ReGameDLL_CS/regamedll/dlls/wpn_shared/wpn_sg550.cpp
2024-08-06 08:11:59 +07:00

240 lines
5.3 KiB
C++

#include "precompiled.h"
LINK_ENTITY_TO_CLASS(weapon_sg550, CSG550, CCSSG550)
void CSG550::Spawn()
{
Precache();
m_iId = WEAPON_SG550;
SET_MODEL(edict(), "models/w_sg550.mdl");
m_iDefaultAmmo = SG550_DEFAULT_GIVE;
m_flLastFire = 0;
#ifdef REGAMEDLL_FIXES
m_flAccuracy = 0.9f;
#endif
#ifdef REGAMEDLL_API
CSPlayerWeapon()->m_flBaseDamage = SG550_DAMAGE;
#endif
// Get ready to fall down
FallInit();
// extend
CBasePlayerWeapon::Spawn();
}
void CSG550::Precache()
{
PRECACHE_MODEL("models/v_sg550.mdl");
PRECACHE_MODEL("models/w_sg550.mdl");
PRECACHE_SOUND("weapons/sg550-1.wav");
PRECACHE_SOUND("weapons/sg550_boltpull.wav");
PRECACHE_SOUND("weapons/sg550_clipin.wav");
PRECACHE_SOUND("weapons/sg550_clipout.wav");
PRECACHE_SOUND("weapons/zoom.wav");
m_iShellId = m_iShell = PRECACHE_MODEL("models/rshell.mdl");
m_usFireSG550 = PRECACHE_EVENT(1, "events/sg550.sc");
}
int CSG550::GetItemInfo(ItemInfo *p)
{
p->pszName = STRING(pev->classname);
p->pszAmmo1 = "556Nato";
p->iMaxAmmo1 = MAX_AMMO_556NATO;
p->pszAmmo2 = nullptr;
p->iMaxAmmo2 = -1;
p->iMaxClip = SG550_MAX_CLIP;
p->iSlot = 0;
p->iPosition = 16;
p->iId = m_iId = WEAPON_SG550;
p->iFlags = 0;
p->iWeight = SG550_WEIGHT;
return 1;
}
BOOL CSG550::Deploy()
{
#ifdef REGAMEDLL_FIXES
m_flAccuracy = 0.9f;
#endif
return DefaultDeploy("models/v_sg550.mdl", "models/p_sg550.mdl", SG550_DRAW, "rifle", UseDecrement() != FALSE);
}
void CSG550::SecondaryAttack()
{
switch (m_pPlayer->m_iFOV)
{
case 90: m_pPlayer->m_iFOV = m_pPlayer->pev->fov = 40; break;
case 40: m_pPlayer->m_iFOV = m_pPlayer->pev->fov = 15; break;
#ifdef REGAMEDLL_FIXES
default:
#else
case 15:
#endif
m_pPlayer->m_iFOV = m_pPlayer->pev->fov = 90; break;
}
m_pPlayer->ResetMaxSpeed();
if (TheBots)
{
TheBots->OnEvent(EVENT_WEAPON_ZOOMED, m_pPlayer);
}
EMIT_SOUND(m_pPlayer->edict(), CHAN_ITEM, "weapons/zoom.wav", 0.2, 2.4);
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.3;
}
void CSG550::PrimaryAttack()
{
if (!(m_pPlayer->pev->flags & FL_ONGROUND))
{
SG550Fire(0.45 * (1 - m_flAccuracy), 0.25, FALSE);
}
else if (m_pPlayer->pev->velocity.Length2D() > 0)
{
SG550Fire(0.15, 0.25, FALSE);
}
else if (m_pPlayer->pev->flags & FL_DUCKING)
{
SG550Fire(0.04 * (1 - m_flAccuracy), 0.25, FALSE);
}
else
{
SG550Fire(0.05 * (1 - m_flAccuracy), 0.25, FALSE);
}
}
void CSG550::SG550Fire(float flSpread, float flCycleTime, BOOL fUseAutoAim)
{
Vector vecAiming, vecSrc, vecDir;
int flag;
if (m_pPlayer->pev->fov == DEFAULT_FOV)
{
flSpread += 0.025f;
}
if (m_flLastFire)
{
