mirror of
https://github.com/s1lentq/ReGameDLL_CS.git
synced 2024-12-28 07:35:40 +03:00
19714af6e6
minor refactor
263 lines
6.3 KiB
C++
263 lines
6.3 KiB
C++
#include "precompiled.h"
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LINK_ENTITY_TO_CLASS(weapon_m4a1, CM4A1, CCSM4A1)
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void CM4A1::Spawn()
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{
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Precache();
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m_iId = WEAPON_M4A1;
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SET_MODEL(edict(), "models/w_m4a1.mdl");
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m_iDefaultAmmo = M4A1_DEFAULT_GIVE;
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m_flAccuracy = 0.2f;
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m_iShotsFired = 0;
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m_bDelayFire = true;
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#ifdef REGAMEDLL_API
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CSPlayerWeapon()->m_flBaseDamage = M4A1_DAMAGE;
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m_flBaseDamageSil = M4A1_DAMAGE_SIL;
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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 CM4A1::Precache()
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{
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PRECACHE_MODEL("models/v_m4a1.mdl");
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PRECACHE_MODEL("models/w_m4a1.mdl");
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PRECACHE_SOUND("weapons/m4a1-1.wav");
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PRECACHE_SOUND("weapons/m4a1_unsil-1.wav");
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PRECACHE_SOUND("weapons/m4a1_unsil-2.wav");
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PRECACHE_SOUND("weapons/m4a1_clipin.wav");
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PRECACHE_SOUND("weapons/m4a1_clipout.wav");
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PRECACHE_SOUND("weapons/m4a1_boltpull.wav");
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PRECACHE_SOUND("weapons/m4a1_deploy.wav");
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PRECACHE_SOUND("weapons/m4a1_silencer_on.wav");
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PRECACHE_SOUND("weapons/m4a1_silencer_off.wav");
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m_iShell = PRECACHE_MODEL("models/rshell.mdl");
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m_usFireM4A1 = PRECACHE_EVENT(1, "events/m4a1.sc");
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}
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int CM4A1::GetItemInfo(ItemInfo *p)
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{
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p->pszName = STRING(pev->classname);
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p->pszAmmo1 = "556Nato";
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p->iMaxAmmo1 = MAX_AMMO_556NATO;
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p->pszAmmo2 = nullptr;
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p->iMaxAmmo2 = -1;
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p->iMaxClip = M4A1_MAX_CLIP;
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p->iSlot = 0;
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p->iPosition = 6;
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p->iId = m_iId = WEAPON_M4A1;
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p->iFlags = 0;
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p->iWeight = M4A1_WEIGHT;
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return 1;
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}
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BOOL CM4A1::Deploy()
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{
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m_bDelayFire = true;
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m_flAccuracy = 0.2f;
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m_iShotsFired = 0;
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iShellOn = 1;
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if (m_iWeaponState & WPNSTATE_M4A1_SILENCED)
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return DefaultDeploy("models/v_m4a1.mdl", "models/p_m4a1.mdl", M4A1_DRAW, "rifle", UseDecrement() != FALSE);
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else
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return DefaultDeploy("models/v_m4a1.mdl", "models/p_m4a1.mdl", M4A1_UNSIL_DRAW, "rifle", UseDecrement() != FALSE);
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}
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void CM4A1::SecondaryAttack()
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{
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if (m_iWeaponState & WPNSTATE_M4A1_SILENCED)
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{
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m_iWeaponState &= ~WPNSTATE_M4A1_SILENCED;
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SendWeaponAnim(M4A1_DETACH_SILENCER, UseDecrement() != FALSE);
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Q_strlcpy(m_pPlayer->m_szAnimExtention, "rifle");
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}
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else
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{
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m_iWeaponState |= WPNSTATE_M4A1_SILENCED;
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SendWeaponAnim(M4A1_ATTACH_SILENCER, UseDecrement() != FALSE);
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Q_strlcpy(m_pPlayer->m_szAnimExtention, "rifle");
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}
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m_flTimeWeaponIdle = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 2.0f;
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m_flNextPrimaryAttack = GetNextAttackDelay(2.0);
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}
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void CM4A1::PrimaryAttack()
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{
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if (m_iWeaponState & WPNSTATE_M4A1_SILENCED)
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{
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if (!(m_pPlayer->pev->flags & FL_ONGROUND))
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{
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M4A1Fire(0.035 + (0.4 * m_flAccuracy), 0.0875, FALSE);
