ReGameDLL_CS/regamedll/dlls/wpn_shared/wpn_elite.cpp

233 lines
5.1 KiB
C++

#include "precompiled.h"
LINK_ENTITY_TO_CLASS(weapon_elite, CELITE, CCSELITE)
void CELITE::Spawn()
{
Precache();
m_iId = WEAPON_ELITE;
SET_MODEL(edict(), "models/w_elite.mdl");
m_iDefaultAmmo = ELITE_DEFAULT_GIVE;
m_flAccuracy = 0.88f;
#ifdef REGAMEDLL_API
CSPlayerWeapon()->m_flBaseDamage = ELITE_DAMAGE;
#endif
// Get ready to fall down
FallInit();
// extend
CBasePlayerWeapon::Spawn();
}
void CELITE::Precache()
{
PRECACHE_MODEL("models/v_elite.mdl");
PRECACHE_MODEL("models/w_elite.mdl");
PRECACHE_SOUND("weapons/elite_fire.wav");
PRECACHE_SOUND("weapons/elite_reloadstart.wav");
PRECACHE_SOUND("weapons/elite_leftclipin.wav");
PRECACHE_SOUND("weapons/elite_clipout.wav");
PRECACHE_SOUND("weapons/elite_sliderelease.wav");
PRECACHE_SOUND("weapons/elite_rightclipin.wav");
PRECACHE_SOUND("weapons/elite_deploy.wav");
m_iShell = PRECACHE_MODEL("models/pshell.mdl");
m_usFireELITE_LEFT = PRECACHE_EVENT(1, "events/elite_left.sc");
m_usFireELITE_RIGHT = PRECACHE_EVENT(1, "events/elite_right.sc");
}
int CELITE::GetItemInfo(ItemInfo *p)
{
p->pszName = STRING(pev->classname);
p->pszAmmo1 = "9mm";
p->iMaxAmmo1 = MAX_AMMO_9MM;
p->pszAmmo2 = nullptr;
p->iMaxAmmo2 = -1;
p->iMaxClip = ELITE_MAX_CLIP;
p->iSlot = 1;
p->iPosition = 5;
p->iId = m_iId = WEAPON_ELITE;
p->iFlags = 0;
p->iWeight = ELITE_WEIGHT;
return 1;
}
BOOL CELITE::Deploy()
{
m_flAccuracy = 0.88f;
if (!(m_iClip & 1))
{
m_iWeaponState |= WPNSTATE_ELITE_LEFT;
}
return DefaultDeploy("models/v_elite.mdl", "models/p_elite.mdl", ELITE_DRAW, "dualpistols", UseDecrement() != FALSE);
}
void CELITE::PrimaryAttack()
{
if (!(m_pPlayer->pev->flags & FL_ONGROUND))
{
ELITEFire(1.3 * (1 - m_flAccuracy), 0.2, FALSE);
}
else if (m_pPlayer->pev->velocity.Length2D() > 0)
{
ELITEFire(0.175 * (1 - m_flAccuracy), 0.2, FALSE);
}
else if (m_pPlayer->pev->flags & FL_DUCKING)
{
ELITEFire(0.08 * (1 - m_flAccuracy), 0.2, FALSE);
}
else
{
ELITEFire(0.1 * (1 - m_flAccuracy), 0.2, FALSE);
}
}
void CELITE::ELITEFire(float flSpread, float flCycleTime, BOOL fUseSemi)
{
float flTimeDiff;
int flag;
Vector vecAiming;
Vector vecSrc;
Vector vecDir;
#ifdef REGAMEDLL_FIXES
flCycleTime -= 0.078f;
#else
flCycleTime -= 0.125f;
#endif
if (++m_iShotsFired > 1)
{
return;
}
flTimeDiff = gpGlobals->time - m_flLastFire;
if (m_flLastFire)
{
m_flAccuracy -= (0.325f - flTimeDiff) * 0.275f;
if (m_flAccuracy > 0.88f)
{
m_flAccuracy = 0.88f;
}
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_flNextPrimaryAttack = m_flNextSecondaryAttack = GetNextAttackDelay(flCycleTime);
m_iClip--;
m_pPlayer->m_iWeaponVolume = BIG_EXPLOSION_VOLUME;
m_pPlayer->m_iWeaponFlash = DIM_GUN_FLASH;
UTIL_MakeVectors(m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle);
m_pPlayer->pev->effects |= EF_MUZZLEFLASH;
vecSrc = m_pPlayer->GetGunPosition();
vecAiming = gpGlobals->v_forward;
#ifdef CLIENT_WEAPONS
flag = FEV_NOTHOST;
#else
flag = 0;
#endif
#ifdef REGAMEDLL_API
float flBaseDamage = CSPlayerWeapon()->m_flBaseDamage;
#else
float flBaseDamage = ELITE_DAMAGE;
#endif
if (m_iWeaponState & WPNSTATE_ELITE_LEFT)
{
m_pPlayer->SetAnimation(PLAYER_ATTACK1);
m_iWeaponState &= ~WPNSTATE_ELITE_LEFT;
vecSrc -= gpGlobals->v_right * 5;
vecDir = m_pPlayer->FireBullets3(vecSrc, vecAiming, flSpread,
8192, BULLET_PLAYER_9MM, 1, flBaseDamage, ELITE_RANGE_MODIFER, m_pPlayer->pev, true, m_pPlayer->random_seed);
PLAYBACK_EVENT_FULL(flag, m_pPlayer->edict(), m_usFireELITE_LEFT, 0, (float *)&g_vecZero, (float *)&g_vecZero, flTimeDiff, vecDir.x,
int(vecDir.y * 100), m_iClip, FALSE, FALSE);
}
else
{
m_pPlayer->SetAnimation(PLAYER_ATTACK2);
m_iWeaponState |= WPNSTATE_ELITE_LEFT;
vecSrc += gpGlobals->v_right * 5;
vecDir = m_pPlayer->FireBullets3(vecSrc, vecAiming, flSpread,
8192, BULLET_PLAYER_9MM, 1, flBaseDamage, ELITE_RANGE_MODIFER, m_pPlayer->pev, true, m_pPlayer->random_seed);
PLAYBACK_EVENT_FULL(flag, m_pPlayer->edict(), m_usFireELITE_RIGHT, 0, (float *)&g_vecZero, (float *)&g_vecZero, flTimeDiff, vecDir.x,
int(vecDir.y * 100), m_iClip, FALSE, FALSE);
}
if (!m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0)
{
m_pPlayer->SetSuitUpdate("!HEV_AMO0", SUIT_SENTENCE, SUIT_REPEAT_OK);
}
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.0f;
m_pPlayer->pev->punchangle.x -= 2.0f;
}
void CELITE::Reload()
{
if (m_pPlayer->ammo_9mm <= 0)
return;
if (DefaultReload(iMaxClip(), ELITE_RELOAD, ELITE_RELOAD_TIME))
{
m_pPlayer->SetAnimation(PLAYER_RELOAD);
m_flAccuracy = 0.88f;
}
}
void CELITE::WeaponIdle()
{
ResetEmptySound();
m_pPlayer->GetAutoaimVector(AUTOAIM_10DEGREES);
if (m_flTimeWeaponIdle <= UTIL_WeaponTimeBase())
{
if (m_iClip)
{
int iAnim = (m_iClip == 1) ? ELITE_IDLE_LEFTEMPTY : ELITE_IDLE;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 60.0f;
SendWeaponAnim(iAnim, UseDecrement() != FALSE);
}
}
}