mirror of
https://github.com/s1lentq/ReGameDLL_CS.git
synced 2024-12-27 23:25:41 +03:00
8d1f4fb673
Implement weapon flag ITEM_FLAG_NOFIREUNDERWATER to allow user to changes behavior firing underwater
222 lines
4.8 KiB
C++
222 lines
4.8 KiB
C++
#include "precompiled.h"
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LINK_ENTITY_TO_CLASS(weapon_xm1014, CXM1014, CCSXM1014)
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void CXM1014::Spawn()
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{
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Precache();
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m_iId = WEAPON_XM1014;
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SET_MODEL(edict(), "models/w_xm1014.mdl");
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m_iDefaultAmmo = XM1014_DEFAULT_GIVE;
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#ifdef REGAMEDLL_API
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CSPlayerWeapon()->m_flBaseDamage = XM1014_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 CXM1014::Precache()
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{
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PRECACHE_MODEL("models/v_xm1014.mdl");
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PRECACHE_MODEL("models/w_xm1014.mdl");
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m_iShellId = m_iShell = PRECACHE_MODEL("models/shotgunshell.mdl");
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PRECACHE_SOUND("weapons/xm1014-1.wav");
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PRECACHE_SOUND("weapons/reload1.wav");
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PRECACHE_SOUND("weapons/reload3.wav");
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m_usFireXM1014 = PRECACHE_EVENT(1, "events/xm1014.sc");
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}
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int CXM1014::GetItemInfo(ItemInfo *p)
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{
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p->pszName = STRING(pev->classname);
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p->pszAmmo1 = "buckshot";
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p->iMaxAmmo1 = MAX_AMMO_BUCKSHOT;
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p->pszAmmo2 = nullptr;
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p->iMaxAmmo2 = -1;
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p->iMaxClip = XM1014_MAX_CLIP;
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p->iSlot = 0;
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p->iPosition = 12;
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p->iId = m_iId = WEAPON_XM1014;
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p->iFlags = ITEM_FLAG_NOFIREUNDERWATER;
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p->iWeight = XM1014_WEIGHT;
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return 1;
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}
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BOOL CXM1014::Deploy()
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{
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return DefaultDeploy("models/v_xm1014.mdl", "models/p_xm1014.mdl", XM1014_DRAW, "m249", UseDecrement() != FALSE);
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}
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BOOL CXM1014::PlayEmptySound()
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{
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BOOL result = CBasePlayerWeapon::PlayEmptySound();
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m_iPlayEmptySound = 0;
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return result;
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}
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void CXM1014::PrimaryAttack()
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{
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Vector vecAiming, vecSrc, vecDir;
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int flag;
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if (m_iClip <= 0)
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{
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#ifdef BUILD_LATEST_FIXES
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if (!m_fInSpecialReload)
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{
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PlayEmptySound();
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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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}
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Reload();
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#else
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Reload();
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if (!m_iClip)
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{
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PlayEmptySound();
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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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m_flNextPrimaryAttack = GetNextAttackDelay(1);
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#endif // #ifdef BUILD_LATEST_FIXES
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return;
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}
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m_pPlayer->m_iWeaponVolume = LOUD_GUN_VOLUME;
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m_pPlayer->m_iWeaponFlash = BRIGHT_GUN_FLASH;
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m_iClip--;
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m_pPlayer->pev->effects |= EF_MUZZLEFLASH;
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// player "shoot" animation
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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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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 = XM1014_DAMAGE;
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#endif
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Vector vecCone(XM1014_CONE_VECTOR);
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#ifdef REGAMEDLL_FIXES
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m_pPlayer->FireBuckshots(6, vecSrc, vecAiming, vecCone, 3048.0f, 0, flBaseDamage, m_pPlayer->pev);
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#else
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m_pPlayer->FireBullets(6, vecSrc, vecAiming, vecCone, 3048, BULLET_PLAYER_BUCKSHOT, 0, 0, NULL);
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#endif
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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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#ifdef REGAMEDLL_ADD
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// HACKHACK: client-side weapon prediction fix
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if (!(iFlags() & ITEM_FLAG_NOFIREUNDERWATER) && m_pPlayer->pev->waterlevel == 3)
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flag = 0;
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#endif
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PLAYBACK_EVENT_FULL(flag, m_pPlayer->edict(), m_usFireXM1014, 0, (float *)&g_vecZero, (float *)&g_vecZero, m_vVecAiming.x, m_vVecAiming.y, 7,
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int(m_vVecAiming.x * 100), m_iClip == 0, FALSE);
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if (!m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0)
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{
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// HEV suit - indicate out of ammo condition
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m_pPlayer->SetSuitUpdate("!HEV_AMO0", SUIT_SENTENCE, SUIT_REPEAT_OK);
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}
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#ifndef REGAMEDLL_FIXES
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if (m_iClip != 0)
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m_flPumpTime = UTIL_WeaponTimeBase() + 0.125f;
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#endif
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m_flNextPrimaryAttack = GetNextAttackDelay(0.25);
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m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.25f;
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if (m_iClip != 0)
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.25f;
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else
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m_flTimeWeaponIdle = 0.75f;
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m_fInSpecialReload = 0;
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if (m_pPlayer->pev->flags & FL_ONGROUND)
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m_pPlayer->pev->punchangle.x -= UTIL_SharedRandomLong(m_pPlayer->random_seed + 1, 3, 5);
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else
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m_pPlayer->pev->punchangle.x -= UTIL_SharedRandomLong(m_pPlayer->random_seed + 1, 7, 10);
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}
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void CXM1014::Reload()
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{
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if (!DefaultShotgunReload(XM1014_RELOAD, XM1014_START_RELOAD, 0.3f, 0.55f, "weapons/reload1.wav", "weapons/reload3.wav"))
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{
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/* do nothing */
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}
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}
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void CXM1014::WeaponIdle()
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{
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ResetEmptySound();
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m_pPlayer->GetAutoaimVector(AUTOAIM_5DEGREES);
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#ifndef REGAMEDLL_FIXES
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if (m_flPumpTime && m_flPumpTime < UTIL_WeaponTimeBase())
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{
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m_flPumpTime = 0;
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}
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#endif
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if (m_flTimeWeaponIdle < UTIL_WeaponTimeBase())
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{
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if (m_iClip == 0 && m_fInSpecialReload == 0 && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType])
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{
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Reload();
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}
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else if (m_fInSpecialReload != 0)
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{
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if (m_iClip != iMaxClip() && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType])
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{
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Reload();
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}
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else
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{
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// reload debounce has timed out
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SendWeaponAnim(XM1014_PUMP, UseDecrement() != FALSE);
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m_fInSpecialReload = 0;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.5f;
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}
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}
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else
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{
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SendWeaponAnim(XM1014_IDLE, UseDecrement() != FALSE);
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}
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}
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}
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