#include "precompiled.h" LINK_ENTITY_TO_CLASS(weapon_g3sg1, CG3SG1, CCSG3SG1) void CG3SG1::Spawn() { Precache(); m_iId = WEAPON_G3SG1; SET_MODEL(edict(), "models/w_g3sg1.mdl"); m_iDefaultAmmo = G3SG1_DEFAULT_GIVE; m_flLastFire = 0; // Get ready to fall down FallInit(); // extend CBasePlayerWeapon::Spawn(); } void CG3SG1::Precache() { PRECACHE_MODEL("models/v_g3sg1.mdl"); PRECACHE_MODEL("models/w_g3sg1.mdl"); PRECACHE_SOUND("weapons/g3sg1-1.wav"); PRECACHE_SOUND("weapons/g3sg1_slide.wav"); PRECACHE_SOUND("weapons/g3sg1_clipin.wav"); PRECACHE_SOUND("weapons/g3sg1_clipout.wav"); PRECACHE_SOUND("weapons/zoom.wav"); m_iShellId = m_iShell = PRECACHE_MODEL("models/rshell.mdl"); m_usFireG3SG1 = PRECACHE_EVENT(1, "events/g3sg1.sc"); } int CG3SG1::GetItemInfo(ItemInfo *p) { p->pszName = STRING(pev->classname); p->pszAmmo1 = "762Nato"; p->iMaxAmmo1 = MAX_AMMO_762NATO; p->pszAmmo2 = nullptr; p->iMaxAmmo2 = -1; p->iMaxClip = G3SG1_MAX_CLIP; p->iSlot = 0; p->iPosition = 3; p->iId = m_iId = WEAPON_G3SG1; p->iFlags = 0; p->iWeight = G3SG1_WEIGHT; return 1; } BOOL CG3SG1::Deploy() { m_flAccuracy = 0.2f; return DefaultDeploy("models/v_g3sg1.mdl", "models/p_g3sg1.mdl", G3SG1_DRAW, "mp5", UseDecrement() != FALSE); } void CG3SG1::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; } m_pPlayer->ResetMaxSpeed(); if (TheBots) { TheBots->OnEvent(EVENT_WEAPON_ZOOMED, m_pPlayer); } EMIT_SOUND(m_pPlayer->edict(), CHAN_ITEM, "weapons/zoom.wav", 0.2, 2.4); m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.3f; } void CG3SG1::PrimaryAttack() { if (!(m_pPlayer->pev->flags & FL_ONGROUND)) { G3SG1Fire(0.45, 0.25, FALSE); } else if (m_pPlayer->pev->velocity.Length2D() > 0) { G3SG1Fire(0.15, 0.25, FALSE); } else if (m_pPlayer->pev->flags & FL_DUCKING) { G3SG1Fire(0.035, 0.25, FALSE); } else { G3SG1Fire(0.055, 0.25, FALSE); } } void CG3SG1::G3SG1Fire(float flSpread, float flCycleTime, BOOL fUseAutoAim) { Vector vecAiming, vecSrc, vecDir; int flag; if (m_pPlayer->pev->fov == DEFAULT_FOV) { flSpread += 0.025f; } if (m_flLastFire) { m_flAccuracy = (gpGlobals->time - m_flLastFire) * 0.3f + 0.55f; if (m_flAccuracy > 0.98f) { m_flAccuracy = 0.98f; } } else { m_flAccuracy = 0.98f; } 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; 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, (1 - m_flAccuracy) * flSpread, 8192, 3, BULLET_PLAYER_762MM, G3SG1_DAMAGE, G3SG1_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_usFireG3SG1, 0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, 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 -= UTIL_SharedRandomFloat(m_pPlayer->random_seed + 4, 0.75, 1.75) + m_pPlayer->pev->punchangle.x * 0.25f; m_pPlayer->pev->punchangle.y += UTIL_SharedRandomFloat(m_pPlayer->random_seed + 5, -0.75, 0.75); } void CG3SG1::Reload() { if (m_pPlayer->ammo_762nato <= 0) return; if (DefaultReload(iMaxClip(), G3SG1_RELOAD, G3SG1_RELOAD_TIME)) { m_flAccuracy = 0.2f; m_pPlayer->SetAnimation(PLAYER_RELOAD); if (m_pPlayer->pev->fov != DEFAULT_FOV) { m_pPlayer->m_iFOV = m_pPlayer->pev->fov = 15; SecondaryAttack(); } } } void CG3SG1::WeaponIdle() { ResetEmptySound(); m_pPlayer->GetAutoaimVector(AUTOAIM_10DEGREES); if (m_flTimeWeaponIdle <= UTIL_WeaponTimeBase()) { if (m_iClip) { m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 60.0f; SendWeaponAnim(G3SG1_IDLE, UseDecrement() != FALSE); } } } float CG3SG1::GetMaxSpeed() { return (m_pPlayer->m_iFOV == DEFAULT_FOV) ? G3SG1_MAX_SPEED : G3SG1_MAX_SPEED_ZOOM; }