mirror of
https://github.com/s1lentq/ReGameDLL_CS.git
synced 2024-12-28 15:45:41 +03:00
a79775b443
* Features: add m_flBaseDamage
203 lines
4.4 KiB
C++
203 lines
4.4 KiB
C++
#include "precompiled.h"
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LINK_ENTITY_TO_CLASS(weapon_p90, CP90, CCSP90)
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void CP90::Spawn()
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{
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Precache();
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m_iId = WEAPON_P90;
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SET_MODEL(edict(), "models/w_p90.mdl");
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m_iDefaultAmmo = P90_DEFAULT_GIVE;
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m_flAccuracy = 0.2f;
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m_iShotsFired = 0;
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m_bDelayFire = false;
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#ifdef REGAMEDLL_API
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CSPlayerWeapon()->m_flBaseDamage = P90_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 CP90::Precache()
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{
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PRECACHE_MODEL("models/v_p90.mdl");
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PRECACHE_MODEL("models/w_p90.mdl");
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PRECACHE_SOUND("weapons/p90-1.wav");
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PRECACHE_SOUND("weapons/p90_clipout.wav");
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PRECACHE_SOUND("weapons/p90_clipin.wav");
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PRECACHE_SOUND("weapons/p90_boltpull.wav");
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PRECACHE_SOUND("weapons/p90_cliprelease.wav");
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m_iShell = PRECACHE_MODEL("models/rshell.mdl");
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m_usFireP90 = PRECACHE_EVENT(1, "events/p90.sc");
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}
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int CP90::GetItemInfo(ItemInfo *p)
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{
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p->pszName = STRING(pev->classname);
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p->pszAmmo1 = "57mm";
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p->iMaxAmmo1 = MAX_AMMO_57MM;
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p->pszAmmo2 = nullptr;
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p->iMaxAmmo2 = -1;
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p->iMaxClip = P90_MAX_CLIP;
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p->iSlot = 0;
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p->iPosition = 8;
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p->iId = m_iId = WEAPON_P90;
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p->iFlags = 0;
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p->iWeight = P90_WEIGHT;
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return 1;
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}
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BOOL CP90::Deploy()
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{
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m_iShotsFired = 0;
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m_bDelayFire = false;
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m_flAccuracy = 0.2f;
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iShellOn = 1;
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return DefaultDeploy("models/v_p90.mdl", "models/p_p90.mdl", P90_DRAW, "carbine", UseDecrement() != FALSE);
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}
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void CP90::PrimaryAttack()
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{
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if (!(m_pPlayer->pev->flags & FL_ONGROUND))
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{
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P90Fire(0.3 * m_flAccuracy, 0.066, FALSE);
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}
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else if (m_pPlayer->pev->velocity.Length2D() > 170)
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{
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P90Fire(0.115 * m_flAccuracy, 0.066, FALSE);
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}
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else
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{
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P90Fire(0.045 * m_flAccuracy, 0.066, FALSE);
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}
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}
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void CP90::P90Fire(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 / 175) + 0.45f;
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if (m_flAccuracy > 1)
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m_flAccuracy = 1;
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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 = P90_DAMAGE;
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#endif
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vecDir = m_pPlayer->FireBullets3(vecSrc, vecAiming, flSpread, 8192, 1, BULLET_PLAYER_57MM, flBaseDamage, P90_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_usFireP90, 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), 5, 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(0.9, 0.45, 0.35, 0.04, 5.25, 3.5, 4);
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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(0.45, 0.3, 0.2, 0.0275, 4.0, 2.25, 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(0.275, 0.2, 0.125, 0.02, 3.0, 1.0, 9);
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}
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else
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{
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KickBack(0.3, 0.225, 0.125, 0.02, 3.25, 1.25, 8);
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}
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}
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void CP90::Reload()
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{
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if (m_pPlayer->ammo_57mm <= 0)
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return;
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if (DefaultReload(iMaxClip(), P90_RELOAD, P90_RELOAD_TIME))
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{
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m_pPlayer->SetAnimation(PLAYER_RELOAD);
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m_flAccuracy = 0.2f;
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m_iShotsFired = 0;
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}
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}
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void CP90::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(P90_IDLE1, UseDecrement() != FALSE);
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}
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float CP90::GetMaxSpeed()
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{
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return P90_MAX_SPEED;
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}
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