#include "precompiled.h" LINK_ENTITY_TO_CLASS(weapon_m249, CM249, CCSM249) void CM249::Spawn() { Precache(); m_iId = WEAPON_M249; SET_MODEL(edict(), "models/w_m249.mdl"); m_iDefaultAmmo = M249_DEFAULT_GIVE; m_flAccuracy = 0.2f; m_iShotsFired = 0; #ifdef REGAMEDLL_API CSPlayerWeapon()->m_flBaseDamage = M249_DAMAGE; #endif // Get ready to fall down FallInit(); // extend CBasePlayerWeapon::Spawn(); } void CM249::Precache() { PRECACHE_MODEL("models/v_m249.mdl"); PRECACHE_MODEL("models/w_m249.mdl"); PRECACHE_SOUND("weapons/m249-1.wav"); PRECACHE_SOUND("weapons/m249-2.wav"); PRECACHE_SOUND("weapons/m249_boxout.wav"); PRECACHE_SOUND("weapons/m249_boxin.wav"); PRECACHE_SOUND("weapons/m249_chain.wav"); PRECACHE_SOUND("weapons/m249_coverup.wav"); PRECACHE_SOUND("weapons/m249_coverdown.wav"); m_iShell = PRECACHE_MODEL("models/rshell.mdl"); m_usFireM249 = PRECACHE_EVENT(1, "events/m249.sc"); } int CM249::GetItemInfo(ItemInfo *p) { p->pszName = STRING(pev->classname); p->pszAmmo1 = "556NatoBox"; p->iMaxAmmo1 = MAX_AMMO_556NATOBOX; p->pszAmmo2 = nullptr; p->iMaxAmmo2 = -1; p->iMaxClip = M249_MAX_CLIP; p->iSlot = 0; p->iPosition = 4; p->iId = m_iId = WEAPON_M249; p->iFlags = 0; p->iWeight = M249_WEIGHT; return 1; } BOOL CM249::Deploy() { m_flAccuracy = 0.2f; m_iShotsFired = 0; iShellOn = 1; return DefaultDeploy("models/v_m249.mdl", "models/p_m249.mdl", M249_DRAW, "m249", UseDecrement() != FALSE); } void CM249::PrimaryAttack() { if (!(m_pPlayer->pev->flags & FL_ONGROUND)) { M249Fire(0.045 + (0.5 * m_flAccuracy), 0.1, FALSE); } else if (m_pPlayer->pev->velocity.Length2D() > 140) { M249Fire(0.045 + (0.095 * m_flAccuracy), 0.1, FALSE); } else { M249Fire(0.03 * m_flAccuracy, 0.1, FALSE); } } void CM249::M249Fire(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) / M249_ACCURACY_DIVISOR) + 0.4f; if (m_flAccuracy > 0.9f) m_flAccuracy = 0.9f; 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 = NORMAL_GUN_VOLUME; m_pPlayer->m_iWeaponFlash = BRIGHT_GUN_FLASH; vecSrc = m_pPlayer->GetGunPosition(); vecAiming = gpGlobals->v_forward; #ifdef REGAMEDLL_API float flBaseDamage = CSPlayerWeapon()->m_flBaseDamage; #else float flBaseDamage = M249_DAMAGE; #endif vecDir = m_pPlayer->FireBullets3(vecSrc, vecAiming, flSpread, 8192, 2, BULLET_PLAYER_556MM, flBaseDamage, M249_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_usFireM249, 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_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() + 1.6f; if (!(m_pPlayer->pev->flags & FL_ONGROUND)) { KickBack(1.8, 0.65, 0.45, 0.125, 5.0, 3.5, 8); } else if (m_pPlayer->pev->velocity.Length2D() > 0) { KickBack(1.1, 0.5, 0.3, 0.06, 4.0, 3.0, 8); } else if (m_pPlayer->pev->flags & FL_DUCKING) { KickBack(0.75, 0.325, 0.25, 0.025, 3.5, 2.5, 9); } else { KickBack(0.8, 0.35, 0.3, 0.03, 3.75, 3.0, 9); } } void CM249::Reload() { #ifdef REGAMEDLL_FIXES // to prevent reload if not enough ammo if (m_pPlayer->ammo_556natobox <= 0) return; #endif if (DefaultReload(iMaxClip(), M249_RELOAD, M249_RELOAD_TIME)) { m_pPlayer->SetAnimation(PLAYER_RELOAD); m_flAccuracy = 0.2f; m_bDelayFire = false; m_iShotsFired = 0; } } void CM249::WeaponIdle() { ResetEmptySound(); m_pPlayer->GetAutoaimVector(AUTOAIM_10DEGREES); if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase()) { return; } m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 20.0f; SendWeaponAnim(M249_IDLE1, UseDecrement() != FALSE); }