ReGameDLL_CS/regamedll/dlls/wpn_shared/wpn_glock18.cpp
2016-01-19 18:05:41 +06:00

371 lines
8.4 KiB
C++

#include "precompiled.h"
/* <2662bb> ../cstrike/dlls/wpn_shared/wpn_glock18.cpp:68 */
LINK_ENTITY_TO_CLASS(weapon_glock18, CGLOCK18);
/* <26611a> ../cstrike/dlls/wpn_shared/wpn_glock18.cpp:70 */
void CGLOCK18::__MAKE_VHOOK(Spawn)(void)
{
Precache();
m_iId = WEAPON_GLOCK18;
SET_MODEL(edict(), "models/w_glock18.mdl");
m_iWeaponState &= ~WPNSTATE_SHIELD_DRAWN;
m_iDefaultAmmo = GLOCK18_DEFAULT_GIVE;
m_bBurstFire = false;
m_iGlock18ShotsFired = 0;
m_flGlock18Shoot = 0;
m_flAccuracy = 0.9;
FallInit();
}
/* <2660c0> ../cstrike/dlls/wpn_shared/wpn_glock18.cpp:88 */
void CGLOCK18::__MAKE_VHOOK(Precache)(void)
{
PRECACHE_MODEL("models/v_glock18.mdl");
PRECACHE_MODEL("models/w_glock18.mdl");
PRECACHE_MODEL("models/shield/v_shield_glock18.mdl");
PRECACHE_SOUND("weapons/glock18-1.wav");
PRECACHE_SOUND("weapons/glock18-2.wav");
PRECACHE_SOUND("weapons/clipout1.wav");
PRECACHE_SOUND("weapons/clipin1.wav");
PRECACHE_SOUND("weapons/sliderelease1.wav");
PRECACHE_SOUND("weapons/slideback1.wav");
PRECACHE_SOUND("weapons/357_cock1.wav");
PRECACHE_SOUND("weapons/de_clipin.wav");
PRECACHE_SOUND("weapons/de_clipout.wav");
m_iShellId = m_iShell = PRECACHE_MODEL("models/pshell.mdl");
m_usFireGlock18 = PRECACHE_EVENT(1, "events/glock18.sc");
}
/* <2660e7> ../cstrike/dlls/wpn_shared/wpn_glock18.cpp:112 */
int CGLOCK18::__MAKE_VHOOK(GetItemInfo)(ItemInfo *p)
{
p->pszName = STRING(pev->classname);
p->pszAmmo1 = "9mm";
p->iMaxAmmo1 = MAX_AMMO_9MM;
p->pszAmmo2 = NULL;
p->iMaxAmmo2 = -1;
p->iMaxClip = GLOCK18_MAX_CLIP;
p->iSlot = 1;
p->iPosition = 2;
p->iId = m_iId = WEAPON_GLOCK18;
p->iFlags = 0;
p->iWeight = GLOCK18_WEIGHT;
return 1;
}
/* <266281> ../cstrike/dlls/wpn_shared/wpn_glock18.cpp:129 */
BOOL CGLOCK18::__MAKE_VHOOK(Deploy)(void)
{
m_iWeaponState &= ~WPNSTATE_SHIELD_DRAWN;
m_bBurstFire = false;
m_iGlock18ShotsFired = 0;
m_flGlock18Shoot = 0;
m_flAccuracy = 0.9;
m_fMaxSpeed = GLOCK18_MAX_SPEED;
m_pPlayer->m_bShieldDrawn = false;
if (m_pPlayer->HasShield())
{
m_iWeaponState &= ~WPNSTATE_GLOCK18_BURST_MODE;
return DefaultDeploy("models/shield/v_shield_glock18.mdl", "models/shield/p_shield_glock18.mdl", GLOCK18_SHIELD_DRAW, "shieldgun", UseDecrement() != FALSE);
