ReGameDLL_CS/regamedll/dlls/wpn_shared/wpn_m4a1.cpp
2017-11-01 18:30:47 +03:00

249 lines
6.1 KiB
C++

#include "precompiled.h"
LINK_ENTITY_TO_CLASS(weapon_m4a1, CM4A1, CCSM4A1)
void CM4A1::Spawn()
{
Precache();
m_iId = WEAPON_M4A1;
SET_MODEL(edict(), "models/w_m4a1.mdl");
m_iDefaultAmmo = M4A1_DEFAULT_GIVE;
m_flAccuracy = 0.2f;
m_iShotsFired = 0;
m_bDelayFire = true;
FallInit();
}
void CM4A1::Precache()
{
PRECACHE_MODEL("models/v_m4a1.mdl");
PRECACHE_MODEL("models/w_m4a1.mdl");
PRECACHE_SOUND("weapons/m4a1-1.wav");
PRECACHE_SOUND("weapons/m4a1_unsil-1.wav");
PRECACHE_SOUND("weapons/m4a1_unsil-2.wav");
PRECACHE_SOUND("weapons/m4a1_clipin.wav");
PRECACHE_SOUND("weapons/m4a1_clipout.wav");
PRECACHE_SOUND("weapons/m4a1_boltpull.wav");
PRECACHE_SOUND("weapons/m4a1_deploy.wav");
PRECACHE_SOUND("weapons/m4a1_silencer_on.wav");
PRECACHE_SOUND("weapons/m4a1_silencer_off.wav");
m_iShell = PRECACHE_MODEL("models/rshell.mdl");
m_usFireM4A1 = PRECACHE_EVENT(1, "events/m4a1.sc");
}
int CM4A1::GetItemInfo(ItemInfo *p)
{
p->pszName = STRING(pev->classname);
p->pszAmmo1 = "556Nato";
p->iMaxAmmo1 = MAX_AMMO_556NATO;
p->pszAmmo2 = nullptr;
p->iMaxAmmo2 = -1;
p->iMaxClip = M4A1_MAX_CLIP;
p->iSlot = 0;
p->iPosition = 6;
p->iId = m_iId = WEAPON_M4A1;
p->iFlags = 0;
p->iWeight = M4A1_WEIGHT;
return 1;
}
BOOL CM4A1::Deploy()
{
m_bDelayFire = true;
m_flAccuracy = 0.2f;
m_iShotsFired = 0;
iShellOn = 1;
if (m_iWeaponState & WPNSTATE_M4A1_SILENCED)
return DefaultDeploy("models/v_m4a1.mdl", "models/p_m4a1.mdl", M4A1_DRAW, "rifle", UseDecrement() != FALSE);
else
return DefaultDeploy("models/v_m4a1.mdl", "models/p_m4a1.mdl", M4A1_UNSIL_DRAW, "rifle", UseDecrement() != FALSE);
}
void CM4A1::SecondaryAttack()
{
if (m_iWeaponState & WPNSTATE_M4A1_SILENCED)
{
m_iWeaponState &= ~WPNSTATE_M4A1_SILENCED;
SendWeaponAnim(M4A1_DETACH_SILENCER, UseDecrement() != FALSE);
Q_strcpy(m_pPlayer->m_szAnimExtention, "rifle");
}
else
{
m_iWeaponState |= WPNSTATE_M4A1_SILENCED;
SendWeaponAnim(M4A1_ATTACH_SILENCER, UseDecrement() != FALSE);
Q_strcpy(m_pPlayer->m_szAnimExtention, "rifle");
}
m_flTimeWeaponIdle = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 2.0f;
m_flNextPrimaryAttack = GetNextAttackDelay(2.0);
}
void CM4A1::PrimaryAttack()
{
if (m_iWeaponState & WPNSTATE_M4A1_SILENCED)
{
if (!(m_pPlayer->pev->flags & FL_ONGROUND))
{
M4A1Fire(0.035 + (0.4 * m_flAccuracy), 0.0875, FALSE);
}
else if (m_pPlayer->pev->velocity.Length2D() > 140)
{
M4A1Fire(0.035 + (0.07 * m_flAccuracy), 0.0875, FALSE);
}
else
{
M4A1Fire(0.025 * m_flAccuracy, 0.0875, FALSE);
}
}
else
{
if (!(m_pPlayer->pev->flags & FL_ONGROUND))
{
M4A1Fire(0.035 + (0.4 * m_flAccuracy), 0.0875, FALSE);
}
else if (m_pPlayer->pev->velocity.Length2D() > 140)
{
M4A1Fire(0.035 + (0.07 * m_flAccuracy), 0.0875, FALSE);
}
else
{
