mirror of
https://github.com/s1lentq/ReGameDLL_CS.git
synced 2024-12-27 23:25:41 +03:00
11d6b086b4
* Change constant name (SHIELDREN -> SHIELDGREN) * Correct and separate constant names
325 lines
7.1 KiB
C++
325 lines
7.1 KiB
C++
#include "precompiled.h"
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LINK_ENTITY_TO_CLASS(weapon_glock18, CGLOCK18, CCSGLOCK18)
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void CGLOCK18::Spawn()
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{
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Precache();
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m_iId = WEAPON_GLOCK18;
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SET_MODEL(edict(), "models/w_glock18.mdl");
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m_iWeaponState &= ~WPNSTATE_SHIELD_DRAWN;
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m_iDefaultAmmo = GLOCK18_DEFAULT_GIVE;
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m_bBurstFire = false;
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m_iGlock18ShotsFired = 0;
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m_flGlock18Shoot = 0;
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m_flAccuracy = 0.9f;
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#ifdef REGAMEDLL_API
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CSPlayerWeapon()->m_flBaseDamage = GLOCK18_DAMAGE;
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#endif
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// Get ready to fall down
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FallInit();
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// extend
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CBasePlayerWeapon::Spawn();
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}
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void CGLOCK18::Precache()
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{
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PRECACHE_MODEL("models/v_glock18.mdl");
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PRECACHE_MODEL("models/w_glock18.mdl");
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PRECACHE_MODEL("models/shield/v_shield_glock18.mdl");
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PRECACHE_SOUND("weapons/glock18-1.wav");
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PRECACHE_SOUND("weapons/glock18-2.wav");
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PRECACHE_SOUND("weapons/clipout1.wav");
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PRECACHE_SOUND("weapons/clipin1.wav");
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PRECACHE_SOUND("weapons/sliderelease1.wav");
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PRECACHE_SOUND("weapons/slideback1.wav");
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PRECACHE_SOUND("weapons/357_cock1.wav");
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PRECACHE_SOUND("weapons/de_clipin.wav");
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PRECACHE_SOUND("weapons/de_clipout.wav");
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m_iShellId = m_iShell = PRECACHE_MODEL("models/pshell.mdl");
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m_usFireGlock18 = PRECACHE_EVENT(1, "events/glock18.sc");
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}
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int CGLOCK18::GetItemInfo(ItemInfo *p)
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{
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p->pszName = STRING(pev->classname);
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p->pszAmmo1 = "9mm";
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p->iMaxAmmo1 = MAX_AMMO_9MM;
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p->pszAmmo2 = nullptr;
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p->iMaxAmmo2 = -1;
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p->iMaxClip = GLOCK18_MAX_CLIP;
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p->iSlot = 1;
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p->iPosition = 2;
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p->iId = m_iId = WEAPON_GLOCK18;
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p->iFlags = 0;
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p->iWeight = GLOCK18_WEIGHT;
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return 1;
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}
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BOOL CGLOCK18::Deploy()
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{
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m_iWeaponState &= ~WPNSTATE_SHIELD_DRAWN;
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m_bBurstFire = false;
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m_iGlock18ShotsFired = 0;
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m_flGlock18Shoot = 0;
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m_flAccuracy = 0.9f;
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m_fMaxSpeed = GLOCK18_MAX_SPEED;
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m_pPlayer->m_bShieldDrawn = false;
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if (m_pPlayer->HasShield())
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{
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m_iWeaponState &= ~WPNSTATE_GLOCK18_BURST_MODE;
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return DefaultDeploy("models/shield/v_shield_glock18.mdl", "models/shield/p_shield_glock18.mdl", GLOCK18_SHIELD_DRAW, "shieldgun", UseDecrement() != FALSE);
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}
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else if (RANDOM_LONG(0, 1))
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{
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return DefaultDeploy("models/v_glock18.mdl", "models/p_glock18.mdl", GLOCK18_DRAW, "onehanded", UseDecrement() != FALSE);
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}
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return DefaultDeploy("models/v_glock18.mdl", "models/p_glock18.mdl", GLOCK18_DRAW2, "onehanded", UseDecrement() != FALSE);
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}
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void CGLOCK18::SecondaryAttack()
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{
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if (ShieldSecondaryFire(GLOCK18_SHIELD_UP, GLOCK18_SHIELD_DOWN))
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{
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return;
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}
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if (m_iWeaponState & WPNSTATE_GLOCK18_BURST_MODE)
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{
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ClientPrint(m_pPlayer->pev, HUD_PRINTCENTER, "#Switch_To_SemiAuto");
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m_iWeaponState &= ~WPNSTATE_GLOCK18_BURST_MODE;
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}
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else
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{
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ClientPrint(m_pPlayer->pev, HUD_PRINTCENTER, "#Switch_To_BurstFire");
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m_iWeaponState |= WPNSTATE_GLOCK18_BURST_MODE;
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}
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m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.3f;
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}
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void CGLOCK18::PrimaryAttack()
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{
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if (m_iWeaponState & WPNSTATE_GLOCK18_BURST_MODE)
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{
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if (!(m_pPlayer->pev->flags & FL_ONGROUND))
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{
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GLOCK18Fire(1.2 * (1 - m_flAccuracy), 0.5, TRUE);
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}
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else if (m_pPlayer->pev->velocity.Length2D() > 0)
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{
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GLOCK18Fire(0.185 * (1 - m_flAccuracy), 0.5, TRUE);
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}
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else if (m_pPlayer->pev->flags & FL_DUCKING)
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{
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GLOCK18Fire(0.095 * (1 - m_flAccuracy), 0.5, TRUE);
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}
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else
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{
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GLOCK18Fire(0.3 * (1 - m_flAccuracy), 0.5, TRUE);
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}
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}
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else
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{
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if (!(m_pPlayer->pev->flags & FL_ONGROUND))
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{
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GLOCK18Fire(1.0 * (1 - m_flAccuracy), 0.2, FALSE);
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}
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else if (m_pPlayer->pev->velocity.Length2D() > 0)
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{
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GLOCK18Fire(0.165 * (1 - m_flAccuracy), 0.2, FALSE);
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}
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else if (m_pPlayer->pev->flags & FL_DUCKING)
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{
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GLOCK18Fire(0.075 * (1 - m_flAccuracy), 0.2, FALSE);
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}
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else
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{
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GLOCK18Fire(0.1 * (1 - m_flAccuracy), 0.2, FALSE);
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}
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}
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}
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void CGLOCK18::GLOCK18Fire(float flSpread, float flCycleTime, BOOL bFireBurst)
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{
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Vector vecAiming, vecSrc, vecDir;
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int flag;
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if (bFireBurst)
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{
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m_iGlock18ShotsFired = 0;
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}
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else
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{
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if (++m_iShotsFired > 1)
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{
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return;
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}
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flCycleTime -= 0.05f;
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}
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if (m_flLastFire)
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{
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// Mark the time of this shot and determine the accuracy modifier based on the last shot fired...
