ReGameDLL_CS/regamedll/dlls/wpn_shared/wpn_m3.cpp
s1lent 2568d9a2fa
Added new cvar mp_infinite_ammo also implemented API things for this.
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.
2019-08-13 19:02:04 +07:00

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);
}
}
}