#include "precompiled.h" LINK_ENTITY_TO_CLASS(weapon_tmp, CTMP, CCSTMP) void CTMP::Spawn() { Precache(); m_iId = WEAPON_TMP; SET_MODEL(edict(), "models/w_tmp.mdl"); m_iDefaultAmmo = TMP_DEFAULT_GIVE; m_flAccuracy = 0.2f; m_iShotsFired = 0; m_bDelayFire = false; #ifdef REGAMEDLL_API CSPlayerWeapon()->m_flBaseDamage = TMP_DAMAGE; #endif // Get ready to fall down FallInit(); // extend CBasePlayerWeapon::Spawn(); } void CTMP::Precache() { PRECACHE_MODEL("models/v_tmp.mdl"); PRECACHE_MODEL("models/w_tmp.mdl"); PRECACHE_SOUND("weapons/tmp-1.wav"); PRECACHE_SOUND("weapons/tmp-2.wav"); m_iShell = PRECACHE_MODEL("models/pshell.mdl"); m_usFireTMP = PRECACHE_EVENT(1, "events/tmp.sc"); } int CTMP::GetItemInfo(ItemInfo *p) { p->pszName = STRING(pev->classname); p->pszAmmo1 = "9mm"; p->iMaxAmmo1 = MAX_AMMO_9MM; p->pszAmmo2 = nullptr; p->iMaxAmmo2 = -1; p->iMaxClip = TMP_MAX_CLIP; p->iSlot = 0; p->iPosition = 11; p->iId = m_iId = WEAPON_TMP; p->iFlags = 0; p->iWeight = TMP_WEIGHT; return 1; } BOOL CTMP::Deploy() { m_flAccuracy = 0.2f; m_iShotsFired = 0; m_bDelayFire = false; iShellOn = 1; return DefaultDeploy("models/v_tmp.mdl", "models/p_tmp.mdl", TMP_DRAW, "onehanded", UseDecrement() != FALSE); } void CTMP::PrimaryAttack() { if (!(m_pPlayer->pev->flags & FL_ONGROUND)) { TMPFire(0.25 * m_flAccuracy, 0.07, FALSE); } else { TMPFire(0.03 * m_flAccuracy, 0.07, FALSE); } } void CTMP::TMPFire(float flSpread, float flCycleTime, BOOL fUseAutoAim) { Vector vecAiming, vecSrc, vecDir; int flag; m_bDelayFire = true; m_iShotsFired++; m_flAccuracy = ((m_iShotsFired * m_iShotsFired * m_iShotsFired) / TMP_ACCURACY_DIVISOR) + 0.55f; if (m_flAccuracy > 1.4f) m_flAccuracy = 1.4f; 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_iWeaponVolume = NORMAL_GUN_VOLUME; vecSrc = m_pPlayer->GetGunPosition(); vecAiming = gpGlobals->v_forward; #ifdef REGAMEDLL_API float flBaseDamage = CSPlayerWeapon()->m_flBaseDamage; #else float flBaseDamage = TMP_DAMAGE; #endif vecDir = m_pPlayer->FireBullets3(vecSrc, vecAiming, flSpread, 8192, 1, BULLET_PLAYER_9MM, flBaseDamage, TMP_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_usFireTMP, 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), 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() + 2.0f; if (!(m_pPlayer->pev->flags & FL_ONGROUND)) { KickBack(1.1, 0.5, 0.35, 0.045, 4.5, 3.5, 6); } else if (m_pPlayer->pev->velocity.Length2D() > 0) { KickBack(0.8, 0.4, 0.2, 0.03, 3.0, 2.5, 7); } else if (m_pPlayer->pev->flags & FL_DUCKING) { KickBack(0.7, 0.35, 0.125, 0.025, 2.5, 2.0, 10); } else { KickBack(0.725, 0.375, 0.15, 0.025, 2.75, 2.25, 9); } } void CTMP::Reload() { #ifdef REGAMEDLL_FIXES // to prevent reload if not enough ammo if (m_pPlayer->ammo_9mm <= 0) return; #endif if (DefaultReload(iMaxClip(), TMP_RELOAD, TMP_RELOAD_TIME)) { m_pPlayer->SetAnimation(PLAYER_RELOAD); m_flAccuracy = 0.2f; m_iShotsFired = 0; } } void CTMP::WeaponIdle() { ResetEmptySound(); m_pPlayer->GetAutoaimVector(AUTOAIM_10DEGREES); if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase()) { return; } m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 20.0f; SendWeaponAnim(TMP_IDLE1, UseDecrement() != FALSE); }