#include "precompiled.h" LINK_ENTITY_TO_CLASS(weapon_mp5navy, CMP5N, CCSMP5N) void CMP5N::Spawn() { Precache(); m_iId = WEAPON_MP5N; SET_MODEL(edict(), "models/w_mp5.mdl"); m_iDefaultAmmo = MP5NAVY_DEFAULT_GIVE; m_flAccuracy = 0.0f; m_bDelayFire = false; #ifdef REGAMEDLL_API CSPlayerWeapon()->m_flBaseDamage = MP5N_DAMAGE; #endif // Get ready to fall down FallInit(); // extend CBasePlayerWeapon::Spawn(); } void CMP5N::Precache() { PRECACHE_MODEL("models/v_mp5.mdl"); PRECACHE_MODEL("models/w_mp5.mdl"); PRECACHE_SOUND("weapons/mp5-1.wav"); PRECACHE_SOUND("weapons/mp5-2.wav"); PRECACHE_SOUND("weapons/mp5_clipout.wav"); PRECACHE_SOUND("weapons/mp5_clipin.wav"); PRECACHE_SOUND("weapons/mp5_slideback.wav"); m_iShell = PRECACHE_MODEL("models/pshell.mdl"); m_usFireMP5N = PRECACHE_EVENT(1, "events/mp5n.sc"); } int CMP5N::GetItemInfo(ItemInfo *p) { p->pszName = STRING(pev->classname); p->pszAmmo1 = "9mm"; p->iMaxAmmo1 = MAX_AMMO_9MM; p->pszAmmo2 = nullptr; p->iMaxAmmo2 = -1; p->iMaxClip = MP5N_MAX_CLIP; p->iSlot = 0; p->iPosition = 7; p->iId = m_iId = WEAPON_MP5N; p->iFlags = 0; p->iWeight = MP5NAVY_WEIGHT; return 1; } BOOL CMP5N::Deploy() { m_flAccuracy = 0.0f; m_bDelayFire = false; iShellOn = 1; return DefaultDeploy("models/v_mp5.mdl", "models/p_mp5.mdl", MP5N_DRAW, "mp5", UseDecrement() != FALSE); } void CMP5N::PrimaryAttack() { if (!(m_pPlayer->pev->flags & FL_ONGROUND)) { MP5NFire(0.2 * m_flAccuracy, 0.075, FALSE); } else { MP5NFire(0.04 * m_flAccuracy, 0.075, FALSE); } } void CMP5N::MP5NFire(float flSpread, float flCycleTime, BOOL fUseAutoAim) { Vector vecAiming, vecSrc, vecDir; int flag; m_bDelayFire = true; m_iShotsFired++; m_flAccuracy = ((m_iShotsFired * m_iShotsFired) / MP5N_ACCURACY_DIVISOR) + 0.45f; if (m_flAccuracy > 0.75f) m_flAccuracy = 0.75f; 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); 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 = MP5N_DAMAGE; #endif vecDir = m_pPlayer->FireBullets3(vecSrc, vecAiming, flSpread, 8192, 1, BULLET_PLAYER_9MM, flBaseDamage, MP5N_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_usFireMP5N, 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_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME; m_pPlayer->m_iWeaponFlash = DIM_GUN_FLASH; 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() + 2.0f; if (!(m_pPlayer->pev->flags & FL_ONGROUND)) { KickBack(0.9, 0.475, 0.35, 0.0425, 5.0, 3.0, 6); } else if (m_pPlayer->pev->velocity.Length2D() > 0) { KickBack(0.5, 0.275, 0.2, 0.03, 3.0, 2.0, 10); } else if (m_pPlayer->pev->flags & FL_DUCKING) { KickBack(0.225, 0.15, 0.1, 0.015, 2.0, 1.0, 10); } else { KickBack(0.25, 0.175, 0.125, 0.02, 2.25, 1.25, 10); } } void CMP5N::Reload() { if (m_pPlayer->ammo_9mm <= 0) return; if (DefaultReload(iMaxClip(), MP5N_RELOAD, MP5N_RELOAD_TIME)) { m_pPlayer->SetAnimation(PLAYER_RELOAD); m_flAccuracy = 0; m_iShotsFired = 0; } } void CMP5N::WeaponIdle() { ResetEmptySound(); m_pPlayer->GetAutoaimVector(AUTOAIM_10DEGREES); if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase()) { return; } m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 20.0f; SendWeaponAnim(MP5N_IDLE1, UseDecrement() != FALSE); }