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m_flAccuracy -= (0.325f - (gpGlobals->time - m_flLastFire)) * 0.275f;
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if (m_flAccuracy > 0.9f)
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{
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m_flAccuracy = 0.9f;
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}
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else if (m_flAccuracy < 0.6f)
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{
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m_flAccuracy = 0.6f;
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}
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}
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m_flLastFire = gpGlobals->time;
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if (m_iClip <= 0)
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{
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if (m_fFireOnEmpty)
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{
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PlayEmptySound();
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m_flNextPrimaryAttack = GetNextAttackDelay(0.2);
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}
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if (TheBots)
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{
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TheBots->OnEvent(EVENT_WEAPON_FIRED_ON_EMPTY, m_pPlayer);
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}
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return;
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}
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m_iClip--;
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m_pPlayer->pev->effects |= EF_MUZZLEFLASH;
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// player "shoot" animation
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m_pPlayer->SetAnimation(PLAYER_ATTACK1);
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UTIL_MakeVectors(m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle);
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// non-silenced
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m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME;
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m_pPlayer->m_iWeaponFlash = NORMAL_GUN_FLASH;
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vecSrc = m_pPlayer->GetGunPosition();
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vecAiming = gpGlobals->v_forward;
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#ifdef REGAMEDLL_API
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float flBaseDamage = CSPlayerWeapon()->m_flBaseDamage;
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#else
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float flBaseDamage = GLOCK18_DAMAGE;
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#endif
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vecDir = m_pPlayer->FireBullets3(vecSrc, vecAiming, flSpread, 8192, 1, BULLET_PLAYER_9MM, flBaseDamage, GLOCK18_RANGE_MODIFER, m_pPlayer->pev, true, m_pPlayer->random_seed);
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#ifdef CLIENT_WEAPONS
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flag = FEV_NOTHOST;
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#else
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flag = 0;
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#endif
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PLAYBACK_EVENT_FULL(flag, m_pPlayer->edict(), m_usFireGlock18, 0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y,
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int(m_pPlayer->pev->punchangle.x * 100), int(m_pPlayer->pev->punchangle.y * 100), m_iClip == 0, FALSE);
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m_flNextPrimaryAttack = m_flNextSecondaryAttack = GetNextAttackDelay(flCycleTime);
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if (!m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0)
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{
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// HEV suit - indicate out of ammo condition
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m_pPlayer->SetSuitUpdate("!HEV_AMO0", SUIT_SENTENCE, SUIT_REPEAT_OK);
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}
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.5f;
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if (bFireBurst)
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{
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// Fire off the next two rounds
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m_iGlock18ShotsFired++;
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m_flGlock18Shoot = gpGlobals->time + 0.1f;
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}
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ResetPlayerShieldAnim();
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}
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void CGLOCK18::Reload()
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{
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int iResult;
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if (m_pPlayer->ammo_9mm <= 0)
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return;
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if (m_pPlayer->HasShield())
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iResult = GLOCK18_SHIELD_RELOAD;
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else if (RANDOM_LONG(0, 1))
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iResult = GLOCK18_RELOAD;
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else
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iResult = GLOCK18_RELOAD2;
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if (DefaultReload(iMaxClip(), iResult, GLOCK18_RELOAD_TIME))
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{
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m_pPlayer->SetAnimation(PLAYER_RELOAD);
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m_flAccuracy = 0.9;
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}
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}
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void CGLOCK18::WeaponIdle()
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{
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int iAnim;
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float flRand;
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ResetEmptySound();
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m_pPlayer->GetAutoaimVector(AUTOAIM_10DEGREES);
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if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase())
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{
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return;
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}
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if (m_pPlayer->HasShield())
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{
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 20.0f;
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if (m_iWeaponState & WPNSTATE_SHIELD_DRAWN)
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{
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SendWeaponAnim(GLOCK18_SHIELD_IDLE_UP, UseDecrement() != FALSE);
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}
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}
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// only idle if the slid isn't back
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else if (m_iClip)
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{
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flRand = RANDOM_FLOAT(0, 1);
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if (flRand <= 0.3f)
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{
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iAnim = GLOCK18_IDLE3;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 3.0625f;
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}
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else if (flRand <= 0.6f)
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{
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iAnim = GLOCK18_IDLE1;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 3.75f;
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}
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else
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{
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iAnim = GLOCK18_IDLE2;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.5f;
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}
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SendWeaponAnim(iAnim, UseDecrement() != FALSE);
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}
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}
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