#include "precompiled.h" LINK_ENTITY_TO_CLASS(weapon_mac10, CMAC10, CCSMAC10) void CMAC10::Spawn() { Precache(); m_iId = WEAPON_MAC10; SET_MODEL(edict(), "models/w_mac10.mdl"); m_iDefaultAmmo = MAC10_DEFAULT_GIVE; m_flAccuracy = 0.15f; m_bDelayFire = false; #ifdef REGAMEDLL_API CSPlayerWeapon()->m_flBaseDamage = MAC10_DAMAGE; #endif // Get ready to fall down FallInit(); // extend CBasePlayerWeapon::Spawn(); } void CMAC10::Precache() { PRECACHE_MODEL("models/v_mac10.mdl"); PRECACHE_MODEL("models/w_mac10.mdl"); PRECACHE_SOUND("weapons/mac10-1.wav"); PRECACHE_SOUND("weapons/mac10_clipout.wav"); PRECACHE_SOUND("weapons/mac10_clipin.wav"); PRECACHE_SOUND("weapons/mac10_boltpull.wav"); m_iShell = PRECACHE_MODEL("models/pshell.mdl"); m_usFireMAC10 = PRECACHE_EVENT(1, "events/mac10.sc"); } int CMAC10::GetItemInfo(ItemInfo *p) { p->pszName = STRING(pev->classname); p->pszAmmo1 = "45acp"; p->iMaxAmmo1 = MAX_AMMO_45ACP; p->pszAmmo2 = nullptr; p->iMaxAmmo2 = -1; p->iMaxClip = MAC10_MAX_CLIP; p->iSlot = 0; p->iPosition = 13; p->iId = m_iId = WEAPON_MAC10; p->iFlags = 0; p->iWeight = MAC10_WEIGHT; return 1; } BOOL CMAC10::Deploy() { m_flAccuracy = 0.15f; iShellOn = 1; m_bDelayFire = false; return DefaultDeploy("models/v_mac10.mdl", "models/p_mac10.mdl", MAC10_DRAW, "onehanded", UseDecrement() != FALSE); } void CMAC10::PrimaryAttack() { if (!(m_pPlayer->pev->flags & FL_ONGROUND)) { MAC10Fire(0.375 * m_flAccuracy, 0.07, FALSE); } else { MAC10Fire(0.03 * m_flAccuracy, 0.07, FALSE); } } void CMAC10::MAC10Fire(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) / MAC10_ACCURACY_DIVISOR) + 0.6f; if (m_flAccuracy > 1.65f) m_flAccuracy = 1.65f; 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 = DIM_GUN_FLASH; vecSrc = m_pPlayer->GetGunPosition(); vecAiming = gpGlobals->v_forward; #ifdef REGAMEDLL_API float flBaseDamage = CSPlayerWeapon()->m_flBaseDamage; #else float flBaseDamage = MAC10_DAMAGE; #endif vecDir = m_pPlayer->FireBullets3(vecSrc, vecAiming, flSpread, 8192, 1, BULLET_PLAYER_45ACP, flBaseDamage, MAC10_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_usFireMAC10, 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() + 2.0f; if (!(m_pPlayer->pev->flags & FL_ONGROUND)) { KickBack(1.3, 0.55, 0.4, 0.05, 4.75, 3.75, 5); } else if (m_pPlayer->pev->velocity.Length2D() > 0) { KickBack(0.9, 0.45, 0.25, 0.035, 3.5, 2.75, 7); } else if (m_pPlayer->pev->flags & FL_DUCKING) { KickBack(0.75, 0.4, 0.175, 0.03, 2.75, 2.5, 10); } else { KickBack(0.775, 0.425, 0.2, 0.03, 3.0, 2.75, 9); } } void CMAC10::Reload() { if (m_pPlayer->ammo_45acp <= 0) return; if (DefaultReload(iMaxClip(), MAC10_RELOAD, MAC10_RELOAD_TIME)) { m_pPlayer->SetAnimation(PLAYER_RELOAD); m_flAccuracy = 0; m_iShotsFired = 0; } } void CMAC10::WeaponIdle() { ResetEmptySound(); m_pPlayer->GetAutoaimVector(AUTOAIM_10DEGREES); if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase()) { return; } m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 20.0f; SendWeaponAnim(MAC10_IDLE1, UseDecrement() != FALSE); }