#include "precompiled.h" LINK_ENTITY_TO_CLASS(weapon_m3, CM3, CCSM3) void CM3::Spawn() { Precache(); m_iId = WEAPON_M3; SET_MODEL(edict(), "models/w_m3.mdl"); m_iDefaultAmmo = M3_DEFAULT_GIVE; #ifdef REGAMEDLL_API CSPlayerWeapon()->m_flBaseDamage = M3_DAMAGE; #endif // Get ready to fall down FallInit(); // extend CBasePlayerWeapon::Spawn(); } void CM3::Precache() { PRECACHE_MODEL("models/v_m3.mdl"); PRECACHE_MODEL("models/w_m3.mdl"); m_iShellId = m_iShell = PRECACHE_MODEL("models/shotgunshell.mdl"); PRECACHE_SOUND("weapons/m3-1.wav"); PRECACHE_SOUND("weapons/m3_insertshell.wav"); PRECACHE_SOUND("weapons/m3_pump.wav"); PRECACHE_SOUND("weapons/reload1.wav"); PRECACHE_SOUND("weapons/reload3.wav"); m_usFireM3 = PRECACHE_EVENT(1, "events/m3.sc"); } int CM3::GetItemInfo(ItemInfo *p) { p->pszName = STRING(pev->classname); p->pszAmmo1 = "buckshot"; p->iMaxAmmo1 = MAX_AMMO_BUCKSHOT; p->pszAmmo2 = nullptr; p->iMaxAmmo2 = -1; p->iMaxClip = M3_MAX_CLIP; p->iSlot = 0; p->iPosition = 5; p->iId = m_iId = WEAPON_M3; p->iFlags = 0; p->iWeight = M3_WEIGHT; return 1; } BOOL CM3::Deploy() { return DefaultDeploy("models/v_m3.mdl", "models/p_m3.mdl", M3_DRAW, "shotgun", UseDecrement() != FALSE); } BOOL CM3::PlayEmptySound() { BOOL result = CBasePlayerWeapon::PlayEmptySound(); m_iPlayEmptySound = 0; return result; } void CM3::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_iClip--; m_pPlayer->m_iWeaponVolume = LOUD_GUN_VOLUME; m_pPlayer->m_iWeaponFlash = BRIGHT_GUN_FLASH; 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 = M3_DAMAGE; #endif #ifdef REGAMEDLL_FIXES m_pPlayer->FireBuckshots(9, vecSrc, vecAiming, M3_CONE_VECTOR, 3000, 0, flBaseDamage); #else m_pPlayer->FireBullets(9, vecSrc, vecAiming, M3_CONE_VECTOR, 3000, BULLET_PLAYER_BUCKSHOT, 0); #endif #ifdef CLIENT_WEAPONS flag = FEV_NOTHOST; #else flag = 0; #endif PLAYBACK_EVENT_FULL(flag, m_pPlayer->edict(), m_usFireM3, 0, (float *)&g_vecZero, (float *)&g_vecZero, 0, 0, 0, 0, FALSE, 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() + 0.5f; #endif m_flNextPrimaryAttack = GetNextAttackDelay(0.875); m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.875f; if (m_iClip != 0) m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.5f; else m_flTimeWeaponIdle = 0.875f; m_fInSpecialReload = 0; if (m_pPlayer->pev->flags & FL_ONGROUND) m_pPlayer->pev->punchangle.x -= UTIL_SharedRandomLong(m_pPlayer->random_seed + 1, 4, 6); else m_pPlayer->pev->punchangle.x -= UTIL_SharedRandomLong(m_pPlayer->random_seed + 1, 8, 11); m_pPlayer->m_flEjectBrass = gpGlobals->time + 0.45f; } void CM3::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(M3_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; SendWeaponAnim(M3_RELOAD, UseDecrement()); m_flTimeWeaponIdle = m_flNextReload = UTIL_WeaponTimeBase() + 0.45f; } else #ifdef BUILD_LATEST_FIXES if (m_flTimeWeaponIdle <= UTIL_WeaponTimeBase()) #endif { m_iClip++; m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]--; m_pPlayer->ammo_buckshot--; m_fInSpecialReload = 1; } } void CM3::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(M3_PUMP, UseDecrement() != FALSE); m_fInSpecialReload = 0; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.5f; } } else { SendWeaponAnim(M3_IDLE, UseDecrement() != FALSE); } } }