ReGameDLL_CS/regamedll/dlls/wpn_shared/wpn_g3sg1.cpp
2015-11-24 03:01:09 +06:00

295 lines
6.4 KiB
C++

#include "precompiled.h"
#define G3SG1_MAX_SPEED 210
#define G3SG1_MAX_SPEED_ZOOM 150
#define G3SG1_DAMAGE 80
#define G3SG1_RANGE_MODIFER 0.98
#define G3SG1_RELOAD_TIME 3.5
enum g3sg1_e
{
G3SG1_IDLE,
G3SG1_SHOOT,
G3SG1_SHOOT2,
G3SG1_RELOAD,
G3SG1_DRAW
};
/* <260ef4> ../cstrike/dlls/wpn_shared/wpn_g3sg1.cpp:48 */
LINK_ENTITY_TO_CLASS(weapon_g3sg1, CG3SG1);
/* <260ca2> ../cstrike/dlls/wpn_shared/wpn_g3sg1.cpp:50 */
void CG3SG1::__MAKE_VHOOK(Spawn)(void)
{
Precache();
m_iId = WEAPON_G3SG1;
SET_MODEL(edict(), "models/w_g3sg1.mdl");
m_iDefaultAmmo = G3SG1_DEFAULT_GIVE;
m_flLastFire = 0;
FallInit();
}
/* <260b97> ../cstrike/dlls/wpn_shared/wpn_g3sg1.cpp:63 */
void CG3SG1::__MAKE_VHOOK(Precache)(void)
{
PRECACHE_MODEL("models/v_g3sg1.mdl");
PRECACHE_MODEL("models/w_g3sg1.mdl");
PRECACHE_SOUND("weapons/g3sg1-1.wav");
PRECACHE_SOUND("weapons/g3sg1_slide.wav");
PRECACHE_SOUND("weapons/g3sg1_clipin.wav");
PRECACHE_SOUND("weapons/g3sg1_clipout.wav");
PRECACHE_SOUND("weapons/zoom.wav");
m_iShellId = m_iShell = PRECACHE_MODEL("models/rshell.mdl");
m_usFireG3SG1 = PRECACHE_EVENT(1, "events/g3sg1.sc");
}
/* <260bbe> ../cstrike/dlls/wpn_shared/wpn_g3sg1.cpp:79 */
int CG3SG1::__MAKE_VHOOK(GetItemInfo)(ItemInfo *p)
{
p->pszName = STRING(pev->classname);
p->pszAmmo1 = "762Nato";
p->iMaxAmmo1 = MAX_AMMO_762NATO;
p->pszAmmo2 = NULL;
p->iMaxAmmo2 = -1;
p->iMaxClip = G3SG1_MAX_CLIP;
p->iSlot = 0;
p->iPosition = 3;
p->iId = m_iId = WEAPON_G3SG1;
p->iFlags = 0;
p->iWeight = G3SG1_WEIGHT;
return 1;
}
/* <260c7b> ../cstrike/dlls/wpn_shared/wpn_g3sg1.cpp:96 */
BOOL CG3SG1::__MAKE_VHOOK(Deploy)(void)
{
m_flAccuracy = 0.2;
return DefaultDeploy("models/v_g3sg1.mdl", "models/p_g3sg1.mdl", G3SG1_DRAW, "mp5", UseDecrement() != FALSE);
}
/* <260c17> ../cstrike/dlls/wpn_shared/wpn_g3sg1.cpp:102 */
void CG3SG1::__MAKE_VHOOK(SecondaryAttack)(void)
{
switch (m_pPlayer->m_iFOV)
{
case 90: m_pPlayer->m_iFOV = m_pPlayer->pev->fov = 40; break;
case 40: m_pPlayer->m_iFOV = m_pPlayer->pev->fov = 15; break;
#ifdef REGAMEDLL_FIXES
default:
#else
case 15:
#endif // REGAMEDLL_FIXES
m_pPlayer->m_iFOV = m_pPlayer->pev->fov = 90; break;
}
m_pPlayer->ResetMaxSpeed();
if (TheBots != NULL)
{
TheBots->OnEvent(EVENT_WEAPON_ZOOMED, m_pPlayer);
}
EMIT_SOUND(m_pPlayer->edict(), CHAN_ITEM, "weapons/zoom.wav", 0.2, 2.4);
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.3;
}
/* <260eaa> ../cstrike/dlls/wpn_shared/wpn_g3sg1.cpp:133 */
void CG3SG1::__MAKE_VHOOK(PrimaryAttack)(void)
{
if (!(m_pPlayer->pev->flags & FL_ONGROUND))
{
G3SG1Fire(0.45, 0.25, FALSE);
}
else if (m_pPlayer->pev->velocity.Length2D() > 0)
{
G3SG1Fire(0.15, 0.25, FALSE);
}
else if (m_pPlayer->pev->flags & FL_DUCKING)
{
G3SG1Fire(0.035, 0.25, FALSE);
}
else
{
G3SG1Fire(0.055, 0.25, FALSE);
}
}
/* <260dab> ../cstrike/dlls/wpn_shared/wpn_g3sg1.cpp:145 */
void CG3SG1::G3SG1Fire(float flSpread, float flCycleTime, BOOL fUseAutoAim)
{
Vector vecAiming, vecSrc, vecDir;
int flag;
if (m_pPlayer->pev->fov == DEFAULT_FOV)
{
flSpread += 0.025;
}
if (m_flLastFire)
{
