#include "precompiled.h" LINK_ENTITY_TO_CLASS(weapon_sg550, CSG550, CCSSG550) void CSG550::Spawn() { Precache(); m_iId = WEAPON_SG550; SET_MODEL(edict(), "models/w_sg550.mdl"); m_iDefaultAmmo = SG550_DEFAULT_GIVE; m_flLastFire = 0; #ifdef REGAMEDLL_FIXES m_flAccuracy = 0.2f; #endif #ifdef REGAMEDLL_API CSPlayerWeapon()->m_flBaseDamage = SG550_DAMAGE; #endif // Get ready to fall down FallInit(); // extend CBasePlayerWeapon::Spawn(); } void CSG550::Precache() { PRECACHE_MODEL("models/v_sg550.mdl"); PRECACHE_MODEL("models/w_sg550.mdl"); PRECACHE_SOUND("weapons/sg550-1.wav"); PRECACHE_SOUND("weapons/sg550_boltpull.wav"); PRECACHE_SOUND("weapons/sg550_clipin.wav"); PRECACHE_SOUND("weapons/sg550_clipout.wav"); PRECACHE_SOUND("weapons/zoom.wav"); m_iShellId = m_iShell = PRECACHE_MODEL("models/rshell.mdl"); m_usFireSG550 = PRECACHE_EVENT(1, "events/sg550.sc"); } int CSG550::GetItemInfo(ItemInfo *p) { p->pszName = STRING(pev->classname); p->pszAmmo1 = "556Nato"; p->iMaxAmmo1 = MAX_AMMO_556NATO; p->pszAmmo2 = nullptr; p->iMaxAmmo2 = -1; p->iMaxClip = SG550_MAX_CLIP; p->iSlot = 0; p->iPosition = 16; p->iId = m_iId = WEAPON_SG550; p->iFlags = 0; p->iWeight = SG550_WEIGHT; return 1; } BOOL CSG550::Deploy() { #ifdef REGAMEDLL_FIXES m_flAccuracy = 0.2f; #endif return DefaultDeploy("models/v_sg550.mdl", "models/p_sg550.mdl", SG550_DRAW, "rifle", UseDecrement() != FALSE); } void CSG550::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() + 0.3; } void CSG550::PrimaryAttack() { if (!(m_pPlayer->pev->flags & FL_ONGROUND)) { SG550Fire(0.45 * (1 - m_flAccuracy), 0.25, FALSE); } else if (m_pPlayer->pev->velocity.Length2D() > 0) { SG550Fire(0.15, 0.25, FALSE); } else if (m_pPlayer->pev->flags & FL_DUCKING) { SG550Fire(0.04 * (1 - m_flAccuracy), 0.25, FALSE); } else { SG550Fire(0.05 * (1 - m_flAccuracy), 0.25, FALSE); } } void CSG550::SG550Fire(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) * 0.35f + 0.65f; if (m_flAccuracy > 0.98f) { 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; #ifdef REGAMEDLL_API float flBaseDamage = CSPlayerWeapon()->m_flBaseDamage; #else float flBaseDamage = SG550_DAMAGE; #endif vecDir = m_pPlayer->FireBullets3(vecSrc, vecAiming, flSpread, 8192, 2, BULLET_PLAYER_556MM, flBaseDamage, SG550_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_usFireSG550, 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), 5, 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, 1.25) + m_pPlayer->pev->punchangle.x * 0.25; m_pPlayer->pev->punchangle.y += UTIL_SharedRandomFloat(m_pPlayer->random_seed + 5, -0.75, 0.75); } void CSG550::Reload() { if (m_pPlayer->ammo_556nato <= 0) return; if (DefaultReload(iMaxClip(), SG550_RELOAD, SG550_RELOAD_TIME)) { m_pPlayer->SetAnimation(PLAYER_RELOAD); if (m_pPlayer->pev->fov != DEFAULT_FOV) { m_pPlayer->m_iFOV = m_pPlayer->pev->fov = 15; SecondaryAttack(); } } } void CSG550::WeaponIdle() { ResetEmptySound(); m_pPlayer->GetAutoaimVector(AUTOAIM_10DEGREES); if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase()) { return; } if (m_iClip) { m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 60.0f; SendWeaponAnim(SG550_IDLE, UseDecrement() != FALSE); } } float CSG550::GetMaxSpeed() { return (m_pPlayer->m_iFOV == DEFAULT_FOV) ? SG550_MAX_SPEED : SG550_MAX_SPEED_ZOOM; }