ReGameDLL_CS/regamedll/dlls/wpn_shared/wpn_glock18.cpp
Francisco Muñoz 11d6b086b4
Shield constants code cleaning (#843)
* Change constant name (SHIELDREN -> SHIELDGREN)

* Correct and separate constant names
2023-07-13 01:29:56 +03:00

325 lines
7.1 KiB
C++

#include "precompiled.h"
LINK_ENTITY_TO_CLASS(weapon_glock18, CGLOCK18, CCSGLOCK18)
void CGLOCK18::Spawn()
{
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 = 0.9f;
#ifdef REGAMEDLL_API
CSPlayerWeapon()->m_flBaseDamage = GLOCK18_DAMAGE;
#endif
// Get ready to fall down
FallInit();
// extend
CBasePlayerWeapon::Spawn();
}
void CGLOCK18::Precache()
{
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");
}
int CGLOCK18::GetItemInfo(ItemInfo *p)
{
p->pszName = STRING(pev->classname);
p->pszAmmo1 = "9mm";
p->iMaxAmmo1 = MAX_AMMO_9MM;
p->pszAmmo2 = nullptr;
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;
}
BOOL CGLOCK18::Deploy()
{
m_iWeaponState &= ~WPNSTATE_SHIELD_DRAWN;
m_bBurstFire = false;
m_iGlock18ShotsFired = 0;
m_flGlock18Shoot = 0;
m_flAccuracy = 0.9f;
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);
}
void CGLOCK18::SecondaryAttack()
{
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() + 0.3f;
}
void CGLOCK18::PrimaryAttack()
{
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);
}
}
}
void CGLOCK18::GLOCK18Fire(float flSpread, float flCycleTime, BOOL bFireBurst)
{
Vector vecAiming, vecSrc, vecDir;
int flag;
if (bFireBurst)
{
m_iGlock18ShotsFired = 0;
}
else
{
if (++m_iShotsFired > 1)
{
return;
}
flCycleTime -= 0.05f;
}
if (m_flLastFire)
{
// Mark the time of this shot and determine the accuracy modifier based on the last shot fired...
m_flAccuracy -= (0.325f - (gpGlobals->time - m_flLastFire)) * 0.275f;
if (m_flAccuracy > 0.9f)
{
m_flAccuracy = 0.9f;
}
else if (m_flAccuracy < 0.6f)
{
m_flAccuracy = 0.6f;
}
}
m_flLastFire = gpGlobals->time;
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->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;
#ifdef REGAMEDLL_API
float flBaseDamage = CSPlayerWeapon()->m_flBaseDamage;
#else
float flBaseDamage = GLOCK18_DAMAGE;
#endif
vecDir = m_pPlayer->FireBullets3(vecSrc, vecAiming, flSpread, 8192, 1, BULLET_PLAYER_9MM, flBaseDamage, GLOCK18_RANGE_MODIFER, m_pPlayer->pev, true, m_pPlayer->random_seed);
#ifdef CLIENT_WEAPONS
flag = FEV_NOTHOST;
#else
flag = 0;
#endif
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", SUIT_SENTENCE, SUIT_REPEAT_OK);
}
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.5f;
if (bFireBurst)
{
// Fire off the next two rounds
m_iGlock18ShotsFired++;
m_flGlock18Shoot = gpGlobals->time + 0.1f;
}
ResetPlayerShieldAnim();
}
void CGLOCK18::Reload()
{
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(iMaxClip(), iResult, GLOCK18_RELOAD_TIME))
{
m_pPlayer->SetAnimation(PLAYER_RELOAD);
m_flAccuracy = 0.9;
}
}
void CGLOCK18::WeaponIdle()
{
int iAnim;
float flRand;
ResetEmptySound();
m_pPlayer->GetAutoaimVector(AUTOAIM_10DEGREES);
if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase())
{
return;
}
if (m_pPlayer->HasShield())
{
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 20.0f;
if (m_iWeaponState & WPNSTATE_SHIELD_DRAWN)
{
SendWeaponAnim(GLOCK18_SHIELD_IDLE_UP, UseDecrement() != FALSE);
}
}
// only idle if the slid isn't back
else if (m_iClip)
{
flRand = RANDOM_FLOAT(0, 1);
if (flRand <= 0.3f)
{
iAnim = GLOCK18_IDLE3;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 3.0625f;
}
else if (flRand <= 0.6f)
{
iAnim = GLOCK18_IDLE1;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 3.75f;
}
else
{
iAnim = GLOCK18_IDLE2;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.5f;
}
SendWeaponAnim(iAnim, UseDecrement() != FALSE);
}
}