mirror of
https://github.com/s1lentq/ReGameDLL_CS.git
synced 2024-12-28 15:45:41 +03:00
2568d9a2fa
Moved behavior cvar mp_refill_bpammo_weapons 3 into mp_infinite_ammo 2 as it was implemented in the official. CM3/CXM1014 implemented override func PlayEmptySound.
259 lines
5.8 KiB
C++
259 lines
5.8 KiB
C++
#include "precompiled.h"
|
|
|
|
LINK_ENTITY_TO_CLASS(weapon_m3, CM3, CCSM3)
|
|
|
|
void CM3::Spawn()
|
|
{
|
|
Precache();
|
|
|
|
m_iId = WEAPON_M3;
|
|
SET_MODEL(edict(), "models/w_m3.mdl");
|
|
|
|
m_iDefaultAmmo = M3_DEFAULT_GIVE;
|
|
|
|
#ifdef REGAMEDLL_API
|
|
CSPlayerWeapon()->m_flBaseDamage = M3_DAMAGE;
|
|
#endif
|
|
|
|
// Get ready to fall down
|
|
FallInit();
|
|
|
|
// extend
|
|
CBasePlayerWeapon::Spawn();
|
|
}
|
|
|
|
void CM3::Precache()
|
|
{
|
|
PRECACHE_MODEL("models/v_m3.mdl");
|
|
PRECACHE_MODEL("models/w_m3.mdl");
|
|
|
|
m_iShellId = m_iShell = PRECACHE_MODEL("models/shotgunshell.mdl");
|
|
|
|
PRECACHE_SOUND("weapons/m3-1.wav");
|
|
PRECACHE_SOUND("weapons/m3_insertshell.wav");
|
|
PRECACHE_SOUND("weapons/m3_pump.wav");
|
|
PRECACHE_SOUND("weapons/reload1.wav");
|
|
PRECACHE_SOUND("weapons/reload3.wav");
|
|
|
|
m_usFireM3 = PRECACHE_EVENT(1, "events/m3.sc");
|
|
}
|
|
|
|
int CM3::GetItemInfo(ItemInfo *p)
|
|
{
|
|
p->pszName = STRING(pev->classname);
|
|
p->pszAmmo1 = "buckshot";
|
|
p->iMaxAmmo1 = MAX_AMMO_BUCKSHOT;
|
|
p->pszAmmo2 = nullptr;
|
|
p->iMaxAmmo2 = -1;
|
|
p->iMaxClip = M3_MAX_CLIP;
|
|
p->iSlot = 0;
|
|
p->iPosition = 5;
|
|
p->iId = m_iId = WEAPON_M3;
|
|
p->iFlags = 0;
|
|
p->iWeight = M3_WEIGHT;
|
|
|
|
return 1;
|
|
}
|
|
|
|
BOOL CM3::Deploy()
|
|
{
|
|
return DefaultDeploy("models/v_m3.mdl", "models/p_m3.mdl", M3_DRAW, "shotgun", UseDecrement() != FALSE);
|
|
}
|
|
|
|
BOOL CM3::PlayEmptySound()
|
|
{
|
|
BOOL result = CBasePlayerWeapon::PlayEmptySound();
|
|
m_iPlayEmptySound = 0;
|
|
return result;
|
|
}
|
|
|
|
void CM3::PrimaryAttack()
|
|
{
|
|
Vector vecAiming, vecSrc, vecDir;
|
|
int flag;
|
|
|
|
// don't fire underwater
|
|
if (m_pPlayer->pev->waterlevel == 3)
|
|
{
|
|
PlayEmptySound();
|
|
m_flNextPrimaryAttack = GetNextAttackDelay(0.15);
|
|
return;
|
|
}
|
|
|
|
if (m_iClip <= 0)
|
|
{
|
|
#ifdef BUILD_LATEST_FIXES
|
|
if (!m_fInSpecialReload)
|
|
{
|
|
PlayEmptySound();
|
|
|
|
if (TheBots)
|
|
{
|
|
TheBots->OnEvent(EVENT_WEAPON_FIRED_ON_EMPTY, m_pPlayer);
|
|
}
|
|
}
|
|
|
|
Reload();
|
|
#else
|
|
Reload();
|
|
|
|
if (!m_iClip)
|
|
{
|
|
PlayEmptySound();
|
|
}
|
|
|
|
if (TheBots)
|
|
{
|
|
TheBots->OnEvent(EVENT_WEAPON_FIRED_ON_EMPTY, m_pPlayer);
|
|
}
|
|
|
|
m_flNextPrimaryAttack = GetNextAttackDelay(1);
|
|
#endif // #ifdef BUILD_LATEST_FIXES
|
|
|
|
return;
|
|
}
|
|
|
|
m_iClip--;
|
|
m_pPlayer->m_iWeaponVolume = LOUD_GUN_VOLUME;
|
|
m_pPlayer->m_iWeaponFlash = BRIGHT_GUN_FLASH;
|
|
|
|
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);
|
|
|
|
vecSrc = m_pPlayer->GetGunPosition();
|
|
vecAiming = gpGlobals->v_forward;
|
|
|
|
#ifdef REGAMEDLL_API
|
|
float flBaseDamage = CSPlayerWeapon()->m_flBaseDamage;
|
|
#else
|
|
float flBaseDamage = M3_DAMAGE;
|
|
#endif
|
|
|
|
#ifdef REGAMEDLL_FIXES
|
|
m_pPlayer->FireBuckshots(9, vecSrc, vecAiming, M3_CONE_VECTOR, 3000, 0, flBaseDamage);
|
|
#else
|
|
m_pPlayer->FireBullets(9, vecSrc, vecAiming, M3_CONE_VECTOR, 3000, BULLET_PLAYER_BUCKSHOT, 0);
