mirror of
https://github.com/s1lentq/ReGameDLL_CS.git
synced 2024-12-28 07:35:40 +03:00
242 lines
5.4 KiB
C++
242 lines
5.4 KiB
C++
#include "precompiled.h"
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LINK_ENTITY_TO_CLASS(weapon_g3sg1, CG3SG1, CCSG3SG1)
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void CG3SG1::Spawn()
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{
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Precache();
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m_iId = WEAPON_G3SG1;
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SET_MODEL(edict(), "models/w_g3sg1.mdl");
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m_iDefaultAmmo = G3SG1_DEFAULT_GIVE;
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m_flLastFire = 0;
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#ifdef REGAMEDLL_API
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CSPlayerWeapon()->m_flBaseDamage = G3SG1_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 CG3SG1::Precache()
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{
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PRECACHE_MODEL("models/v_g3sg1.mdl");
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PRECACHE_MODEL("models/w_g3sg1.mdl");
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PRECACHE_SOUND("weapons/g3sg1-1.wav");
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PRECACHE_SOUND("weapons/g3sg1_slide.wav");
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PRECACHE_SOUND("weapons/g3sg1_clipin.wav");
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PRECACHE_SOUND("weapons/g3sg1_clipout.wav");
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PRECACHE_SOUND("weapons/zoom.wav");
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m_iShellId = m_iShell = PRECACHE_MODEL("models/rshell.mdl");
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m_usFireG3SG1 = PRECACHE_EVENT(1, "events/g3sg1.sc");
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}
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int CG3SG1::GetItemInfo(ItemInfo *p)
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{
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p->pszName = STRING(pev->classname);
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p->pszAmmo1 = "762Nato";
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p->iMaxAmmo1 = MAX_AMMO_762NATO;
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p->pszAmmo2 = nullptr;
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p->iMaxAmmo2 = -1;
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p->iMaxClip = G3SG1_MAX_CLIP;
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p->iSlot = 0;
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p->iPosition = 3;
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p->iId = m_iId = WEAPON_G3SG1;
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p->iFlags = 0;
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p->iWeight = G3SG1_WEIGHT;
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return 1;
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}
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BOOL CG3SG1::Deploy()
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{
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m_flAccuracy = 0.2f;
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return DefaultDeploy("models/v_g3sg1.mdl", "models/p_g3sg1.mdl", G3SG1_DRAW, "mp5", UseDecrement() != FALSE);
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}
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void CG3SG1::SecondaryAttack()
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{
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switch (m_pPlayer->m_iFOV)
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{
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case 90: m_pPlayer->m_iFOV = m_pPlayer->pev->fov = 40; break;
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case 40: m_pPlayer->m_iFOV = m_pPlayer->pev->fov = 15; break;
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#ifdef REGAMEDLL_FIXES
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default:
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#else
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case 15:
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#endif
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m_pPlayer->m_iFOV = m_pPlayer->pev->fov = 90; break;
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}
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m_pPlayer->ResetMaxSpeed();
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if (TheBots)
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{
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TheBots->OnEvent(EVENT_WEAPON_ZOOMED, m_pPlayer);
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}
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EMIT_SOUND(m_pPlayer->edict(), CHAN_ITEM, "weapons/zoom.wav", 0.2, 2.4);
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m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.3f;
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}
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void CG3SG1::PrimaryAttack()
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{
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if (!(m_pPlayer->pev->flags & FL_ONGROUND))
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{
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G3SG1Fire(0.45, 0.25, 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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G3SG1Fire(0.15, 0.25, 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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G3SG1Fire(0.035, 0.25, FALSE);
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}
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else
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{
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G3SG1Fire(0.055, 0.25, FALSE);
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}
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}
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void CG3SG1::G3SG1Fire(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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if (m_pPlayer->pev->fov == DEFAULT_FOV)
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{
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flSpread += 0.025f;
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}
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if (m_flLastFire)
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{
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m_flAccuracy = (gpGlobals->time - m_flLastFire) * 0.3f + 0.55f;
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if (m_flAccuracy > 0.98f)
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{
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m_flAccuracy = 0.98f;
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}
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}
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else
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{
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m_flAccuracy = 0.98f;
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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_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 = BIG_EXPLOSION_VOLUME;
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m_pPlayer->m_iWeaponFlash = NORMAL_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 = G3SG1_DAMAGE;
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#endif
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vecDir = m_pPlayer->FireBullets3(vecSrc, vecAiming, (1 - m_flAccuracy) * flSpread, 8192, 3, BULLET_PLAYER_762MM, flBaseDamage, G3SG1_RANGE_MODIFER, m_pPlayer->pev, true, 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_usFireG3SG1, 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.x * 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() + 1.8f;
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#ifdef REGAMEDLL_ADD
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m_iDirection = 1; // force positive Y addition
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KickBack(UTIL_SharedRandomFloat(m_pPlayer->random_seed + 4, 0.75, 1.75) + m_pPlayer->pev->punchangle.x * 0.25f,
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UTIL_SharedRandomFloat(m_pPlayer->random_seed + 5, -0.75, 0.75),
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0.0, 0.0, 0.0, 0.0, 0);
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#else
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m_pPlayer->pev->punchangle.x -= UTIL_SharedRandomFloat(m_pPlayer->random_seed + 4, 0.75, 1.75) + m_pPlayer->pev->punchangle.x * 0.25f;
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m_pPlayer->pev->punchangle.y += UTIL_SharedRandomFloat(m_pPlayer->random_seed + 5, -0.75, 0.75);
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#endif
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}
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void CG3SG1::Reload()
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{
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if (m_pPlayer->ammo_762nato <= 0)
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return;
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if (DefaultReload(iMaxClip(), G3SG1_RELOAD, G3SG1_RELOAD_TIME))
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{
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m_flAccuracy = 0.2f;
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m_pPlayer->SetAnimation(PLAYER_RELOAD);
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if (m_pPlayer->pev->fov != DEFAULT_FOV)
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{
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m_pPlayer->m_iFOV = m_pPlayer->pev->fov = 15;
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SecondaryAttack();
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}
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#ifdef REGAMEDLL_FIXES
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// G3SG1_RELOAD_TIME == 3.5 default model "reload" animation time 4.7 (frames 141 / fps 30)
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m_flTimeWeaponIdle = m_flTimeWeaponIdle + 1.2f;
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#endif
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}
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}
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void CG3SG1::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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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 60.0f;
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SendWeaponAnim(G3SG1_IDLE, UseDecrement() != FALSE);
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}
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}
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}
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float CG3SG1::GetMaxSpeed()
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{
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return (m_pPlayer->m_iFOV == DEFAULT_FOV) ? G3SG1_MAX_SPEED : G3SG1_MAX_SPEED_ZOOM;
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}
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