mirror of
https://github.com/s1lentq/ReGameDLL_CS.git
synced 2024-12-28 15:45:41 +03:00
233 lines
5.1 KiB
C++
233 lines
5.1 KiB
C++
#include "precompiled.h"
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LINK_ENTITY_TO_CLASS(weapon_elite, CELITE, CCSELITE)
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void CELITE::Spawn()
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{
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Precache();
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m_iId = WEAPON_ELITE;
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SET_MODEL(edict(), "models/w_elite.mdl");
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m_iDefaultAmmo = ELITE_DEFAULT_GIVE;
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m_flAccuracy = 0.88f;
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#ifdef REGAMEDLL_API
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CSPlayerWeapon()->m_flBaseDamage = ELITE_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 CELITE::Precache()
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{
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PRECACHE_MODEL("models/v_elite.mdl");
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PRECACHE_MODEL("models/w_elite.mdl");
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PRECACHE_SOUND("weapons/elite_fire.wav");
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PRECACHE_SOUND("weapons/elite_reloadstart.wav");
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PRECACHE_SOUND("weapons/elite_leftclipin.wav");
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PRECACHE_SOUND("weapons/elite_clipout.wav");
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PRECACHE_SOUND("weapons/elite_sliderelease.wav");
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PRECACHE_SOUND("weapons/elite_rightclipin.wav");
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PRECACHE_SOUND("weapons/elite_deploy.wav");
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m_iShell = PRECACHE_MODEL("models/pshell.mdl");
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m_usFireELITE_LEFT = PRECACHE_EVENT(1, "events/elite_left.sc");
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m_usFireELITE_RIGHT = PRECACHE_EVENT(1, "events/elite_right.sc");
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}
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int CELITE::GetItemInfo(ItemInfo *p)
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{
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p->pszName = STRING(pev->classname);
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p->pszAmmo1 = "9mm";
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p->iMaxAmmo1 = MAX_AMMO_9MM;
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p->pszAmmo2 = nullptr;
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p->iMaxAmmo2 = -1;
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p->iMaxClip = ELITE_MAX_CLIP;
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p->iSlot = 1;
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p->iPosition = 5;
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p->iId = m_iId = WEAPON_ELITE;
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p->iFlags = 0;
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p->iWeight = ELITE_WEIGHT;
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return 1;
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}
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BOOL CELITE::Deploy()
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{
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m_flAccuracy = 0.88f;
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if (!(m_iClip & 1))
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{
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m_iWeaponState |= WPNSTATE_ELITE_LEFT;
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}
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return DefaultDeploy("models/v_elite.mdl", "models/p_elite.mdl", ELITE_DRAW, "dualpistols", UseDecrement() != FALSE);
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}
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void CELITE::PrimaryAttack()
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{
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if (!(m_pPlayer->pev->flags & FL_ONGROUND))
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{
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ELITEFire(1.3 * (1 - m_flAccuracy), 0.2, FALSE);
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}
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else if (m_pPlayer->pev->velocity.Length2D() > 0)
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{
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ELITEFire(0.175 * (1 - m_flAccuracy), 0.2, FALSE);
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}
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else if (m_pPlayer->pev->flags & FL_DUCKING)
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{
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ELITEFire(0.08 * (1 - m_flAccuracy), 0.2, FALSE);
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}
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else
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{
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ELITEFire(0.1 * (1 - m_flAccuracy), 0.2, FALSE);
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}
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}
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void CELITE::ELITEFire(float flSpread, float flCycleTime, BOOL fUseSemi)
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{
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float flTimeDiff;
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int flag;
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Vector vecAiming;
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Vector vecSrc;
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Vector vecDir;
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#ifdef REGAMEDLL_FIXES
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flCycleTime -= 0.078f;
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#else
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flCycleTime -= 0.125f;
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#endif
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if (++m_iShotsFired > 1)
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{
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return;
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}
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flTimeDiff = gpGlobals->time - m_flLastFire;
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if (m_flLastFire)
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{
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m_flAccuracy -= (0.325f - flTimeDiff) * 0.275f;
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if (m_flAccuracy > 0.88f)
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{
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m_flAccuracy = 0.88f;
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}
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else if (m_flAccuracy < 0.55f)
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{
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m_flAccuracy = 0.55f;
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}
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}
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m_flLastFire = gpGlobals->time;
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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_flNextPrimaryAttack = m_flNextSecondaryAttack = GetNextAttackDelay(flCycleTime);
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m_iClip--;
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m_pPlayer->m_iWeaponVolume = BIG_EXPLOSION_VOLUME;
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m_pPlayer->m_iWeaponFlash = DIM_GUN_FLASH;
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UTIL_MakeVectors(m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle);
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m_pPlayer->pev->effects |= EF_MUZZLEFLASH;
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vecSrc = m_pPlayer->GetGunPosition();
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vecAiming = gpGlobals->v_forward;
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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_API
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float flBaseDamage = CSPlayerWeapon()->m_flBaseDamage;
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#else
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float flBaseDamage = ELITE_DAMAGE;
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#endif
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if (m_iWeaponState & WPNSTATE_ELITE_LEFT)
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{
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m_pPlayer->SetAnimation(PLAYER_ATTACK1);
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m_iWeaponState &= ~WPNSTATE_ELITE_LEFT;
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vecSrc -= gpGlobals->v_right * 5;
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vecDir = m_pPlayer->FireBullets3(vecSrc, vecAiming, flSpread,
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8192, BULLET_PLAYER_9MM, 1, flBaseDamage, ELITE_RANGE_MODIFER, m_pPlayer->pev, true, m_pPlayer->random_seed);
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PLAYBACK_EVENT_FULL(flag, m_pPlayer->edict(), m_usFireELITE_LEFT, 0, (float *)&g_vecZero, (float *)&g_vecZero, flTimeDiff, vecDir.x,
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int(vecDir.y * 100), m_iClip, FALSE, FALSE);
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}
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else
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{
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m_pPlayer->SetAnimation(PLAYER_ATTACK2);
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m_iWeaponState |= WPNSTATE_ELITE_LEFT;
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vecSrc += gpGlobals->v_right * 5;
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vecDir = m_pPlayer->FireBullets3(vecSrc, vecAiming, flSpread,
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8192, BULLET_PLAYER_9MM, 1, flBaseDamage, ELITE_RANGE_MODIFER, m_pPlayer->pev, true, m_pPlayer->random_seed);
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PLAYBACK_EVENT_FULL(flag, m_pPlayer->edict(), m_usFireELITE_RIGHT, 0, (float *)&g_vecZero, (float *)&g_vecZero, flTimeDiff, vecDir.x,
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int(vecDir.y * 100), m_iClip, FALSE, FALSE);
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}
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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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m_pPlayer->pev->punchangle.x -= 2.0f;
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}
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void CELITE::Reload()
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{
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if (m_pPlayer->ammo_9mm <= 0)
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return;
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if (DefaultReload(iMaxClip(), ELITE_RELOAD, ELITE_RELOAD_TIME))
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{
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m_pPlayer->SetAnimation(PLAYER_RELOAD);
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m_flAccuracy = 0.88f;
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}
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}
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void CELITE::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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if (m_iClip)
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{
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int iAnim = (m_iClip == 1) ? ELITE_IDLE_LEFTEMPTY : ELITE_IDLE;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 60.0f;
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SendWeaponAnim(iAnim, UseDecrement() != FALSE);
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}
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}
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}
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