|
|
#endif
|
|
|
|
#ifdef CLIENT_WEAPONS
|
|
flag = FEV_NOTHOST;
|
|
#else
|
|
flag = 0;
|
|
#endif
|
|
|
|
PLAYBACK_EVENT_FULL(flag, m_pPlayer->edict(), m_usFireM3, 0, (float *)&g_vecZero, (float *)&g_vecZero, 0, 0, 0, 0, FALSE, FALSE);
|
|
|
|
if (!m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0)
|
|
{
|
|
// HEV suit - indicate out of ammo condition
|
|
m_pPlayer->SetSuitUpdate("!HEV_AMO0", SUIT_SENTENCE, SUIT_REPEAT_OK);
|
|
}
|
|
|
|
#ifndef REGAMEDLL_FIXES
|
|
if (m_iClip != 0)
|
|
m_flPumpTime = UTIL_WeaponTimeBase() + 0.5f;
|
|
#endif
|
|
|
|
m_flNextPrimaryAttack = GetNextAttackDelay(0.875);
|
|
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.875f;
|
|
|
|
if (m_iClip != 0)
|
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.5f;
|
|
else
|
|
m_flTimeWeaponIdle = 0.875f;
|
|
|
|
m_fInSpecialReload = 0;
|
|
|
|
if (m_pPlayer->pev->flags & FL_ONGROUND)
|
|
m_pPlayer->pev->punchangle.x -= UTIL_SharedRandomLong(m_pPlayer->random_seed + 1, 4, 6);
|
|
else
|
|
m_pPlayer->pev->punchangle.x -= UTIL_SharedRandomLong(m_pPlayer->random_seed + 1, 8, 11);
|
|
|
|
m_pPlayer->m_flEjectBrass = gpGlobals->time + 0.45f;
|
|
}
|
|
|
|
void CM3::Reload()
|
|
{
|
|
if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 || m_iClip == iMaxClip())
|
|
return;
|
|
|
|
// don't reload until recoil is done
|
|
if (m_flNextPrimaryAttack > UTIL_WeaponTimeBase())
|
|
return;
|
|
|
|
// check to see if we're ready to reload
|
|
if (m_fInSpecialReload == 0)
|
|
{
|
|
m_pPlayer->SetAnimation(PLAYER_RELOAD);
|
|
SendWeaponAnim(M3_START_RELOAD, UseDecrement() != FALSE);
|
|
|
|
m_fInSpecialReload = 1;
|
|
m_flNextSecondaryAttack = m_flTimeWeaponIdle = m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.55f;
|
|
m_flNextPrimaryAttack = GetNextAttackDelay(0.55);
|
|
}
|
|
else if (m_fInSpecialReload == 1)
|
|
{
|
|
if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase())
|
|
return;
|
|
|
|
// was waiting for gun to move to side
|
|
m_fInSpecialReload = 2;
|
|
SendWeaponAnim(M3_RELOAD, UseDecrement());
|
|
|
|
m_flTimeWeaponIdle = m_flNextReload = UTIL_WeaponTimeBase() + 0.45f;
|
|
}
|
|
else
|
|
#ifdef BUILD_LATEST_FIXES
|
|
if (m_flTimeWeaponIdle <= UTIL_WeaponTimeBase())
|
|
#endif
|
|
{
|
|
m_iClip++;
|
|
m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]--;
|
|
m_pPlayer->ammo_buckshot--;
|
|
m_fInSpecialReload = 1;
|
|
}
|
|
}
|
|
|
|
void CM3::WeaponIdle()
|
|
{
|
|
ResetEmptySound();
|
|
m_pPlayer->GetAutoaimVector(AUTOAIM_5DEGREES);
|
|
|
|
#ifndef REGAMEDLL_FIXES
|
|
if (m_flPumpTime && m_flPumpTime < UTIL_WeaponTimeBase())
|
|
{
|
|
m_flPumpTime = 0;
|
|
}
|
|
#endif
|
|
|
|
if (m_flTimeWeaponIdle < UTIL_WeaponTimeBase())
|
|
{
|
|
if (m_iClip == 0 && m_fInSpecialReload == 0 && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType])
|
|
{
|
|
Reload();
|
|
}
|
|
else if (m_fInSpecialReload != 0)
|
|
{
|
|
if (m_iClip != iMaxClip() && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType])
|
|
{
|
|
Reload();
|
|
}
|
|
else
|
|
{
|
|
// reload debounce has timed out
|
|
SendWeaponAnim(M3_PUMP, UseDecrement() != FALSE);
|
|
|
|
m_fInSpecialReload = 0;
|
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.5f;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
SendWeaponAnim(M3_IDLE, UseDecrement() != FALSE);
|
|
}
|
|
}
|
|
}
|