}
else if (RANDOM_LONG(0, 1))
{
return DefaultDeploy("models/v_glock18.mdl", "models/p_glock18.mdl", GLOCK18_DRAW, "onehanded", UseDecrement() != FALSE);
}
return DefaultDeploy("models/v_glock18.mdl", "models/p_glock18.mdl", GLOCK18_DRAW2, "onehanded", UseDecrement() != FALSE);
}
/* <266246> ../cstrike/dlls/wpn_shared/wpn_glock18.cpp:156 */
void CGLOCK18::__MAKE_VHOOK(SecondaryAttack)(void)
{
if (ShieldSecondaryFire(GLOCK18_SHIELD_UP, GLOCK18_SHIELD_DOWN))
{
return;
}
if (m_iWeaponState & WPNSTATE_GLOCK18_BURST_MODE)
{
ClientPrint(m_pPlayer->pev, HUD_PRINTCENTER, "#Switch_To_SemiAuto");
m_iWeaponState &= ~WPNSTATE_GLOCK18_BURST_MODE;
}
else
{
ClientPrint(m_pPlayer->pev, HUD_PRINTCENTER, "#Switch_To_BurstFire");
m_iWeaponState |= WPNSTATE_GLOCK18_BURST_MODE;
}
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.3;
}
/* <2664c3> ../cstrike/dlls/wpn_shared/wpn_glock18.cpp:175 */
void CGLOCK18::__MAKE_VHOOK(PrimaryAttack)(void)
{
if (m_iWeaponState & WPNSTATE_GLOCK18_BURST_MODE)
{
if (!(m_pPlayer->pev->flags & FL_ONGROUND))
{
GLOCK18Fire(1.2 * (1 - m_flAccuracy), 0.5, TRUE);
}
else if (m_pPlayer->pev->velocity.Length2D() > 0)
{
GLOCK18Fire(0.185 * (1 - m_flAccuracy), 0.5, TRUE);
}
else if (m_pPlayer->pev->flags & FL_DUCKING)
{
GLOCK18Fire(0.095 * (1 - m_flAccuracy), 0.5, TRUE);
}
else
{
GLOCK18Fire(0.3 * (1 - m_flAccuracy), 0.5, TRUE);
}
}
else
{
if (!(m_pPlayer->pev->flags & FL_ONGROUND))
{
GLOCK18Fire(1.0 * (1 - m_flAccuracy), 0.2, FALSE);
}
else if (m_pPlayer->pev->velocity.Length2D() > 0)
{
GLOCK18Fire(0.165 * (1 - m_flAccuracy), 0.2, FALSE);
}
else if (m_pPlayer->pev->flags & FL_DUCKING)
{
GLOCK18Fire(0.075 * (1 - m_flAccuracy), 0.2, FALSE);
}
else
{
GLOCK18Fire(0.1 * (1 - m_flAccuracy), 0.2, FALSE);
}
}
}
/* <266385> ../cstrike/dlls/wpn_shared/wpn_glock18.cpp:201 */
void CGLOCK18::GLOCK18Fire(float flSpread, float flCycleTime, BOOL bFireBurst)
{
Vector vecAiming, vecSrc, vecDir;
int flag;
if (bFireBurst)
{
m_iGlock18ShotsFired = 0;
}
else
{
m_iShotsFired++;
if (m_iShotsFired > 1)
{
return;
}
flCycleTime -= 0.05;
}
if (m_flLastFire)
{
// Mark the time of this shot and determine the accuracy modifier based on the last shot fired...
