ReGameDLL_CS/regamedll/dlls/wpn_shared/wpn_deagle.cpp
Francisco Muñoz 11d6b086b4
Shield constants code cleaning (#843)
* Change constant name (SHIELDREN -> SHIELDGREN)

* Correct and separate constant names
2023-07-13 01:29:56 +03:00

211 lines
4.7 KiB
C++

#include "precompiled.h"
LINK_ENTITY_TO_CLASS(weapon_deagle, CDEAGLE, CCSDEAGLE)
void CDEAGLE::Spawn()
{
Precache();
m_iId = WEAPON_DEAGLE;
SET_MODEL(edict(), "models/w_deagle.mdl");
m_iDefaultAmmo = DEAGLE_DEFAULT_GIVE;
m_iWeaponState &= ~WPNSTATE_SHIELD_DRAWN;
m_fMaxSpeed = DEAGLE_MAX_SPEED;
m_flAccuracy = 0.9f;
#ifdef REGAMEDLL_API
CSPlayerWeapon()->m_flBaseDamage = DEAGLE_DAMAGE;
#endif
// Get ready to fall down
FallInit();
// extend
CBasePlayerWeapon::Spawn();
}
void CDEAGLE::Precache()
{
PRECACHE_MODEL("models/v_deagle.mdl");
PRECACHE_MODEL("models/shield/v_shield_deagle.mdl");
PRECACHE_MODEL("models/w_deagle.mdl");
PRECACHE_SOUND("weapons/deagle-1.wav");
PRECACHE_SOUND("weapons/deagle-2.wav");
PRECACHE_SOUND("weapons/de_clipout.wav");
PRECACHE_SOUND("weapons/de_clipin.wav");
PRECACHE_SOUND("weapons/de_deploy.wav");
m_iShell = PRECACHE_MODEL("models/pshell.mdl");
m_usFireDeagle = PRECACHE_EVENT(1, "events/deagle.sc");
}
int CDEAGLE::GetItemInfo(ItemInfo *p)
{
p->pszName = STRING(pev->classname);
p->pszAmmo1 = "50AE";
p->iMaxAmmo1 = MAX_AMMO_50AE;
p->pszAmmo2 = nullptr;
p->iMaxAmmo2 = -1;
p->iMaxClip = DEAGLE_MAX_CLIP;
p->iSlot = 1;
p->iPosition = 1;
p->iId = m_iId = WEAPON_DEAGLE;
p->iFlags = 0;
p->iWeight = DEAGLE_WEIGHT;
return 1;
}
BOOL CDEAGLE::Deploy()
{
m_flAccuracy = 0.9f;
m_fMaxSpeed = DEAGLE_MAX_SPEED;
m_iWeaponState &= ~WPNSTATE_SHIELD_DRAWN;
m_pPlayer->m_bShieldDrawn = false;
if (m_pPlayer->HasShield())
return DefaultDeploy("models/shield/v_shield_deagle.mdl", "models/shield/p_shield_deagle.mdl", DEAGLE_DRAW, "shieldgun", UseDecrement() != FALSE);
else
return DefaultDeploy("models/v_deagle.mdl", "models/p_deagle.mdl", DEAGLE_DRAW, "onehanded", UseDecrement() != FALSE);
}
void CDEAGLE::PrimaryAttack()
{
if (!(m_pPlayer->pev->flags & FL_ONGROUND))
{
DEAGLEFire(1.5 * (1 - m_flAccuracy), 0.3, FALSE);
}
else if (m_pPlayer->pev->velocity.Length2D() > 0)
{
DEAGLEFire(0.25 * (1 - m_flAccuracy), 0.3, FALSE);
}
else if (m_pPlayer->pev->flags & FL_DUCKING)
{
DEAGLEFire(0.115 * (1 - m_flAccuracy), 0.3, FALSE);
}
else
{
DEAGLEFire(0.13 * (1 - m_flAccuracy), 0.3, FALSE);
}
}
void CDEAGLE::SecondaryAttack()
{
ShieldSecondaryFire(DEAGLE_SHIELD_UP, DEAGLE_SHIELD_DOWN);
}
void CDEAGLE::DEAGLEFire(float flSpread, float flCycleTime, BOOL fUseSemi)
{
Vector vecAiming, vecSrc, vecDir;
int flag;
flCycleTime -= 0.075f;
if (++m_iShotsFired > 1)
{
return;
}
if (m_flLastFire != 0.0)
{
m_flAccuracy -= (0.4f - (gpGlobals->time - m_flLastFire)) * 0.35f;
if (m_flAccuracy > 0.9f)
{
m_flAccuracy = 0.9f;
}
else if (m_flAccuracy < 0.55f)
{
m_flAccuracy = 0.55f;
}
}
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;
SetPlayerShieldAnim();
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 = DEAGLE_DAMAGE;
#endif
vecDir = m_pPlayer->FireBullets3(vecSrc, vecAiming, flSpread, 4096, 2, BULLET_PLAYER_50AE, flBaseDamage, DEAGLE_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_usFireDeagle, 0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y,
int(m_pPlayer->pev->punchangle.x * 100), int(m_pPlayer->pev->punchangle.y * 100), m_iClip == 0, 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;
m_pPlayer->pev->punchangle.x -= 2;
ResetPlayerShieldAnim();
}
void CDEAGLE::Reload()
{
if (m_pPlayer->ammo_50ae <= 0)
return;
if (DefaultReload(iMaxClip(), DEAGLE_RELOAD, DEAGLE_RELOAD_TIME))
{
m_pPlayer->SetAnimation(PLAYER_RELOAD);
m_flAccuracy = 0.9f;
}
}
void CDEAGLE::WeaponIdle()
{
ResetEmptySound();
m_pPlayer->GetAutoaimVector(AUTOAIM_10DEGREES);
if (m_flTimeWeaponIdle <= UTIL_WeaponTimeBase())
{
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 20.0f;
if (m_iWeaponState & WPNSTATE_SHIELD_DRAWN)
{
SendWeaponAnim(DEAGLE_SHIELD_IDLE_UP, UseDecrement() != FALSE);
}
}
}