ReGameDLL_CS/regamedll/dlls/wpn_shared/wpn_famas.cpp
2015-12-11 02:30:31 +06:00

292 lines
6.6 KiB
C++

#include "precompiled.h"
/* <2c0549> ../cstrike/dlls/wpn_shared/wpn_famas.cpp:50 */
LINK_ENTITY_TO_CLASS(weapon_famas, CFamas);
/* <2c0284> ../cstrike/dlls/wpn_shared/wpn_famas.cpp:52 */
void CFamas::__MAKE_VHOOK(Spawn)(void)
{
Precache();
m_iId = WEAPON_FAMAS;
SET_MODEL(edict(), "models/w_famas.mdl");
m_iDefaultAmmo = FAMAS_DEFAULT_GIVE;
m_iFamasShotsFired = 0;
m_flFamasShoot = 0;
FallInit();
}
/* <2c01dc> ../cstrike/dlls/wpn_shared/wpn_famas.cpp:66 */
void CFamas::__MAKE_VHOOK(Precache)(void)
{
PRECACHE_MODEL("models/v_famas.mdl");
PRECACHE_MODEL("models/w_famas.mdl");
PRECACHE_SOUND("weapons/famas-1.wav");
PRECACHE_SOUND("weapons/famas-2.wav");
PRECACHE_SOUND("weapons/famas_clipout.wav");
PRECACHE_SOUND("weapons/famas_clipin.wav");
PRECACHE_SOUND("weapons/famas_boltpull.wav");
PRECACHE_SOUND("weapons/famas_boltslap.wav");
PRECACHE_SOUND("weapons/famas_forearm.wav");
PRECACHE_SOUND("weapons/famas-burst.wav");
m_iShell = PRECACHE_MODEL("models/rshell.mdl");
m_usFireFamas = PRECACHE_EVENT(1, "events/famas.sc");
}
/* <2c0203> ../cstrike/dlls/wpn_shared/wpn_famas.cpp:85 */
int CFamas::__MAKE_VHOOK(GetItemInfo)(ItemInfo *p)
{
p->pszName = STRING(pev->classname);
p->pszAmmo1 = "556Nato";
p->iMaxAmmo1 = MAX_AMMO_556NATO;
p->pszAmmo2 = NULL;
p->iMaxAmmo2 = -1;
p->iMaxClip = FAMAS_MAX_CLIP;
p->iSlot = 0;
p->iPosition = 18;
p->iId = m_iId = WEAPON_FAMAS;
p->iFlags = 0;
p->iWeight = FAMAS_WEIGHT;
return 1;
}
/* <2c025d> ../cstrike/dlls/wpn_shared/wpn_famas.cpp:102 */
BOOL CFamas::__MAKE_VHOOK(Deploy)(void)
{
m_iShotsFired = 0;
m_iFamasShotsFired = 0;
m_flFamasShoot = 0;
m_flAccuracy = 0.2;
iShellOn = 1;
return DefaultDeploy("models/v_famas.mdl", "models/p_famas.mdl", FAMAS_DRAW, "carbine", UseDecrement() != FALSE);
}
/* <2c0236> ../cstrike/dlls/wpn_shared/wpn_famas.cpp:114 */
void CFamas::__MAKE_VHOOK(SecondaryAttack)(void)
{
if (m_iWeaponState & WPNSTATE_FAMAS_BURST_MODE)
{
ClientPrint(m_pPlayer->pev, HUD_PRINTCENTER, "#Switch_To_FullAuto");
m_iWeaponState &= ~WPNSTATE_FAMAS_BURST_MODE;
}
else
{
ClientPrint(m_pPlayer->pev, HUD_PRINTCENTER, "#Switch_To_BurstFire");
m_iWeaponState |= WPNSTATE_FAMAS_BURST_MODE;
}
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.3;
}
/* <2c04fe> ../cstrike/dlls/wpn_shared/wpn_famas.cpp:129 */
void CFamas::__MAKE_VHOOK(PrimaryAttack)(void)
{
if (m_pPlayer->pev->waterlevel == 3)
{
PlayEmptySound();
m_flNextPrimaryAttack = GetNextAttackDelay(0.15);
return;
}
bool bFireBurst = (m_iWeaponState & WPNSTATE_FAMAS_BURST_MODE) == WPNSTATE_FAMAS_BURST_MODE;
if (!(m_pPlayer->pev->flags & FL_ONGROUND))
{
FamasFire(0.030 + 0.3 * m_flAccuracy, 0.0825, FALSE, bFireBurst);
}
else if (m_pPlayer->pev->velocity.Length2D() > 140)
{
FamasFire(0.030 + 0.07 * m_flAccuracy, 0.0825, FALSE, bFireBurst);
}
else
{
FamasFire(0.02 * m_flAccuracy, 0.0825, FALSE, bFireBurst);
}
}
/* <2c0613> ../cstrike/dlls/wpn_shared/wpn_famas.cpp:152 */