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}
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else if (m_pPlayer->pev->velocity.Length2D() > 140)
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{
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M4A1Fire(0.035 + (0.07 * m_flAccuracy), 0.0875, FALSE);
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}
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else
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{
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M4A1Fire(0.025 * m_flAccuracy, 0.0875, FALSE);
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}
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}
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else
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{
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if (!(m_pPlayer->pev->flags & FL_ONGROUND))
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{
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M4A1Fire(0.035 + (0.4 * m_flAccuracy), 0.0875, FALSE);
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}
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else if (m_pPlayer->pev->velocity.Length2D() > 140)
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{
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M4A1Fire(0.035 + (0.07 * m_flAccuracy), 0.0875, FALSE);
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}
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else
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{
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M4A1Fire(0.02 * m_flAccuracy, 0.0875, FALSE);
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}
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}
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}
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void CM4A1::M4A1Fire(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 * m_iShotsFired) / M4A1_ACCURACY_DIVISOR) + 0.3f;
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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->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 = BRIGHT_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 = (m_iWeaponState & WPNSTATE_M4A1_SILENCED) ? m_flBaseDamageSil : CSPlayerWeapon()->m_flBaseDamage;
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#else
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float flBaseDamage = (m_iWeaponState & WPNSTATE_M4A1_SILENCED) ? M4A1_DAMAGE_SIL : M4A1_DAMAGE;
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#endif
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if (m_iWeaponState & WPNSTATE_M4A1_SILENCED)
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{
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vecDir = m_pPlayer->FireBullets3(vecSrc, vecAiming, flSpread, 8192, 2, BULLET_PLAYER_556MM,
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flBaseDamage, M4A1_RANGE_MODIFER_SIL, m_pPlayer->pev, false, m_pPlayer->random_seed);
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}
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else
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{
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vecDir = m_pPlayer->FireBullets3(vecSrc, vecAiming, flSpread, 8192, 2, BULLET_PLAYER_556MM,
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flBaseDamage, M4A1_RANGE_MODIFER, m_pPlayer->pev, false, m_pPlayer->random_seed);
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m_pPlayer->pev->effects |= EF_MUZZLEFLASH;
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}
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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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#ifndef REGAMEDLL_FIXES
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m_pPlayer->ammo_556nato--;
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#endif
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PLAYBACK_EVENT_FULL(flag, m_pPlayer->edict(), m_usFireM4A1, 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), (m_iWeaponState & WPNSTATE_M4A1_SILENCED) == WPNSTATE_M4A1_SILENCED, 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() + 1.5f;
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if (m_pPlayer->pev->velocity.Length2D() > 0)
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{
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KickBack(1.0, 0.45, 0.28, 0.045, 3.75, 3.0, 7);
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}
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else if (!(m_pPlayer->pev->flags & FL_ONGROUND))
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{
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KickBack(1.2, 0.5, 0.23, 0.15, 5.5, 3.5, 6);
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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(0.6, 0.3, 0.2, 0.0125, 3.25, 2.0, 7);
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}
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else
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{
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KickBack(0.65, 0.35, 0.25, 0.015, 3.5, 2.25, 7);
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}
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}
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void CM4A1::Reload()
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{
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if (m_pPlayer->ammo_556nato <= 0)
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return;
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if (DefaultReload(iMaxClip(), ((m_iWeaponState & WPNSTATE_M4A1_SILENCED) == WPNSTATE_M4A1_SILENCED) ? M4A1_RELOAD : M4A1_UNSIL_RELOAD, M4A1_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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m_bDelayFire = false;
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}
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}
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void CM4A1::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((m_iWeaponState & WPNSTATE_M4A1_SILENCED) == WPNSTATE_M4A1_SILENCED ? M4A1_IDLE : M4A1_UNSIL_IDLE, UseDecrement() != FALSE);
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}
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float CM4A1::GetMaxSpeed()
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{
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return M4A1_MAX_SPEED;
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}
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