ReGameDLL_CS/regamedll/dlls/wpn_shared/wpn_usp.cpp
2015-06-30 15:46:07 +06:00

273 lines
6.6 KiB
C++

#include "precompiled.h"
enum usp_e
{
USP_IDLE,
USP_SHOOT1,
USP_SHOOT2,
USP_SHOOT3,
USP_SHOOT_EMPTY,
USP_RELOAD,
USP_DRAW,
USP_ATTACH_SILENCER,
USP_UNSIL_IDLE,
USP_UNSIL_SHOOT1,
USP_UNSIL_SHOOT2,
USP_UNSIL_SHOOT3,
USP_UNSIL_SHOOT_EMPTY,
USP_UNSIL_RELOAD,
USP_UNSIL_DRAW,
USP_DETACH_SILENCER
};
enum usp_shield_e
{
USP_SHIELD_IDLE,
USP_SHIELD_SHOOT1,
USP_SHIELD_SHOOT2,
USP_SHIELD_SHOOT_EMPTY,
USP_SHIELD_RELOAD,
USP_SHIELD_DRAW,
USP_SHIELD_UP_IDLE,
USP_SHIELD_UP,
USP_SHIELD_DOWN
};
/* <2bb045> ../cstrike/dlls/wpn_shared/wpn_usp.cpp:68 */
LINK_ENTITY_TO_CLASS(weapon_usp, CUSP);
/* <2bad55> ../cstrike/dlls/wpn_shared/wpn_usp.cpp:70 */
void CUSP::Spawn_(void)
{
Precache();
m_iId = WEAPON_USP;
SET_MODEL(ENT(pev),"models/w_usp.mdl");
m_iWeaponState &= ~WPNSTATE_SHIELD_DRAWN;
m_iDefaultAmmo = 12;//TODO: Default clip USP_MAX_CLIP
m_flAccuracy = 0.92f;
FallInit();
}
void CUSP::Precache_(void)
{
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");
}
/* <2bacfb> ../cstrike/dlls/wpn_shared/wpn_usp.cpp:107 */
int CUSP::GetItemInfo_(ItemInfo *p)
{
p->pszAmmo1 = "45ACP";
p->iMaxAmmo1 = MAX_AMMO_45ACP;
p->pszName = STRING(pev->classname);
p->pszAmmo2 = 0;
p->iMaxAmmo2 = -1;
p->iMaxClip = USP_MAX_CLIP;
p->iSlot = 1;
p->iPosition = 4;
p->iFlags = 0;
m_iId = WEAPON_USP;
p->iId = WEAPON_USP;
p->iWeight = 5;
return 1;
}
/* <2bad2e> ../cstrike/dlls/wpn_shared/wpn_usp.cpp:124 */
BOOL CUSP::Deploy_(void)
{
m_iWeaponState &= ~WPNSTATE_SHIELD_DRAWN;
m_flAccuracy = 0.92f;
m_fMaxSpeed = 250.0f;
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() != FALSE);
}
else if (m_iWeaponState & WPNSTATE_USP_SILENCED)
return DefaultDeploy("models/v_usp.mdl", "models/p_usp.mdl", USP_DRAW, "onehanded", UseDecrement() != FALSE);
return DefaultDeploy("models/v_usp.mdl", "models/p_usp.mdl", USP_UNSIL_DRAW, "onehanded", UseDecrement() != FALSE);
}
/* <2bae77> ../cstrike/dlls/wpn_shared/wpn_usp.cpp:147 */
NOBODY void CUSP::SecondaryAttack_(void)
{
// SecondaryAttack(CUSP *const this); // 147
}
/* <2bb000> ../cstrike/dlls/wpn_shared/wpn_usp.cpp:173 */
NOBODY void CUSP::PrimaryAttack_(void)
{
// Length2D(const Vector *const this); // 179
// Length2D(const Vector *const this); // 190
}
/* <2bb10f> ../cstrike/dlls/wpn_shared/wpn_usp.cpp:200 */
UNTESTED void CUSP::USPFire(float flSpread, float flCycleTime, BOOL fUseSemi)
{
int flag;
//int iDamage;;//unused
//Vector vecAiming;//unused
//Vector vecSrc;;//unused
Vector vecDir;
flCycleTime -= 0.075f;
m_iShotsFired++;
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 != NULL)
{