void CFamas::FamasFire(float flSpread, float flCycleTime, BOOL fUseAutoAim, BOOL bFireBurst)
{
Vector vecAiming, vecSrc, vecDir;
int flag;
//int mask;
if (bFireBurst)
{
m_iFamasShotsFired = 0;
flCycleTime = 0.55;
}
else
{
flSpread += 0.01;
}
m_bDelayFire = true;
m_iShotsFired++;
m_flAccuracy = (m_iShotsFired * m_iShotsFired * m_iShotsFired / 215) + 0.3;
if (m_flAccuracy > 1)
m_flAccuracy = 1;
if (m_iClip <= 0)
{
if (m_fFireOnEmpty)
{
PlayEmptySound();
m_flNextPrimaryAttack = GetNextAttackDelay(0.2);
}
if (TheBots != NULL)
{
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;
vecDir = m_pPlayer->FireBullets3(vecSrc, vecAiming, flSpread, 8192, 2, BULLET_PLAYER_556MM,
bFireBurst ? FAMAS_DAMAGE_BURST : FAMAS_DAMAGE, FAMAS_RANGE_MODIFER, m_pPlayer->pev, false, m_pPlayer->random_seed);
#ifdef CLIENT_WEAPONS
flag = FEV_NOTHOST;
#else
flag = 0;
#endif // CLIENT_WEAPONS
PLAYBACK_EVENT_FULL(flag, m_pPlayer->edict(), m_usFireFamas, 0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y,
(int)(m_pPlayer->pev->punchangle.x * 10000000), (int)(m_pPlayer->pev->punchangle.y * 10000000), FALSE, FALSE);
m_flNextPrimaryAttack = m_flNextSecondaryAttack = GetNextAttackDelay(flCycleTime);
if (!m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0)
{
m_pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0);
}
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.1;
if (m_pPlayer->pev->velocity.Length2D() > 0)
{
KickBack(1.0, 0.45, 0.275, 0.05, 4.0, 2.5, 7);
}
else if (!(m_pPlayer->pev->flags & FL_ONGROUND))
{
KickBack(1.25, 0.45, 0.22, 0.18, 5.5, 4.0, 5);
}
else if (m_pPlayer->pev->flags & FL_DUCKING)
{
KickBack(0.575, 0.325, 0.2, 0.011, 3.25, 2.0, 8);
}
else
{
KickBack(0.625, 0.375, 0.25, 0.0125, 3.5, 2.25, 8);
}
if (bFireBurst)
{
m_iFamasShotsFired++;
m_fBurstSpread = flSpread;
m_flFamasShoot = gpGlobals->time + 0.05;
}
}
/* <2c0336> ../cstrike/dlls/wpn_shared/wpn_famas.cpp:262 */
void CFamas::__MAKE_VHOOK(Reload)(void)
{
if (m_pPlayer->ammo_556nato <= 0)
{
return;
}
if (DefaultReload(FAMAS_MAX_CLIP, FAMAS_RELOAD, FAMAS_RELOAD_TIME))
{
m_pPlayer->SetAnimation(PLAYER_RELOAD);
if (m_pPlayer->m_iFOV != DEFAULT_FOV)
{
SecondaryAttack();
}
m_flAccuracy = 0;
m_iShotsFired = 0;
m_bDelayFire = false;
}
}
/* <2c02fa> ../cstrike/dlls/wpn_shared/wpn_famas.cpp:284 */
void CFamas::__MAKE_VHOOK(WeaponIdle)(void)
{
ResetEmptySound();
m_pPlayer->GetAutoaimVector(AUTOAIM_10DEGREES);
if (m_flTimeWeaponIdle <= UTIL_WeaponTimeBase())
{
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 20.0;
SendWeaponAnim(FAMAS_IDLE1, UseDecrement() != FALSE);
}
}
#ifdef HOOK_GAMEDLL
void CFamas::Spawn(void)
{
Spawn_();
}
void CFamas::Precache(void)
{
Precache_();
}
int CFamas::GetItemInfo(ItemInfo *p)
{
return GetItemInfo_(p);
}
BOOL CFamas::Deploy(void)
{
return Deploy_();
}
void CFamas::PrimaryAttack(void)
{
PrimaryAttack_();
}
void CFamas::SecondaryAttack(void)
{
SecondaryAttack_();
}
void CFamas::Reload(void)
{
Reload_();
}
void CFamas::WeaponIdle(void)
{
WeaponIdle_();
}
#endif // HOOK_GAMEDLL