#include "precompiled.h" LINK_ENTITY_TO_CLASS(weapon_usp, CUSP, CCSUSP) void CUSP::Spawn() { Precache(); m_iId = WEAPON_USP; SET_MODEL(ENT(pev), "models/w_usp.mdl"); m_iWeaponState &= ~WPNSTATE_SHIELD_DRAWN; m_iDefaultAmmo = USP_DEFAULT_GIVE; m_flAccuracy = 0.92f; #ifdef REGAMEDLL_API CSPlayerWeapon()->m_flBaseDamage = USP_DAMAGE; m_flBaseDamageSil = USP_DAMAGE_SIL; #endif // Get ready to fall down FallInit(); // extend CBasePlayerWeapon::Spawn(); } void CUSP::Precache() { PRECACHE_MODEL("models/v_usp.mdl"); PRECACHE_MODEL("models/w_usp.mdl"); PRECACHE_MODEL("models/shield/v_shield_usp.mdl"); PRECACHE_SOUND("weapons/usp1.wav"); PRECACHE_SOUND("weapons/usp2.wav"); PRECACHE_SOUND("weapons/usp_unsil-1.wav"); PRECACHE_SOUND("weapons/usp_clipout.wav"); PRECACHE_SOUND("weapons/usp_clipin.wav"); PRECACHE_SOUND("weapons/usp_silencer_on.wav"); PRECACHE_SOUND("weapons/usp_silencer_off.wav"); PRECACHE_SOUND("weapons/usp_sliderelease.wav"); PRECACHE_SOUND("weapons/usp_slideback.wav"); m_iShell = PRECACHE_MODEL("models/pshell.mdl"); m_usFireUSP = PRECACHE_EVENT(1, "events/usp.sc"); } int CUSP::GetItemInfo(ItemInfo *p) { p->pszName = STRING(pev->classname); #ifdef REGAMEDLL_FIXES p->pszAmmo1 = "45acp"; #else p->pszAmmo1 = "45ACP"; #endif // REGAMEDLL_FIXES p->iMaxAmmo1 = MAX_AMMO_45ACP; p->pszAmmo2 = nullptr; p->iMaxAmmo2 = -1; p->iMaxClip = USP_MAX_CLIP; p->iSlot = 1; p->iPosition = 4; p->iFlags = 0; p->iId = m_iId = WEAPON_USP; p->iWeight = USP_WEIGHT; return 1; } BOOL CUSP::Deploy() { m_iWeaponState &= ~WPNSTATE_SHIELD_DRAWN; m_flAccuracy = 0.92f; m_fMaxSpeed = USP_MAX_SPEED; m_pPlayer->m_bShieldDrawn = false; if (m_pPlayer->HasShield()) { m_iWeaponState &= ~WPNSTATE_USP_SILENCED; return DefaultDeploy("models/shield/v_shield_usp.mdl", "models/shield/p_shield_usp.mdl", USP_SHIELD_DRAW, "shieldgun", UseDecrement()); } else if (m_iWeaponState & WPNSTATE_USP_SILENCED) { return DefaultDeploy("models/v_usp.mdl", "models/p_usp.mdl", USP_DRAW, "onehanded", UseDecrement()); } return DefaultDeploy("models/v_usp.mdl", "models/p_usp.mdl", USP_UNSIL_DRAW, "onehanded", UseDecrement()); } void CUSP::SecondaryAttack() { if (ShieldSecondaryFire(USP_SHIELD_UP, USP_SHIELD_DOWN)) { return; } if (m_iWeaponState & WPNSTATE_USP_SILENCED) { m_iWeaponState &= ~WPNSTATE_USP_SILENCED; SendWeaponAnim(USP_DETACH_SILENCER, UseDecrement() != FALSE); Q_strcpy(m_pPlayer->m_szAnimExtention, "onehanded"); } else { m_iWeaponState |= WPNSTATE_USP_SILENCED; SendWeaponAnim(USP_ATTACH_SILENCER, UseDecrement() != FALSE); Q_strcpy(m_pPlayer->m_szAnimExtention, "onehanded"); } m_flNextSecondaryAttack = m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + USP_ADJUST_SIL_TIME; m_flNextPrimaryAttack = GetNextAttackDelay(USP_ADJUST_SIL_TIME); } void CUSP::PrimaryAttack() { if (m_iWeaponState & WPNSTATE_USP_SILENCED) { if (!(m_pPlayer->pev->flags & FL_ONGROUND)) { USPFire(1.3 * (1 - m_flAccuracy), 0.225, FALSE); } else if (m_pPlayer->pev->velocity.Length2D() > 0) { USPFire(0.25 * (1 - m_flAccuracy), 0.225, FALSE); } else if (m_pPlayer->pev->flags & FL_DUCKING) { USPFire(0.125 * (1 - m_flAccuracy), 0.225, FALSE); } else { USPFire(0.15 * (1 - m_flAccuracy), 0.225, FALSE); } } else { if (!