mirror of
https://github.com/s1lentq/ReGameDLL_CS.git
synced 2024-12-28 07:35:40 +03:00
228 lines
4.9 KiB
C++
228 lines
4.9 KiB
C++
#include "precompiled.h"
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LINK_ENTITY_TO_CLASS(weapon_scout, CSCOUT, CCSSCOUT)
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void CSCOUT::Spawn()
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{
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Precache();
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m_iId = WEAPON_SCOUT;
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SET_MODEL(edict(), "models/w_scout.mdl");
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m_iDefaultAmmo = SCOUT_DEFAULT_GIVE;
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#ifdef REGAMEDLL_API
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CSPlayerWeapon()->m_flBaseDamage = SCOUT_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 CSCOUT::Precache()
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{
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PRECACHE_MODEL("models/v_scout.mdl");
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PRECACHE_MODEL("models/w_scout.mdl");
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PRECACHE_SOUND("weapons/scout_fire-1.wav");
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PRECACHE_SOUND("weapons/scout_bolt.wav");
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PRECACHE_SOUND("weapons/scout_clipin.wav");
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PRECACHE_SOUND("weapons/scout_clipout.wav");
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PRECACHE_SOUND("weapons/zoom.wav");
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m_iShellId = m_iShell = PRECACHE_MODEL("models/rshell_big.mdl");
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m_usFireScout = PRECACHE_EVENT(1, "events/scout.sc");
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}
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int CSCOUT::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 = SCOUT_MAX_CLIP;
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p->iSlot = 0;
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p->iPosition = 9;
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p->iId = m_iId = WEAPON_SCOUT;
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p->iFlags = 0;
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p->iWeight = SCOUT_WEIGHT;
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return 1;
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}
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BOOL CSCOUT::Deploy()
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{
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if (DefaultDeploy("models/v_scout.mdl", "models/p_scout.mdl", SCOUT_DRAW, "rifle", UseDecrement() != FALSE))
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{
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m_flNextPrimaryAttack = m_pPlayer->m_flNextAttack = GetNextAttackDelay(1.25);
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m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 1.0f;
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return TRUE;
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}
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return FALSE;
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}
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void CSCOUT::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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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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m_pPlayer->ResetMaxSpeed();
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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() + 0.3;
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}
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void CSCOUT::PrimaryAttack()
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{
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if (!(m_pPlayer->pev->flags & FL_ONGROUND))
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{
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SCOUTFire(0.2, 1.25, FALSE);
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}
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else if (m_pPlayer->pev->velocity.Length2D() > 170)
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{
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SCOUTFire(0.075, 1.25, 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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SCOUTFire(0, 1.25, FALSE);
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}
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else
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{
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SCOUTFire(0.007, 1.25, FALSE);
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}
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}
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void CSCOUT::SCOUTFire(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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m_pPlayer->m_bResumeZoom = true;
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m_pPlayer->m_iLastZoom = m_pPlayer->m_iFOV;
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// reset a fov
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m_pPlayer->m_iFOV = DEFAULT_FOV;
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}
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else
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{
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flSpread += 0.025f;
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}
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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_flEjectBrass = gpGlobals->time + 0.56f;
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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 = SCOUT_DAMAGE;
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#endif
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vecDir = m_pPlayer->FireBullets3(vecSrc, vecAiming, flSpread, 8192, 3, BULLET_PLAYER_762MM, flBaseDamage, SCOUT_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_usFireScout, 0, (float *)&g_vecZero, (float *)&m_pPlayer->pev->angles, (vecDir.x * 1000), (vecDir.y * 1000),
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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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m_pPlayer->pev->punchangle.x -= 2.0f;
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}
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void CSCOUT::Reload()
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{
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#ifdef REGAMEDLL_FIXES
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// to prevent reload if not enough ammo
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if (m_pPlayer->ammo_762nato <= 0)
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return;
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#endif
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if (DefaultReload(iMaxClip(), SCOUT_RELOAD, SCOUT_RELOAD_TIME))
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{
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if (m_pPlayer->pev->fov != DEFAULT_FOV)
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{
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m_pPlayer->pev->fov = m_pPlayer->m_iFOV = 15;
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SecondaryAttack();
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}
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m_pPlayer->SetAnimation(PLAYER_RELOAD);
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}
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}
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void CSCOUT::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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if (m_iClip)
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{
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 60.0f;
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SendWeaponAnim(SCOUT_IDLE, UseDecrement() != FALSE);
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}
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}
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float CSCOUT::GetMaxSpeed()
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{
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return (m_pPlayer->m_iFOV == DEFAULT_FOV) ? SCOUT_MAX_SPEED : SCOUT_MAX_SPEED_ZOOM;
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}
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