m_flAccuracy = (gpGlobals->time - m_flLastFire) * 0.35f + 0.65f;
if (m_flAccuracy > 0.98f)
{
m_flAccuracy = 0.98f;
}
}
m_flLastFire = gpGlobals->time;
if (m_iClip <= 0)
{
if (m_fFireOnEmpty)
{
PlayEmptySound();
m_flNextPrimaryAttack = GetNextAttackDelay(0.2);
}
if (TheBots)
{
TheBots->OnEvent(EVENT_WEAPON_FIRED_ON_EMPTY, m_pPlayer);
}
return;
}
m_iClip--;
m_pPlayer->pev->effects |= EF_MUZZLEFLASH;
m_pPlayer->SetAnimation(PLAYER_ATTACK1);
UTIL_MakeVectors(m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle);
m_pPlayer->m_iWeaponVolume = BIG_EXPLOSION_VOLUME;
m_pPlayer->m_iWeaponFlash = NORMAL_GUN_FLASH;
vecSrc = m_pPlayer->GetGunPosition();
vecAiming = gpGlobals->v_forward;
#ifdef REGAMEDLL_API
float flBaseDamage = CSPlayerWeapon()->m_flBaseDamage;
#else
float flBaseDamage = SG550_DAMAGE;
#endif
vecDir = m_pPlayer->FireBullets3(vecSrc, vecAiming, flSpread, 8192, 2, BULLET_PLAYER_556MM, flBaseDamage, SG550_RANGE_MODIFER, 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_usFireSG550, 0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y,
int(m_pPlayer->pev->punchangle.x * 100), int(m_pPlayer->pev->punchangle.x * 100), 5, FALSE);
m_flNextPrimaryAttack = m_flNextSecondaryAttack = GetNextAttackDelay(flCycleTime);
if (!m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0)
{
m_pPlayer->SetSuitUpdate("!HEV_AMO0", SUIT_SENTENCE, SUIT_REPEAT_OK);
}
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.8f;
#ifdef REGAMEDLL_ADD
m_iDirection = 1; // force positive Y addition
KickBack(UTIL_SharedRandomFloat(m_pPlayer->random_seed + 4, 0.75, 1.75) + m_pPlayer->pev->punchangle.x * 0.25,
UTIL_SharedRandomFloat(m_pPlayer->random_seed + 5, -0.75, 0.75),
0.0, 0.0, 0.0, 0.0, 0);
#else
m_pPlayer->pev->punchangle.x -= UTIL_SharedRandomFloat(m_pPlayer->random_seed + 4, 0.75, 1.25) + m_pPlayer->pev->punchangle.x * 0.25;
m_pPlayer->pev->punchangle.y += UTIL_SharedRandomFloat(m_pPlayer->random_seed + 5, -0.75, 0.75);
#endif
}
void CSG550::Reload()
{
if (m_pPlayer->ammo_556nato <= 0)
return;
if (DefaultReload(iMaxClip(), SG550_RELOAD, SG550_RELOAD_TIME))
{
m_pPlayer->SetAnimation(PLAYER_RELOAD);
if (m_pPlayer->pev->fov != DEFAULT_FOV)
{
m_pPlayer->m_iFOV = m_pPlayer->pev->fov = 15;
SecondaryAttack();
}
}
}
void CSG550::WeaponIdle()
{
ResetEmptySound();
m_pPlayer->GetAutoaimVector(AUTOAIM_10DEGREES);
if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase())
{
return;
}
if (m_iClip)
{
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 60.0f;
SendWeaponAnim(SG550_IDLE, UseDecrement() != FALSE);
}
}
float CSG550::GetMaxSpeed()
{
return (m_pPlayer->m_iFOV == DEFAULT_FOV) ? SG550_MAX_SPEED : SG550_MAX_SPEED_ZOOM;
}