(m_pPlayer->pev->flags & FL_ONGROUND)) { USPFire(1.2 * (1 - m_flAccuracy), 0.225, FALSE); } else if (m_pPlayer->pev->velocity.Length2D() > 0) { USPFire(0.225 * (1 - m_flAccuracy), 0.225, FALSE); } else if (m_pPlayer->pev->flags & FL_DUCKING) { USPFire(0.08 * (1 - m_flAccuracy), 0.225, FALSE); } else { USPFire(0.1 * (1 - m_flAccuracy), 0.225, FALSE); } } } void CUSP::USPFire(float flSpread, float flCycleTime, BOOL fUseSemi) { int flag; Vector vecAiming, vecSrc, vecDir; flCycleTime -= 0.075f; if (++m_iShotsFired > 1) { return; } if (m_flLastFire != 0.0f) { m_flAccuracy -= (0.3f - (gpGlobals->time - m_flLastFire)) * 0.275f; if (m_flAccuracy > 0.92f) { m_flAccuracy = 0.92f; } else if (m_flAccuracy < 0.6f) { m_flAccuracy = 0.6f; } } 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_flNextPrimaryAttack = m_flNextSecondaryAttack = GetNextAttackDelay(flCycleTime); m_iClip--; SetPlayerShieldAnim(); m_pPlayer->SetAnimation(PLAYER_ATTACK1); m_pPlayer->m_iWeaponVolume = BIG_EXPLOSION_VOLUME; m_pPlayer->m_iWeaponFlash = DIM_GUN_FLASH; UTIL_MakeVectors(m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle); if (!(m_iWeaponState & WPNSTATE_USP_SILENCED)) { m_pPlayer->pev->effects |= EF_MUZZLEFLASH; } vecSrc = m_pPlayer->GetGunPosition(); vecAiming = gpGlobals->v_forward; #ifdef REGAMEDLL_API float flBaseDamage = (m_iWeaponState & WPNSTATE_USP_SILENCED) ? m_flBaseDamageSil : CSPlayerWeapon()->m_flBaseDamage; #else float flBaseDamage = (m_iWeaponState & WPNSTATE_USP_SILENCED) ? USP_DAMAGE_SIL : USP_DAMAGE; #endif vecDir = m_pPlayer->FireBullets3(vecSrc, vecAiming, flSpread, 4096, 1, BULLET_PLAYER_45ACP, flBaseDamage, USP_RANGE_MODIFER, m_pPlayer->pev, true, m_pPlayer->random_seed); #ifdef CLIENT_WEAPONS flag = FEV_NOTHOST; #else flag = 0; #endif // CLIENT_WEAPONS PLAYBACK_EVENT_FULL(flag, m_pPlayer->edict(), m_usFireUSP, 0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, (int)(m_pPlayer->pev->punchangle.x * 100), 0, m_iClip == 0, (m_iWeaponState & WPNSTATE_USP_SILENCED)); 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; m_pPlayer->pev->punchangle.x -= 2.0f; ResetPlayerShieldAnim(); } void CUSP::Reload() { if (m_pPlayer->ammo_45acp <= 0) return; int iAnim; if (m_pPlayer->HasShield()) iAnim = USP_SHIELD_RELOAD; else if (m_iWeaponState & WPNSTATE_USP_SILENCED) iAnim = USP_RELOAD; else iAnim = USP_UNSIL_RELOAD; if (DefaultReload(iMaxClip(), iAnim, USP_RELOAD_TIME)) { m_pPlayer->SetAnimation(PLAYER_RELOAD); m_flAccuracy = 0.92f; } } void CUSP::WeaponIdle() { ResetEmptySound(); m_pPlayer->GetAutoaimVector(AUTOAIM_10DEGREES); if (m_flTimeWeaponIdle > 0) { return; } if (m_pPlayer->HasShield()) { m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 20.0f; if (m_iWeaponState & WPNSTATE_SHIELD_DRAWN) { SendWeaponAnim(USP_SHIELD_IDLE_UP, UseDecrement()); } } else if (m_iClip) { int iAnim = (~m_iWeaponState & WPNSTATE_USP_SILENCED) ? USP_UNSIL_IDLE: USP_IDLE; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 60.0f; SendWeaponAnim(iAnim, UseDecrement()); } }