M4A1Fire(0.02 * m_flAccuracy, 0.0875, FALSE);
}
}
}
void CM4A1::M4A1Fire(float flSpread, float flCycleTime, BOOL fUseAutoAim)
{
Vector vecAiming, vecSrc, vecDir;
int flag;
m_bDelayFire = true;
m_iShotsFired++;
m_flAccuracy = ((m_iShotsFired * m_iShotsFired * m_iShotsFired) / 220) + 0.3f;
if (m_flAccuracy > 1)
m_flAccuracy = 1;
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_iClip--;
m_pPlayer->SetAnimation(PLAYER_ATTACK1);
UTIL_MakeVectors(m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle);
m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME;
m_pPlayer->m_iWeaponFlash = BRIGHT_GUN_FLASH;
vecSrc = m_pPlayer->GetGunPosition();
vecAiming = gpGlobals->v_forward;
if (m_iWeaponState & WPNSTATE_M4A1_SILENCED)
{
vecDir = m_pPlayer->FireBullets3(vecSrc, vecAiming, flSpread, 8192, 2, BULLET_PLAYER_556MM,
M4A1_DAMAGE_SIL, M4A1_RANGE_MODIFER_SIL, m_pPlayer->pev, false, m_pPlayer->random_seed);
}
else
{
vecDir = m_pPlayer->FireBullets3(vecSrc, vecAiming, flSpread, 8192, 2, BULLET_PLAYER_556MM,
M4A1_DAMAGE, M4A1_RANGE_MODIFER, m_pPlayer->pev, false, m_pPlayer->random_seed);
m_pPlayer->pev->effects |= EF_MUZZLEFLASH;
}
#ifdef CLIENT_WEAPONS
flag = FEV_NOTHOST;
#else
flag = 0;
#endif
#ifndef REGAMEDLL_FIXES
m_pPlayer->ammo_556nato--;
#endif
PLAYBACK_EVENT_FULL(flag, m_pPlayer->edict(), m_usFireM4A1, 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_iWeaponState & WPNSTATE_M4A1_SILENCED) == WPNSTATE_M4A1_SILENCED, FALSE);
m_flNextPrimaryAttack = m_flNextSecondaryAttack = GetNextAttackDelay(flCycleTime);
if (!m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0)
{
m_pPlayer->SetSuitUpdate("!HEV_AMO0", SUIT_SENTENCE, SUIT_REPEAT_OK);
}
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.5f;
if (m_pPlayer->pev->velocity.Length2D() > 0)
{
KickBack(1.0, 0.45, 0.28, 0.045, 3.75, 3.0, 7);
}
else if (!(m_pPlayer->pev->flags & FL_ONGROUND))
{
KickBack(1.2, 0.5, 0.23, 0.15, 5.5, 3.5, 6);
}
else if (m_pPlayer->pev->flags & FL_DUCKING)
{
KickBack(0.6, 0.3, 0.2, 0.0125, 3.25, 2.0, 7);
}
else
{
KickBack(0.65, 0.35, 0.25, 0.015, 3.5, 2.25, 7);
}
}
void CM4A1::Reload()
{
if (m_pPlayer->ammo_556nato <= 0)
return;
if (DefaultReload(iMaxClip(), ((m_iWeaponState & WPNSTATE_M4A1_SILENCED) == WPNSTATE_M4A1_SILENCED) ? M4A1_RELOAD : M4A1_UNSIL_RELOAD, M4A1_RELOAD_TIME))
{
m_pPlayer->SetAnimation(PLAYER_RELOAD);
m_flAccuracy = 0.2f;
m_iShotsFired = 0;
m_bDelayFire = false;
}
}
void CM4A1::WeaponIdle()
{
ResetEmptySound();
m_pPlayer->GetAutoaimVector(AUTOAIM_10DEGREES);
if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase())
{
return;
}
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 20.0f;
SendWeaponAnim((m_iWeaponState & WPNSTATE_M4A1_SILENCED) == WPNSTATE_M4A1_SILENCED ? M4A1_IDLE : M4A1_UNSIL_IDLE, UseDecrement() != FALSE);
}
float CM4A1::GetMaxSpeed()
{
return M4A1_MAX_SPEED;
}