"); break; case ARMOURY_M4A1: SET_MODEL(ENT(pev), "models/w_m4a1.mdl"); break; case ARMOURY_AUG: SET_MODEL(ENT(pev), "models/w_aug.mdl"); break; case ARMOURY_SCOUT: SET_MODEL(ENT(pev), "models/w_scout.mdl"); break; case ARMOURY_G3SG1: SET_MODEL(ENT(pev), "models/w_g3sg1.mdl"); break; case ARMOURY_AWP: SET_MODEL(ENT(pev), "models/w_awp.mdl"); break; case ARMOURY_M3: SET_MODEL(ENT(pev), "models/w_m3.mdl"); break; case ARMOURY_XM1014: SET_MODEL(ENT(pev), "models/w_xm1014.mdl"); break; case ARMOURY_M249: SET_MODEL(ENT(pev), "models/w_m249.mdl"); break; case ARMOURY_FLASHBANG: SET_MODEL(ENT(pev), "models/w_flashbang.mdl"); break; case ARMOURY_HEGRENADE: SET_MODEL(ENT(pev), "models/w_hegrenade.mdl"); break; case ARMOURY_KEVLAR: SET_MODEL(ENT(pev), "models/w_kevlar.mdl"); break; case ARMOURY_ASSAULT: SET_MODEL(ENT(pev), "models/w_assault.mdl"); break; case ARMOURY_SMOKEGRENADE: SET_MODEL(ENT(pev), "models/w_smokegrenade.mdl"); break; default: SET_MODEL(ENT(pev), "models/w_kevlar.mdl"); break; } if (m_iCount <= 0) { m_iCount = 1; } m_bAlreadyCounted = false; m_iInitialCount = m_iCount; } /* <1d1bfb> ../cstrike/dlls/weapons.cpp:2207 */ void CArmoury::__MAKE_VHOOK(Restart)(void) { CHalfLifeMultiplay *mp = g_pGameRules; if (m_iItem == ARMOURY_FLASHBANG || m_iItem == ARMOURY_HEGRENADE) { if (!m_bAlreadyCounted) { m_bAlreadyCounted = true; mp->m_iTotalGrenadeCount += m_iInitialCount; m_iCount = m_iInitialCount; pev->effects &= ~EF_NODRAW; return; } float flRatio = (float_precision)(m_iInitialCount / mp->m_iTotalGrenadeCount) * (float_precision)mp->m_iNumTerrorist * 1.75; m_iCount = (int)flRatio; } else if (m_iItem == ARMOURY_KEVLAR || m_iItem == ARMOURY_ASSAULT) { if (!m_bAlreadyCounted) { m_bAlreadyCounted = true; mp->m_iTotalArmourCount += m_iInitialCount; m_iCount = m_iInitialCount; pev->effects &= ~EF_NODRAW; return; } float flRatio = (float_precision)(m_iInitialCount / mp->m_iTotalArmourCount) * (float_precision)mp->m_iNumTerrorist; m_iCount = (int)flRatio; } else { if (!m_bAlreadyCounted) { m_bAlreadyCounted = true; mp->m_iTotalGunCount += m_iInitialCount; m_iCount = m_iInitialCount; pev->effects &= ~EF_NODRAW; return; } float flRatio = (float_precision)(m_iInitialCount / mp->m_iTotalGunCount) * (float_precision)mp->m_iNumTerrorist * 0.85; m_iCount = (int)flRatio; } if (m_iCount < 1) { m_iCount = 1; } pev->effects &= ~EF_NODRAW; } /* <1d1ee9> ../cstrike/dlls/weapons.cpp:2268 */ void CArmoury::__MAKE_VHOOK(Precache)(void) { switch (m_iItem) { case ARMOURY_MP5NAVY: PRECACHE_MODEL("models/w_mp5.mdl"); break; case ARMOURY_TMP: PRECACHE_MODEL("models/w_tmp.mdl"); break; case ARMOURY_P90: PRECACHE_MODEL("models/w_p90.mdl"); break; case ARMOURY_MAC10: PRECACHE_MODEL("models/w_mac10.mdl"); break; case ARMOURY_AK47: PRECACHE_MODEL("models/w_ak47.mdl"); break; case ARMOURY_SG552: PRECACHE_MODEL("models/w_sg552.mdl"); break; case ARMOURY_M4A1: PRECACHE_MODEL("models/w_m4a1.mdl"); break; case ARMOURY_AUG: PRECACHE_MODEL("models/w_aug.mdl"); break; case ARMOURY_SCOUT: PRECACHE_MODEL("models/w_scout.mdl"); break; case ARMOURY_G3SG1: PRECACHE_MODEL("models/w_g3sg1.mdl"); break; case ARMOURY_AWP: PRECACHE_MODEL("models/w_awp.mdl"); break; case ARMOURY_M3: