mirror of
https://github.com/s1lentq/ReGameDLL_CS.git
synced 2024-12-28 15:45:41 +03:00
9dcab4bd49
Refactoring unicode_strtools
286 lines
6.6 KiB
C++
286 lines
6.6 KiB
C++
#include "precompiled.h"
|
|
|
|
LINK_ENTITY_TO_CLASS(weapon_usp, CUSP, CCSUSP)
|
|
|
|
void CUSP::Spawn()
|
|
{
|
|
Precache();
|
|
|
|
m_iId = WEAPON_USP;
|
|
SET_MODEL(ENT(pev), "models/w_usp.mdl");
|
|
|
|
m_iWeaponState &= ~WPNSTATE_SHIELD_DRAWN;
|
|
m_iDefaultAmmo = USP_DEFAULT_GIVE;
|
|
m_flAccuracy = 0.92f;
|
|
|
|
// Get ready to fall down
|
|
FallInit();
|
|
|
|
// extend
|
|
CBasePlayerWeapon::Spawn();
|
|
}
|
|
|
|
void CUSP::Precache()
|
|
{
|
|
PRECACHE_MODEL("models/v_usp.mdl");
|
|
PRECACHE_MODEL("models/w_usp.mdl");
|
|
PRECACHE_MODEL("models/shield/v_shield_usp.mdl");
|
|
|
|
PRECACHE_SOUND("weapons/usp1.wav");
|
|
PRECACHE_SOUND("weapons/usp2.wav");
|
|
PRECACHE_SOUND("weapons/usp_unsil-1.wav");
|
|
PRECACHE_SOUND("weapons/usp_clipout.wav");
|
|
PRECACHE_SOUND("weapons/usp_clipin.wav");
|
|
PRECACHE_SOUND("weapons/usp_silencer_on.wav");
|
|
PRECACHE_SOUND("weapons/usp_silencer_off.wav");
|
|
PRECACHE_SOUND("weapons/usp_sliderelease.wav");
|
|
PRECACHE_SOUND("weapons/usp_slideback.wav");
|
|
|
|
m_iShell = PRECACHE_MODEL("models/pshell.mdl");
|
|
m_usFireUSP = PRECACHE_EVENT(1, "events/usp.sc");
|
|
}
|
|
|
|
int CUSP::GetItemInfo(ItemInfo *p)
|
|
{
|
|
p->pszName = STRING(pev->classname);
|
|
#ifdef REGAMEDLL_FIXES
|
|
p->pszAmmo1 = "45acp";
|
|
#else
|
|
p->pszAmmo1 = "45ACP";
|
|
#endif // REGAMEDLL_FIXES
|
|
p->iMaxAmmo1 = MAX_AMMO_45ACP;
|
|
p->pszAmmo2 = nullptr;
|
|
p->iMaxAmmo2 = -1;
|
|
p->iMaxClip = USP_MAX_CLIP;
|
|
p->iSlot = 1;
|
|
p->iPosition = 4;
|
|
p->iFlags = 0;
|
|
p->iId = m_iId = WEAPON_USP;
|
|
p->iWeight = USP_WEIGHT;
|
|
|
|
return 1;
|
|
}
|
|
|
|
BOOL CUSP::Deploy()
|
|
{
|
|
m_iWeaponState &= ~WPNSTATE_SHIELD_DRAWN;
|
|
m_flAccuracy = 0.92f;
|
|
m_fMaxSpeed = USP_MAX_SPEED;
|
|
m_pPlayer->m_bShieldDrawn = false;
|
|
|
|
if (m_pPlayer->HasShield())
|
|
{
|
|
m_iWeaponState &= ~WPNSTATE_USP_SILENCED;
|
|
return DefaultDeploy("models/shield/v_shield_usp.mdl", "models/shield/p_shield_usp.mdl", USP_SHIELD_DRAW, "shieldgun", UseDecrement());
|
|
}
|
|
else if (m_iWeaponState & WPNSTATE_USP_SILENCED)
|
|
{
|
|
return DefaultDeploy("models/v_usp.mdl", "models/p_usp.mdl", USP_DRAW, "onehanded", UseDecrement());
|
|
}
|
|
|
|
return DefaultDeploy("models/v_usp.mdl", "models/p_usp.mdl", USP_UNSIL_DRAW, "onehanded", UseDecrement());
|
|
}
|
|
|
|
void CUSP::SecondaryAttack()
|
|
{
|
|
if (ShieldSecondaryFire(USP_SHIELD_UP, USP_SHIELD_DOWN))
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (m_iWeaponState & WPNSTATE_USP_SILENCED)
|
|
{
|
|
m_iWeaponState &= ~WPNSTATE_USP_SILENCED;
|
|
|
|
SendWeaponAnim(USP_DETACH_SILENCER, UseDecrement() != FALSE);
|
|
Q_strcpy(m_pPlayer->m_szAnimExtention, "onehanded");
|
|
}
|
|
else
|
|
{
|
|
m_iWeaponState |= WPNSTATE_USP_SILENCED;
|
|
|
|
SendWeaponAnim(USP_ATTACH_SILENCER, UseDecrement() != FALSE);
|
|
Q_strcpy(m_pPlayer->m_szAnimExtention, "onehanded");
|
|
}
|
|
|
|
m_flNextSecondaryAttack = m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 3.0f;
|
|
m_flNextPrimaryAttack = GetNextAttackDelay(3.0);
|
|
}
|
|
|
|
void CUSP::PrimaryAttack()
|
|
{
|
|
if (m_iWeaponState & WPNSTATE_USP_SILENCED)
|
|
{
|
|
if (!(m_pPlayer->pev->flags & FL_ONGROUND))
|
|
{
|
|
USPFire(1.3 * (1 - m_flAccuracy), 0.225, FALSE);
|
|
}
|
|
else if (m_pPlayer->pev->velocity.Length2D() > 0)
|
|
{
|
|
USPFire(0.25 * (1 - m_flAccuracy), 0.225, FALSE);
