mirror of
https://github.com/s1lentq/ReGameDLL_CS.git
synced 2024-12-28 15:45:41 +03:00
275 lines
6.7 KiB
C++
275 lines
6.7 KiB
C++
#include "precompiled.h"
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enum usp_e
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{
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USP_IDLE,
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USP_SHOOT1,
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USP_SHOOT2,
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USP_SHOOT3,
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USP_SHOOT_EMPTY,
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USP_RELOAD,
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USP_DRAW,
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USP_ATTACH_SILENCER,
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USP_UNSIL_IDLE,
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USP_UNSIL_SHOOT1,
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USP_UNSIL_SHOOT2,
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USP_UNSIL_SHOOT3,
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USP_UNSIL_SHOOT_EMPTY,
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USP_UNSIL_RELOAD,
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USP_UNSIL_DRAW,
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USP_DETACH_SILENCER
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};
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enum usp_shield_e
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{
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USP_SHIELD_IDLE,
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USP_SHIELD_SHOOT1,
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USP_SHIELD_SHOOT2,
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USP_SHIELD_SHOOT_EMPTY,
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USP_SHIELD_RELOAD,
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USP_SHIELD_DRAW,
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USP_SHIELD_UP_IDLE,
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USP_SHIELD_UP,
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USP_SHIELD_DOWN
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};
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/* <2bb045> ../cstrike/dlls/wpn_shared/wpn_usp.cpp:68 */
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LINK_ENTITY_TO_CLASS(weapon_usp, CUSP);
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/* <2bad55> ../cstrike/dlls/wpn_shared/wpn_usp.cpp:70 */
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void CUSP::__MAKE_VHOOK(Spawn)(void)
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{
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Precache();
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m_iId = WEAPON_USP;
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SET_MODEL(ENT(pev), "models/w_usp.mdl");
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m_iWeaponState &= ~WPNSTATE_SHIELD_DRAWN;
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m_iDefaultAmmo = 12;//TODO: Default clip USP_MAX_CLIP
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m_flAccuracy = 0.92f;
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FallInit();
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}
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void CUSP::__MAKE_VHOOK(Precache)(void)
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{
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PRECACHE_MODEL("models/v_usp.mdl");
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PRECACHE_MODEL("models/w_usp.mdl");
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PRECACHE_MODEL("models/shield/v_shield_usp.mdl");
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PRECACHE_SOUND("weapons/usp1.wav");
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PRECACHE_SOUND("weapons/usp2.wav");
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PRECACHE_SOUND("weapons/usp_unsil-1.wav");
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PRECACHE_SOUND("weapons/usp_clipout.wav");
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PRECACHE_SOUND("weapons/usp_clipin.wav");
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PRECACHE_SOUND("weapons/usp_silencer_on.wav");
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PRECACHE_SOUND("weapons/usp_silencer_off.wav");
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PRECACHE_SOUND("weapons/usp_sliderelease.wav");
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PRECACHE_SOUND("weapons/usp_slideback.wav");
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m_iShell = PRECACHE_MODEL("models/pshell.mdl");
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m_usFireUSP = PRECACHE_EVENT(1, "events/usp.sc");
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}
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/* <2bacfb> ../cstrike/dlls/wpn_shared/wpn_usp.cpp:107 */
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int CUSP::__MAKE_VHOOK(GetItemInfo)(ItemInfo *p)
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{
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p->pszAmmo1 = "45ACP";
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p->iMaxAmmo1 = MAX_AMMO_45ACP;
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p->pszName = STRING(pev->classname);
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p->pszAmmo2 = 0;
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p->iMaxAmmo2 = -1;
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p->iMaxClip = USP_MAX_CLIP;
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p->iSlot = 1;
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p->iPosition = 4;
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p->iFlags = 0;
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m_iId = WEAPON_USP;
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p->iId = WEAPON_USP;
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p->iWeight = 5;
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return 1;
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}
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/* <2bad2e> ../cstrike/dlls/wpn_shared/wpn_usp.cpp:124 */
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BOOL CUSP::__MAKE_VHOOK(Deploy)(void)
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{
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m_iWeaponState &= ~WPNSTATE_SHIELD_DRAWN;
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m_flAccuracy = 0.92f;
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m_fMaxSpeed = 250.0f;
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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_USP_SILENCED;
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return DefaultDeploy("models/shield/v_shield_usp.mdl", "models/shield/p_shield_usp.mdl", USP_SHIELD_DRAW, "shieldgun", UseDecrement() != FALSE);
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}
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else if (m_iWeaponState & WPNSTATE_USP_SILENCED)
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return DefaultDeploy("models/v_usp.mdl", "models/p_usp.mdl", USP_DRAW, "onehanded", UseDecrement() != FALSE);
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return DefaultDeploy("models/v_usp.mdl", "models/p_usp.mdl", USP_UNSIL_DRAW, "onehanded", UseDecrement() != FALSE);
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}
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/* <2bae77> ../cstrike/dlls/wpn_shared/wpn_usp.cpp:147 */
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NOBODY void CUSP::__MAKE_VHOOK(SecondaryAttack)(void)
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{
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// SecondaryAttack(CUSP *const this); // 147
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}
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/* <2bb000> ../cstrike/dlls/wpn_shared/wpn_usp.cpp:173 */
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NOBODY void CUSP::__MAKE_VHOOK(PrimaryAttack)(void)
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{
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// Length2D(const Vector *const this); // 179
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// Length2D(const Vector *const this); // 190
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}
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/* <2bb10f> ../cstrike/dlls/wpn_shared/wpn_usp.cpp:200 */
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UNTESTED void CUSP::USPFire(float flSpread, float flCycleTime, BOOL fUseSemi)
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{
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int flag;
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//int iDamage;//unused
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//Vector vecAiming;//unused