m_flAccuracy = (gpGlobals->time - m_flLastFire) * 0.3 + 0.55;
if (m_flAccuracy > 0.98)
{
m_flAccuracy = 0.98;
}
}
else
{
m_flAccuracy = 0.98;
}
m_flLastFire = gpGlobals->time;
if (m_iClip <= 0)
{
if (m_fFireOnEmpty)
{
PlayEmptySound();
m_flNextPrimaryAttack = GetNextAttackDelay(0.2);
}
if (TheBots != NULL)
{
TheBots->OnEvent(EVENT_WEAPON_FIRED_ON_EMPTY, m_pPlayer);
}
return;
}
m_iClip--;
m_pPlayer->pev->effects |= EF_MUZZLEFLASH;
m_pPlayer->SetAnimation(PLAYER_ATTACK1);
UTIL_MakeVectors(m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle);
m_pPlayer->m_iWeaponVolume = BIG_EXPLOSION_VOLUME;
m_pPlayer->m_iWeaponFlash = NORMAL_GUN_FLASH;
vecSrc = m_pPlayer->GetGunPosition();
vecAiming = gpGlobals->v_forward;
vecDir = m_pPlayer->FireBullets3(vecSrc, vecAiming, (1 - m_flAccuracy) * flSpread, 8192, 3, BULLET_PLAYER_762MM, G3SG1_DAMAGE, G3SG1_RANGE_MODIFER, m_pPlayer->pev, true, m_pPlayer->random_seed);
#ifdef CLIENT_WEAPONS
flag = FEV_NOTHOST;
#else
flag = 0;
#endif // CLIENT_WEAPONS
PLAYBACK_EVENT_FULL(flag, m_pPlayer->edict(), m_usFireG3SG1, 0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y,
(int)(m_pPlayer->pev->punchangle.x * 100), (int)(m_pPlayer->pev->punchangle.x * 100), FALSE, FALSE);
m_flNextPrimaryAttack = m_flNextSecondaryAttack = GetNextAttackDelay(flCycleTime);
if (!m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0)
{
m_pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0);
}
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.8;
m_pPlayer->pev->punchangle.x -= UTIL_SharedRandomFloat(m_pPlayer->random_seed + 4, 0.75, 1.75) + m_pPlayer->pev->punchangle.x * 0.25;
m_pPlayer->pev->punchangle.y += UTIL_SharedRandomFloat(m_pPlayer->random_seed + 5, -0.75, 0.75);
}
/* <260d53> ../cstrike/dlls/wpn_shared/wpn_g3sg1.cpp:234 */
void CG3SG1::__MAKE_VHOOK(Reload)(void)
{
if (m_pPlayer->ammo_762nato <= 0)
{
return;
}
if (DefaultReload(G3SG1_MAX_CLIP, G3SG1_RELOAD, G3SG1_RELOAD_TIME))
{
m_flAccuracy = 0.2;
m_pPlayer->SetAnimation(PLAYER_RELOAD);
if (m_pPlayer->pev->fov != DEFAULT_FOV)
{
m_pPlayer->m_iFOV = m_pPlayer->pev->fov = 15;
SecondaryAttack();
}
}
}
/* <260d18> ../cstrike/dlls/wpn_shared/wpn_g3sg1.cpp:260 */
void CG3SG1::__MAKE_VHOOK(WeaponIdle)(void)
{
ResetEmptySound();
m_pPlayer->GetAutoaimVector(AUTOAIM_10DEGREES);
if (m_flTimeWeaponIdle <= UTIL_WeaponTimeBase())
{
if (m_iClip)
{
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 60;
SendWeaponAnim(G3SG1_IDLE, UseDecrement() != FALSE);
}
}
}
/* <260bf1> ../cstrike/dlls/wpn_shared/wpn_g3sg1.cpp:277 */
float CG3SG1::__MAKE_VHOOK(GetMaxSpeed)(void)
{
return (m_pPlayer->m_iFOV == DEFAULT_FOV) ? G3SG1_MAX_SPEED : G3SG1_MAX_SPEED_ZOOM;
}
#ifdef HOOK_GAMEDLL
void CG3SG1::Spawn(void)
{
Spawn_();
}
void CG3SG1::Precache(void)
{
Precache_();
}
int CG3SG1::GetItemInfo(ItemInfo *p)
{
return GetItemInfo_(p);
}
BOOL CG3SG1::Deploy(void)
{
return Deploy_();
}
float CG3SG1::GetMaxSpeed(void)
{
return GetMaxSpeed_();
}
void CG3SG1::PrimaryAttack(void)
{
PrimaryAttack_();
}
void CG3SG1::SecondaryAttack(void)
{
SecondaryAttack_();
}
void CG3SG1::Reload(void)
{
Reload_();
}
void CG3SG1::WeaponIdle(void)
{
WeaponIdle_();
}
#endif // HOOK_GAMEDLL