|
|
}
|
|
else if (m_pPlayer->pev->flags & FL_DUCKING)
|
|
{
|
|
USPFire(0.125 * (1 - m_flAccuracy), 0.225, FALSE);
|
|
}
|
|
else
|
|
{
|
|
USPFire(0.15 * (1 - m_flAccuracy), 0.225, FALSE);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (!(m_pPlayer->pev->flags & FL_ONGROUND))
|
|
{
|
|
USPFire(1.2 * (1 - m_flAccuracy), 0.225, FALSE);
|
|
}
|
|
else if (m_pPlayer->pev->velocity.Length2D() > 0)
|
|
{
|
|
USPFire(0.225 * (1 - m_flAccuracy), 0.225, FALSE);
|
|
}
|
|
else if (m_pPlayer->pev->flags & FL_DUCKING)
|
|
{
|
|
USPFire(0.08 * (1 - m_flAccuracy), 0.225, FALSE);
|
|
}
|
|
else
|
|
{
|
|
USPFire(0.1 * (1 - m_flAccuracy), 0.225, FALSE);
|
|
}
|
|
}
|
|
}
|
|
|
|
void CUSP::USPFire(float flSpread, float flCycleTime, BOOL fUseSemi)
|
|
{
|
|
int flag;
|
|
int iDamage;
|
|
Vector vecAiming, vecSrc, vecDir;
|
|
|
|
flCycleTime -= 0.075f;
|
|
|
|
if (++m_iShotsFired > 1)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (m_flLastFire != 0.0f)
|
|
{
|
|
m_flAccuracy -= (0.3f - (gpGlobals->time - m_flLastFire)) * 0.275f;
|
|
|
|
if (m_flAccuracy > 0.92f)
|
|
{
|
|
m_flAccuracy = 0.92f;
|
|
}
|
|
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_flNextPrimaryAttack = m_flNextSecondaryAttack = GetNextAttackDelay(flCycleTime);
|
|
|
|
m_iClip--;
|
|
SetPlayerShieldAnim();
|
|
|
|
m_pPlayer->SetAnimation(PLAYER_ATTACK1);
|
|
m_pPlayer->m_iWeaponVolume = BIG_EXPLOSION_VOLUME;
|
|
m_pPlayer->m_iWeaponFlash = DIM_GUN_FLASH;
|
|
|
|
UTIL_MakeVectors(m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle);
|
|
|
|
if (!(m_iWeaponState & WPNSTATE_USP_SILENCED))
|
|
{
|
|
m_pPlayer->pev->effects |= EF_MUZZLEFLASH;
|
|
}
|
|
|
|
vecSrc = m_pPlayer->GetGunPosition();
|
|
vecAiming = gpGlobals->v_forward;
|
|
|
|
iDamage = (m_iWeaponState & WPNSTATE_USP_SILENCED) ? USP_DAMAGE_SIL : USP_DAMAGE;
|
|
|
|
vecDir = m_pPlayer->FireBullets3(vecSrc, vecAiming, flSpread, 4096, 1, BULLET_PLAYER_45ACP, iDamage, USP_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_usFireUSP, 0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y,
|
|
(int)(m_pPlayer->pev->punchangle.x * 100), 0, m_iClip == 0, (m_iWeaponState & WPNSTATE_USP_SILENCED));
|
|
|
|
if (!m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0)
|
|
{
|
|
m_pPlayer->SetSuitUpdate("!HEV_AMO0", SUIT_SENTENCE, SUIT_REPEAT_OK);
|
|
}
|
|
|
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.0f;
|
|
m_pPlayer->pev->punchangle.x -= 2.0f;
|
|
ResetPlayerShieldAnim();
|
|
}
|
|
|
|
void CUSP::Reload()
|
|
{
|
|
if (m_pPlayer->ammo_45acp <= 0)
|
|
return;
|
|
|
|
int iAnim;
|
|
if (m_pPlayer->HasShield())
|
|
iAnim = USP_SHIELD_RELOAD;
|
|
else if (m_iWeaponState & WPNSTATE_USP_SILENCED)
|
|
iAnim = USP_RELOAD;
|
|
else
|
|
iAnim = USP_UNSIL_RELOAD;
|
|
|
|
if (DefaultReload(iMaxClip(), iAnim, USP_RELOAD_TIME))
|
|
{
|
|
m_pPlayer->SetAnimation(PLAYER_RELOAD);
|
|
m_flAccuracy = 0.92f;
|
|
}
|
|
}
|
|
|
|
void CUSP::WeaponIdle()
|
|
{
|
|
ResetEmptySound();
|
|
m_pPlayer->GetAutoaimVector(AUTOAIM_10DEGREES);
|
|
|
|
if (m_flTimeWeaponIdle > 0)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (m_pPlayer->HasShield())
|
|
{
|
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 20.0f;
|
|
|
|
if (m_iWeaponState & WPNSTATE_SHIELD_DRAWN)
|
|
{
|
|
SendWeaponAnim(USP_DRAW, UseDecrement());
|
|
}
|
|
}
|
|
else if (m_iClip)
|
|
{
|
|
int iAnim = (~m_iWeaponState & WPNSTATE_USP_SILENCED) ? USP_UNSIL_IDLE: USP_IDLE;
|
|
|
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 60.0f;
|
|
SendWeaponAnim(iAnim, UseDecrement());
|
|
}
|
|
}
|