TheBots->OnEvent(EVENT_WEAPON_FIRED_ON_EMPTY, m_pPlayer, NULL);
}
return;
}
m_flNextSecondaryAttack = GetNextAttackDelay(flCycleTime);
m_flNextPrimaryAttack = m_flNextSecondaryAttack;
m_iClip--;
SetPlayerShieldAnim();
m_pPlayer->SetAnimation(PLAYER_ATTACK1);
m_pPlayer->m_iWeaponVolume = 2048;
m_pPlayer->m_iWeaponFlash = 128;
UTIL_MakeVectors(m_pPlayer->pev->punchangle + m_pPlayer->pev->v_angle);
if (!(m_iWeaponState & WPNSTATE_USP_SILENCED))
m_pPlayer->pev->effects |= EF_MUZZLEFLASH;
vecDir = FireBullets3(m_pPlayer->GetGunPosition(), gpGlobals->v_forward, flSpread, 4096, 1, BULLET_PLAYER_45ACP, (m_iWeaponState & WPNSTATE_USP_SILENCED) ? 30 : 34, 0.79f, m_pPlayer->pev, true, m_pPlayer->random_seed);
#ifdef CLIENT_WEAPONS
flag = FEV_NOTHOST;
#else
flag = 0;
#endif
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 * 100.0f), 0, m_iClip == 0, (int)(m_iWeaponState & WPNSTATE_USP_SILENCED));
if (!m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0)
m_pPlayer->SetSuitUpdate("!HEV_AMO0", 0, 0);
m_flTimeWeaponIdle = 2.0f;
m_pPlayer->pev->punchangle.x -= 2.0f;
ResetPlayerShieldAnim();
}
/* <2bae19> ../cstrike/dlls/wpn_shared/wpn_usp.cpp:297 */
void CUSP::Reload_(void)
{
if (m_pPlayer->ammo_45acp <= 0)
return;
int iResult;
if (m_pPlayer->HasShield())
iResult = DefaultReload(USP_MAX_CLIP, USP_SHIELD_RELOAD, 2.7);
else if (m_iWeaponState & WPNSTATE_USP_SILENCED)
iResult = DefaultReload(USP_MAX_CLIP, USP_RELOAD, 2.7);
else
iResult = DefaultReload(USP_MAX_CLIP, USP_UNSIL_RELOAD, 2.7);
if (iResult)
{
m_pPlayer->SetAnimation(PLAYER_RELOAD);
m_flAccuracy = 0.92f;
}
}
/* <2b9c2a> ../cstrike/dlls/wpn_shared/wpn_usp.cpp:318 */
void CUSP::WeaponIdle_(void)
{
ResetEmptySound();
m_pPlayer->GetAutoaimVector(0.173648);
if (m_flTimeWeaponIdle > 0.0f)
return;
if (m_pPlayer->HasShield())
{
m_flTimeWeaponIdle = 20.0f;
if (m_iWeaponState & WPNSTATE_SHIELD_DRAWN)
SendWeaponAnim(USP_DRAW, UseDecrement() != FALSE);
}
else if (m_iClip)
{
//int iAnim = USP_UNSIL_IDLE * (~m_iWeaponState & WPNSTATE_USP_SILENCED);
int iAnim = (~m_iWeaponState & WPNSTATE_USP_SILENCED) ? USP_UNSIL_IDLE: USP_IDLE;// : USP_UNSIL_IDLE;
m_flTimeWeaponIdle = 60.0f;
SendWeaponAnim(iAnim, UseDecrement() != FALSE);
}
}
#ifdef HOOK_GAMEDLL
void CUSP::Spawn(void)
{
Spawn_();
}
void CUSP::Precache(void)
{
Precache_();
}
int CUSP::GetItemInfo(ItemInfo *p)
{
return GetItemInfo_(p);
}
BOOL CUSP::Deploy(void)
{
return Deploy_();
}
void CUSP::SecondaryAttack(void)
{
SecondaryAttack_();
}
void CUSP::PrimaryAttack(void)
{
PrimaryAttack_();
}
void CUSP::Reload(void)
{
Reload_();
}
void CUSP::WeaponIdle(void)
{
WeaponIdle_();
}
#endif // HOOK_GAMEDLL