#include "precompiled.h" LINK_ENTITY_TO_CLASS(weapon_scout, CSCOUT, CCSSCOUT) void CSCOUT::Spawn() { Precache(); m_iId = WEAPON_SCOUT; SET_MODEL(edict(), "models/w_scout.mdl"); m_iDefaultAmmo = SCOUT_DEFAULT_GIVE; // Get ready to fall down FallInit(); // extend CBasePlayerWeapon::Spawn(); } void CSCOUT::Precache() { PRECACHE_MODEL("models/v_scout.mdl"); PRECACHE_MODEL("models/w_scout.mdl"); PRECACHE_SOUND("weapons/scout_fire-1.wav"); PRECACHE_SOUND("weapons/scout_bolt.wav"); PRECACHE_SOUND("weapons/scout_clipin.wav"); PRECACHE_SOUND("weapons/scout_clipout.wav"); PRECACHE_SOUND("weapons/zoom.wav"); m_iShellId = m_iShell = PRECACHE_MODEL("models/rshell_big.mdl"); m_usFireScout = PRECACHE_EVENT(1, "events/scout.sc"); } int CSCOUT::GetItemInfo(ItemInfo *p) { p->pszName = STRING(pev->classname); p->pszAmmo1 = "762Nato"; p->iMaxAmmo1 = MAX_AMMO_762NATO; p->pszAmmo2 = nullptr; p->iMaxAmmo2 = -1; p->iMaxClip = SCOUT_MAX_CLIP; p->iSlot = 0; p->iPosition = 9; p->iId = m_iId = WEAPON_SCOUT; p->iFlags = 0; p->iWeight = SCOUT_WEIGHT; return 1; } BOOL CSCOUT::Deploy() { if (DefaultDeploy("models/v_scout.mdl", "models/p_scout.mdl", SCOUT_DRAW, "rifle", UseDecrement() != FALSE)) { m_flNextPrimaryAttack = m_pPlayer->m_flNextAttack = GetNextAttackDelay(1.25); m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 1.0f; return TRUE; } return FALSE; } void CSCOUT::SecondaryAttack() { switch (m_pPlayer->m_iFOV) { case 90: m_pPlayer->m_iFOV = m_pPlayer->pev->fov = 40; break; case 40: m_pPlayer->m_iFOV = m_pPlayer->pev->fov = 15; break; #ifdef REGAMEDLL_FIXES default: #else case 15: #endif m_pPlayer->m_iFOV = m_pPlayer->pev->fov = 90; break; } if (TheBots) { TheBots->OnEvent(EVENT_WEAPON_ZOOMED, m_pPlayer); } m_pPlayer->ResetMaxSpeed(); EMIT_SOUND(m_pPlayer->edict(), CHAN_ITEM, "weapons/zoom.wav", 0.2, 2.4); m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.3; } void CSCOUT::PrimaryAttack() { if (!(m_pPlayer->pev->flags & FL_ONGROUND)) { SCOUTFire(0.2, 1.25, FALSE); } else if (m_pPlayer->pev->velocity.Length2D() > 170) { SCOUTFire(0.075, 1.25, FALSE); } else if (m_pPlayer->pev->flags & FL_DUCKING) { SCOUTFire(0, 1.25, FALSE); } else { SCOUTFire(0.007, 1.25, FALSE); } } void CSCOUT::SCOUTFire(float flSpread, float flCycleTime, BOOL fUseAutoAim) { Vector vecAiming, vecSrc, vecDir; int flag; if (m_pPlayer->pev->fov != DEFAULT_FOV) { m_pPlayer->m_bResumeZoom = true; m_pPlayer->m_iLastZoom = m_pPlayer->m_iFOV; // reset a fov m_pPlayer->m_iFOV = DEFAULT_FOV; } else { flSpread += 0.025f; } 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->SetAnimation(PLAYER_ATTACK1); UTIL_MakeVectors(m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle); m_pPlayer->m_flEjectBrass = gpGlobals->time + 0.56f; 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, 8192, 3, BULLET_PLAYER_762MM, SCOUT_DAMAGE, SCOUT_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_usFireScout, 0, (float *)&g_vecZero, (float *)&m_pPlayer->pev->angles, (vecDir.x * 1000), (vecDir.y * 1000), int(m_pPlayer->pev->punchangle.x * 100), int(m_pPlayer->pev->punchangle.x * 100), FALSE, 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 -= 2.0f; } void CSCOUT::Reload() { #ifdef REGAMEDLL_FIXES // to prevent reload if not enough ammo if (m_pPlayer->ammo_762nato <= 0) return; #endif if (DefaultReload(iMaxClip(), SCOUT_RELOAD, SCOUT_RELOAD_TIME)) { if (m_pPlayer->pev->fov != DEFAULT_FOV) { m_pPlayer->pev->fov = m_pPlayer->m_iFOV = 15; SecondaryAttack(); } m_pPlayer->SetAnimation(PLAYER_RELOAD); } } void CSCOUT::WeaponIdle() { ResetEmptySound(); m_pPlayer->GetAutoaimVector(AUTOAIM_10DEGREES); if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase()) { return; } if (m_iClip) { m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 60.0f; SendWeaponAnim(SCOUT_IDLE, UseDecrement() != FALSE); } } float CSCOUT::GetMaxSpeed() { return (m_pPlayer->m_iFOV == DEFAULT_FOV) ? SCOUT_MAX_SPEED : SCOUT_MAX_SPEED_ZOOM; }