mirror of
https://github.com/s1lentq/ReGameDLL_CS.git
synced 2024-12-27 23:25:41 +03:00
667242fadd
* weapons.h: Add `*_ACCURACY_DIVISOR` constants * fix `m_flAccuracy` spray calculation
191 lines
4.1 KiB
C++
191 lines
4.1 KiB
C++
#include "precompiled.h"
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LINK_ENTITY_TO_CLASS(weapon_mac10, CMAC10, CCSMAC10)
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void CMAC10::Spawn()
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{
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Precache();
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m_iId = WEAPON_MAC10;
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SET_MODEL(edict(), "models/w_mac10.mdl");
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m_iDefaultAmmo = MAC10_DEFAULT_GIVE;
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m_flAccuracy = 0.15f;
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m_bDelayFire = false;
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#ifdef REGAMEDLL_API
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CSPlayerWeapon()->m_flBaseDamage = MAC10_DAMAGE;
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#endif
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// Get ready to fall down
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FallInit();
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// extend
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CBasePlayerWeapon::Spawn();
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}
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void CMAC10::Precache()
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{
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PRECACHE_MODEL("models/v_mac10.mdl");
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PRECACHE_MODEL("models/w_mac10.mdl");
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PRECACHE_SOUND("weapons/mac10-1.wav");
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PRECACHE_SOUND("weapons/mac10_clipout.wav");
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PRECACHE_SOUND("weapons/mac10_clipin.wav");
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PRECACHE_SOUND("weapons/mac10_boltpull.wav");
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m_iShell = PRECACHE_MODEL("models/pshell.mdl");
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m_usFireMAC10 = PRECACHE_EVENT(1, "events/mac10.sc");
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}
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int CMAC10::GetItemInfo(ItemInfo *p)
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{
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p->pszName = STRING(pev->classname);
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p->pszAmmo1 = "45acp";
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p->iMaxAmmo1 = MAX_AMMO_45ACP;
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p->pszAmmo2 = nullptr;
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p->iMaxAmmo2 = -1;
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p->iMaxClip = MAC10_MAX_CLIP;
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p->iSlot = 0;
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p->iPosition = 13;
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p->iId = m_iId = WEAPON_MAC10;
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p->iFlags = 0;
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p->iWeight = MAC10_WEIGHT;
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return 1;
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}
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BOOL CMAC10::Deploy()
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{
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m_flAccuracy = 0.15f;
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iShellOn = 1;
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m_bDelayFire = false;
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return DefaultDeploy("models/v_mac10.mdl", "models/p_mac10.mdl", MAC10_DRAW, "onehanded", UseDecrement() != FALSE);
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}
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void CMAC10::PrimaryAttack()
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{
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if (!(m_pPlayer->pev->flags & FL_ONGROUND))
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{
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MAC10Fire(0.375 * m_flAccuracy, 0.07, FALSE);
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}
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else
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{
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MAC10Fire(0.03 * m_flAccuracy, 0.07, FALSE);
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}
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}
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void CMAC10::MAC10Fire(float flSpread, float flCycleTime, BOOL fUseAutoAim)
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{
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Vector vecAiming, vecSrc, vecDir;
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int flag;
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m_bDelayFire = true;
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m_iShotsFired++;
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m_flAccuracy = ((m_iShotsFired * m_iShotsFired * m_iShotsFired) / MAC10_ACCURACY_DIVISOR) + 0.6f;
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if (m_flAccuracy > 1.65f)
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m_flAccuracy = 1.65f;
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if (m_iClip <= 0)
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{
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if (m_fFireOnEmpty)
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{
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PlayEmptySound();
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m_flNextPrimaryAttack = GetNextAttackDelay(0.2);
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}
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if (TheBots)
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{
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TheBots->OnEvent(EVENT_WEAPON_FIRED_ON_EMPTY, m_pPlayer);
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}
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return;
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}
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m_iClip--;
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m_pPlayer->pev->effects |= EF_MUZZLEFLASH;
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m_pPlayer->SetAnimation(PLAYER_ATTACK1);
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UTIL_MakeVectors(m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle);
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m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME;
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m_pPlayer->m_iWeaponFlash = DIM_GUN_FLASH;
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vecSrc = m_pPlayer->GetGunPosition();
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vecAiming = gpGlobals->v_forward;
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#ifdef REGAMEDLL_API
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float flBaseDamage = CSPlayerWeapon()->m_flBaseDamage;
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#else
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float flBaseDamage = MAC10_DAMAGE;
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#endif
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vecDir = m_pPlayer->FireBullets3(vecSrc, vecAiming, flSpread, 8192, 1, BULLET_PLAYER_45ACP,
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flBaseDamage, MAC10_RANGE_MODIFER, m_pPlayer->pev, false, m_pPlayer->random_seed);
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#ifdef CLIENT_WEAPONS
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flag = FEV_NOTHOST;
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#else
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flag = 0;
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#endif
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PLAYBACK_EVENT_FULL(flag, m_pPlayer->edict(), m_usFireMAC10, 0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y,
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int(m_pPlayer->pev->punchangle.x * 100), int(m_pPlayer->pev->punchangle.y * 100), FALSE, FALSE);
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m_flNextPrimaryAttack = m_flNextSecondaryAttack = GetNextAttackDelay(flCycleTime);
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if (!m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0)
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{
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m_pPlayer->SetSuitUpdate("!HEV_AMO0", SUIT_SENTENCE, SUIT_REPEAT_OK);
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}
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.0f;
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if (!(m_pPlayer->pev->flags & FL_ONGROUND))
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{
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KickBack(1.3, 0.55, 0.4, 0.05, 4.75, 3.75, 5);
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}
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else if (m_pPlayer->pev->velocity.Length2D() > 0)
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{
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KickBack(0.9, 0.45, 0.25, 0.035, 3.5, 2.75, 7);
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}
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else if (m_pPlayer->pev->flags & FL_DUCKING)
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{
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KickBack(0.75, 0.4, 0.175, 0.03, 2.75, 2.5, 10);
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}
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else
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{
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KickBack(0.775, 0.425, 0.2, 0.03, 3.0, 2.75, 9);
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}
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}
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void CMAC10::Reload()
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{
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if (m_pPlayer->ammo_45acp <= 0)
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return;
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if (DefaultReload(iMaxClip(), MAC10_RELOAD, MAC10_RELOAD_TIME))
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{
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m_pPlayer->SetAnimation(PLAYER_RELOAD);
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m_flAccuracy = 0;
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m_iShotsFired = 0;
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}
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}
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void CMAC10::WeaponIdle()
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{
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ResetEmptySound();
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m_pPlayer->GetAutoaimVector(AUTOAIM_10DEGREES);
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if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase())
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{
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return;
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}
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 20.0f;
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SendWeaponAnim(MAC10_IDLE1, UseDecrement() != FALSE);
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}
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