m_flAccuracy -= (0.325 - (gpGlobals->time - m_flLastFire)) * 0.275;
if (m_flAccuracy > 0.9)
{
m_flAccuracy = 0.9;
}
else if (m_flAccuracy < 0.6)
{
m_flAccuracy = 0.6;
}
}
m_flLastFire = gpGlobals->time;
if (m_iClip <= 0)
{
if (m_fFireOnEmpty)
{
PlayEmptySound();
m_flNextPrimaryAttack = GetNextAttackDelay(0.2);
}
if (TheBots != NULL)
{
TheBots->OnEvent(EVENT_WEAPON_FIRED_ON_EMPTY, m_pPlayer);
}
return;
}
m_iClip--;
m_pPlayer->pev->effects |= EF_MUZZLEFLASH;
// player "shoot" animation
m_pPlayer->SetAnimation(PLAYER_ATTACK1);
UTIL_MakeVectors(m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle);
// non-silenced
m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME;
m_pPlayer->m_iWeaponFlash = NORMAL_GUN_FLASH;
vecSrc = m_pPlayer->GetGunPosition();
vecAiming = gpGlobals->v_forward;
vecDir = m_pPlayer->FireBullets3(vecSrc, vecAiming, flSpread, 8192, 1, BULLET_PLAYER_9MM, GLOCK18_DAMAGE, GLOCK18_RANGE_MODIFER, m_pPlayer->pev, true, m_pPlayer->random_seed);
#ifdef CLIENT_WEAPONS
flag = FEV_NOTHOST;
#else
flag = 0;
#endif // CLIENT_WEAPONS
PLAYBACK_EVENT_FULL(flag, m_pPlayer->edict(), m_usFireGlock18, 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)
{
// HEV suit - indicate out of ammo condition
m_pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, FALSE);
}
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.5;
if (bFireBurst)
{
// Fire off the next two rounds
m_iGlock18ShotsFired++;
m_flGlock18Shoot = gpGlobals->time + 0.1;
}
ResetPlayerShieldAnim();
}
/* <2661e8> ../cstrike/dlls/wpn_shared/wpn_glock18.cpp:307 */
void CGLOCK18::__MAKE_VHOOK(Reload)(void)
{
int iResult;
if (m_pPlayer->ammo_9mm <= 0)
{
return;
}
if (m_pPlayer->HasShield())
iResult = GLOCK18_SHIELD_RELOAD;
else if (RANDOM_LONG(0, 1))
iResult = GLOCK18_RELOAD;
else
iResult = GLOCK18_RELOAD2;
if (DefaultReload(GLOCK18_MAX_CLIP, iResult, GLOCK18_RELOAD_TIME))
{
m_pPlayer->SetAnimation(PLAYER_RELOAD);
m_flAccuracy = 0.9;
}
}
/* <266190> ../cstrike/dlls/wpn_shared/wpn_glock18.cpp:329 */
void CGLOCK18::__MAKE_VHOOK(WeaponIdle)(void)
{
int iAnim;
float flRand;
ResetEmptySound();
m_pPlayer->GetAutoaimVector(AUTOAIM_10DEGREES);
if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase())
{
return;
}
if (m_pPlayer->HasShield())
{
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 20.0;
if (m_iWeaponState & WPNSTATE_SHIELD_DRAWN)
{
SendWeaponAnim(GLOCK18_SHIELD_IDLE, UseDecrement() != FALSE);
}
}
// only idle if the slid isn't back
else if (m_iClip)
{
flRand = RANDOM_FLOAT(0, 1);
if (flRand <= 0.3)
{
iAnim = GLOCK18_IDLE3;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 3.0625;
}
else if (flRand <= 0.6)
{
iAnim = GLOCK18_IDLE1;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 3.75;
}
else
{
iAnim = GLOCK18_IDLE2;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.5;
}
SendWeaponAnim(iAnim, UseDecrement() != FALSE);
}
}
#ifdef HOOK_GAMEDLL
void CGLOCK18::Spawn(void)
{
Spawn_();
}
void CGLOCK18::Precache(void)
{
Precache_();
}
int CGLOCK18::GetItemInfo(ItemInfo *p)
{
return GetItemInfo_(p);
}
BOOL CGLOCK18::Deploy(void)
{
return Deploy_();
}
void CGLOCK18::PrimaryAttack(void)
{
PrimaryAttack_();
}
void CGLOCK18::SecondaryAttack(void)
{
SecondaryAttack_();
}
void CGLOCK18::Reload(void)
{
Reload_();
}
void CGLOCK18::WeaponIdle(void)
{
WeaponIdle_();
}
#endif // HOOK_GAMEDLL