PRECACHE_MODEL("models/w_m3.mdl"); break; case ARMOURY_XM1014: PRECACHE_MODEL("models/w_xm1014.mdl"); break; case ARMOURY_M249: PRECACHE_MODEL("models/w_m249.mdl"); break; case ARMOURY_FLASHBANG: PRECACHE_MODEL("models/w_flashbang.mdl"); break; case ARMOURY_HEGRENADE: PRECACHE_MODEL("models/w_hegrenade.mdl"); break; case ARMOURY_KEVLAR: PRECACHE_MODEL("models/w_kevlar.mdl"); break; case ARMOURY_ASSAULT: PRECACHE_MODEL("models/w_assault.mdl"); break; case ARMOURY_SMOKEGRENADE: PRECACHE_MODEL("models/w_smokegrenade.mdl"); break; default: PRECACHE_MODEL("models/w_kevlar.mdl"); break; } } /* <1d1f2f> ../cstrike/dlls/weapons.cpp:2294 */ void CArmoury::ArmouryTouch(CBaseEntity *pOther) { if (!pOther->IsPlayer()) return; CBasePlayer *p = reinterpret_cast(pOther); if (p->m_bIsVIP) return; if (m_iCount > 0 && m_iItem <= ARMOURY_M249) { if (p->m_bHasPrimary) return; m_iCount--; switch (m_iItem) { case ARMOURY_MP5NAVY: p->GiveNamedItem("weapon_mp5navy"); p->GiveAmmo(60, "9mm", MAX_AMMO_9MM); break; case ARMOURY_TMP: p->GiveNamedItem("weapon_tmp"); p->GiveAmmo(60, "9mm", MAX_AMMO_9MM); break; case ARMOURY_P90: p->GiveNamedItem("weapon_p90"); p->GiveAmmo(50, "57mm", MAX_AMMO_57MM); break; case ARMOURY_MAC10: p->GiveNamedItem("weapon_mac10"); p->GiveAmmo(60, "45acp", MAX_AMMO_45ACP); break; case ARMOURY_AK47: p->GiveNamedItem("weapon_ak47"); p->GiveAmmo(60, "762Nato", MAX_AMMO_762NATO); break; case ARMOURY_SG552: p->GiveNamedItem("weapon_sg552"); p->GiveAmmo(60, "556Nato", MAX_AMMO_556NATO); break; case ARMOURY_M4A1: p->GiveNamedItem("weapon_m4a1"); p->GiveAmmo(60, "556Nato", MAX_AMMO_556NATO); break; case ARMOURY_AUG: p->GiveNamedItem("weapon_aug"); p->GiveAmmo(60, "556Nato", MAX_AMMO_556NATO); break; case ARMOURY_SCOUT: p->GiveNamedItem("weapon_scout"); p->GiveAmmo(30, "762Nato", MAX_AMMO_762NATO); break; case ARMOURY_G3SG1: p->GiveNamedItem("weapon_g3sg1"); p->GiveAmmo(30, "762Nato", MAX_AMMO_762NATO); break; case ARMOURY_AWP: p->GiveNamedItem("weapon_awp"); p->GiveAmmo(20, "338Magnum", MAX_AMMO_338MAGNUM); break; case ARMOURY_M3: p->GiveNamedItem("weapon_m3"); p->GiveAmmo(24, "buckshot", MAX_AMMO_BUCKSHOT); break; case ARMOURY_XM1014: p->GiveNamedItem("weapon_xm1014"); p->GiveAmmo(24, "buckshot", MAX_AMMO_BUCKSHOT); break; case ARMOURY_M249: p->GiveNamedItem("weapon_m249"); p->GiveAmmo(60, "556NatoBox", MAX_AMMO_556NATOBOX); break; } } else if (m_iCount > 0 && m_iItem >= ARMOURY_FLASHBANG) { switch (m_iItem) { case ARMOURY_FLASHBANG: { if (p->AmmoInventory(p->GetAmmoIndex("Flashbang")) >= 2) return; p->GiveNamedItem("weapon_flashbang"); m_iCount--; break; } case ARMOURY_HEGRENADE: { if (p->AmmoInventory(p->GetAmmoIndex("HEGrenade")) >= 1) return; p->GiveNamedItem("weapon_hegrenade"); m_iCount--; break; } case ARMOURY_KEVLAR: { if (p->m_iKevlar == ARMOR_TYPE_KEVLAR) return; p->GiveNamedItem("item_kevlar"); m_iCount--; break; } case ARMOURY_ASSAULT: { if (p->m_iKevlar == ARMOR_TYPE_HELMET) return; p->GiveNamedItem("item_assaultsuit"); m_iCount--; break; } case ARMOURY_SMOKEGRENADE: { if (p->AmmoInventory(p->GetAmmoIndex("SmokeGrenade")) >= 1) return; p->GiveNamedItem("weapon_smokegrenade"); m_iCount--; break; } } } if (!m_iCount) { pev->effects |= EF_NODRAW; } } /* <1d21bd> ../cstrike/dlls/weapons.cpp:2352 */ void CArmoury::__MAKE_VHOOK(KeyValue)(KeyValueData *pkvd) { if (FStrEq(pkvd->szKeyName, "item")) { m_iItem = Q_atoi(pkvd->szValue); pkvd->fHandled = TRUE; } else if (FStrEq(pkvd->szKeyName, "count")) { m_iCount = Q_atoi(pkvd->szValue); pkvd->fHandled = TRUE; } else CBaseEntity::KeyValue(pkvd); } /* <1d4392> ../cstrike/dlls/weapons.cpp:2368 */ LINK_ENTITY_TO_CLASS(armoury_entity, CArmoury); #ifdef HOOK_GAMEDLL void CArmoury::Spawn(void) { Spawn_(); } void CArmoury::Precache(void) { Precache_(); } void CArmoury::Restart(void) { Restart_(); } void CArmoury::KeyValue(KeyValueData *pkvd) { KeyValue_(pkvd); } void CBasePlayerAmmo::Spawn(void) { Spawn_(); } CBaseEntity *CBasePlayerAmmo::Respawn(void) { return Respawn_(); } int CBasePlayerWeapon::Save(CSave &save) { return Save_(save); } int CBasePlayerWeapon::Restore(CRestore &restore) { return Restore_(restore); } int CBasePlayerWeapon::AddToPlayer(CBasePlayer *pPlayer) { return AddToPlayer_(pPlayer); } int CBasePlayerWeapon::AddDuplicate(CBasePlayerItem *pItem) { return AddDuplicate_(pItem); } BOOL CBasePlayerWeapon::CanDeploy(void) { return CanDeploy_(); } void CBasePlayerWeapon::Holster(int skiplocal) { Holster_(skiplocal); } void CBasePlayerWeapon::ItemPostFrame(void) { ItemPostFrame_(); } int CBasePlayerWeapon::PrimaryAmmoIndex(void) { return PrimaryAmmoIndex_(); } int CBasePlayerWeapon::SecondaryAmmoIndex(void) { return SecondaryAmmoIndex_(); } int CBasePlayerWeapon::UpdateClientData(CBasePlayer *pPlayer) { return UpdateClientData_(pPlayer); } int CBasePlayerWeapon::ExtractAmmo(CBasePlayerWeapon *pWeapon) { return ExtractAmmo_(pWeapon); } int CBasePlayerWeapon::ExtractClipAmmo(CBasePlayerWeapon *pWeapon) { return ExtractClipAmmo_(pWeapon); } BOOL CBasePlayerWeapon::PlayEmptySound(void) { return PlayEmptySound_(); } void CBasePlayerWeapon::ResetEmptySound(void) { ResetEmptySound_(); } void CBasePlayerWeapon::SendWeaponAnim(int iAnim,int skiplocal) { SendWeaponAnim_(iAnim,skiplocal); } BOOL CBasePlayerWeapon::IsUseable(void) { return IsUseable_(); } void CBasePlayerWeapon::RetireWeapon(void) { RetireWeapon_(); } int CBasePlayerItem::Save(CSave &save) { return Save_(save); } int CBasePlayerItem::Restore(CRestore &restore) { return Restore_(restore); } void CBasePlayerItem::SetObjectCollisionBox(void) { SetObjectCollisionBox_(); } CBaseEntity *CBasePlayerItem::Respawn(void) { return Respawn_(); } int CBasePlayerItem::AddToPlayer(CBasePlayer *pPlayer) { return AddToPlayer_(pPlayer); } void CBasePlayerItem::Holster(int skiplocal) { Holster_(skiplocal); } void CBasePlayerItem::Drop(void) { Drop_(); } void CBasePlayerItem::Kill(void) { Kill_(); } void CBasePlayerItem::AttachToPlayer(CBasePlayer *pPlayer) { AttachToPlayer_(pPlayer); } void CWeaponBox::Spawn(void) { Spawn_(); } void CWeaponBox::Precache(void) { Precache_(); } void CWeaponBox::KeyValue(KeyValueData *pkvd) { KeyValue_(pkvd); } int CWeaponBox::Save(CSave &save) { return Save_(save); } int CWeaponBox::Restore(CRestore &restore) { return Restore_(restore); } void CWeaponBox::SetObjectCollisionBox(void) { SetObjectCollisionBox_(); } void CWeaponBox::Touch(CBaseEntity *pOther) { Touch_(pOther); } #endif // HOOK_GAMEDLL