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//Vector vecSrc;//unused
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Vector vecDir;
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flCycleTime -= 0.075f;
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m_iShotsFired++;
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if (m_iShotsFired > 1)
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return;
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if (m_flLastFire != 0.0f)
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{
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m_flAccuracy -= (0.3f - (gpGlobals->time - m_flLastFire)) * 0.275f;
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if (m_flAccuracy > 0.92f)
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m_flAccuracy = 0.92f;
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else if (m_flAccuracy < 0.6f)
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m_flAccuracy = 0.6f;
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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 != NULL)
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{
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TheBots->OnEvent(EVENT_WEAPON_FIRED_ON_EMPTY, m_pPlayer, NULL);
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}
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return;
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}
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m_flNextSecondaryAttack = GetNextAttackDelay(flCycleTime);
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m_flNextPrimaryAttack = m_flNextSecondaryAttack;
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m_iClip--;
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SetPlayerShieldAnim();
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m_pPlayer->SetAnimation(PLAYER_ATTACK1);
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m_pPlayer->m_iWeaponVolume = 2048;
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m_pPlayer->m_iWeaponFlash = 128;
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UTIL_MakeVectors(m_pPlayer->pev->punchangle + m_pPlayer->pev->v_angle);
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if (!(m_iWeaponState & WPNSTATE_USP_SILENCED))
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m_pPlayer->pev->effects |= EF_MUZZLEFLASH;
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vecDir = FireBullets3(m_pPlayer->GetGunPosition(), gpGlobals->v_forward, flSpread, 4096, 1, BULLET_PLAYER_45ACP, (m_iWeaponState & WPNSTATE_USP_SILENCED) ? 30 : 34, 0.79f, 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_usFireUSP, 0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, (int)(m_pPlayer->pev->punchangle.x * 100.0f), 0, m_iClip == 0, (int)(m_iWeaponState & WPNSTATE_USP_SILENCED));
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if (!m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0)
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{
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m_pPlayer->SetSuitUpdate("!HEV_AMO0", 0, 0);
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}
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m_flTimeWeaponIdle = 2.0f;
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m_pPlayer->pev->punchangle.x -= 2.0f;
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ResetPlayerShieldAnim();
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}
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/* <2bae19> ../cstrike/dlls/wpn_shared/wpn_usp.cpp:297 */
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void CUSP::__MAKE_VHOOK(Reload)(void)
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{
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if (m_pPlayer->ammo_45acp <= 0)
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return;
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int iResult;
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if (m_pPlayer->HasShield())
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iResult = DefaultReload(USP_MAX_CLIP, USP_SHIELD_RELOAD, 2.7);
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else if (m_iWeaponState & WPNSTATE_USP_SILENCED)
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iResult = DefaultReload(USP_MAX_CLIP, USP_RELOAD, 2.7);
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else
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iResult = DefaultReload(USP_MAX_CLIP, USP_UNSIL_RELOAD, 2.7);
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if (iResult)
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{
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m_pPlayer->SetAnimation(PLAYER_RELOAD);
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m_flAccuracy = 0.92f;
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}
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}
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/* <2b9c2a> ../cstrike/dlls/wpn_shared/wpn_usp.cpp:318 */
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void CUSP::__MAKE_VHOOK(WeaponIdle)(void)
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{
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ResetEmptySound();
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m_pPlayer->GetAutoaimVector(0.173648);
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if (m_flTimeWeaponIdle > 0.0f)
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return;
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if (m_pPlayer->HasShield())
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{
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m_flTimeWeaponIdle = 20.0f;
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if (m_iWeaponState & WPNSTATE_SHIELD_DRAWN)
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SendWeaponAnim(USP_DRAW, UseDecrement() != FALSE);
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}
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else if (m_iClip)
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{
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//int iAnim = USP_UNSIL_IDLE * (~m_iWeaponState & WPNSTATE_USP_SILENCED);
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int iAnim = (~m_iWeaponState & WPNSTATE_USP_SILENCED) ? USP_UNSIL_IDLE: USP_IDLE;// : USP_UNSIL_IDLE;
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m_flTimeWeaponIdle = 60.0f;
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SendWeaponAnim(iAnim, UseDecrement() != FALSE);
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}
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}
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#ifdef HOOK_GAMEDLL
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void CUSP::Spawn(void)
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{
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Spawn_();
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}
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void CUSP::Precache(void)
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{
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Precache_();
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}
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int CUSP::GetItemInfo(ItemInfo *p)
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{
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return GetItemInfo_(p);
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}
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BOOL CUSP::Deploy(void)
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{
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return Deploy_();
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}
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void CUSP::SecondaryAttack(void)
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{
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SecondaryAttack_();
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}
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void CUSP::PrimaryAttack(void)
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{
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PrimaryAttack_();
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}
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void CUSP::Reload(void)
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{
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Reload_();
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}
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void CUSP::WeaponIdle(void)
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{
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WeaponIdle_();
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}
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#endif // HOOK_GAMEDLL
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