mirror of
https://github.com/s1lentq/ReGameDLL_CS.git
synced 2024-12-28 15:45:41 +03:00
a79775b443
* Features: add m_flBaseDamage
202 lines
4.6 KiB
C++
202 lines
4.6 KiB
C++
#include "precompiled.h"
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LINK_ENTITY_TO_CLASS(weapon_m249, CM249, CCSM249)
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void CM249::Spawn()
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{
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Precache();
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m_iId = WEAPON_M249;
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SET_MODEL(edict(), "models/w_m249.mdl");
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m_iDefaultAmmo = M249_DEFAULT_GIVE;
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m_flAccuracy = 0.2f;
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m_iShotsFired = 0;
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#ifdef REGAMEDLL_API
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CSPlayerWeapon()->m_flBaseDamage = M249_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 CM249::Precache()
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{
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PRECACHE_MODEL("models/v_m249.mdl");
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PRECACHE_MODEL("models/w_m249.mdl");
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PRECACHE_SOUND("weapons/m249-1.wav");
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PRECACHE_SOUND("weapons/m249-2.wav");
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PRECACHE_SOUND("weapons/m249_boxout.wav");
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PRECACHE_SOUND("weapons/m249_boxin.wav");
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PRECACHE_SOUND("weapons/m249_chain.wav");
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PRECACHE_SOUND("weapons/m249_coverup.wav");
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PRECACHE_SOUND("weapons/m249_coverdown.wav");
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m_iShell = PRECACHE_MODEL("models/rshell.mdl");
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m_usFireM249 = PRECACHE_EVENT(1, "events/m249.sc");
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}
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int CM249::GetItemInfo(ItemInfo *p)
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{
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p->pszName = STRING(pev->classname);
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p->pszAmmo1 = "556NatoBox";
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p->iMaxAmmo1 = MAX_AMMO_556NATOBOX;
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p->pszAmmo2 = nullptr;
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p->iMaxAmmo2 = -1;
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p->iMaxClip = M249_MAX_CLIP;
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p->iSlot = 0;
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p->iPosition = 4;
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p->iId = m_iId = WEAPON_M249;
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p->iFlags = 0;
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p->iWeight = M249_WEIGHT;
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return 1;
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}
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BOOL CM249::Deploy()
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{
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m_flAccuracy = 0.2f;
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m_iShotsFired = 0;
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iShellOn = 1;
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return DefaultDeploy("models/v_m249.mdl", "models/p_m249.mdl", M249_DRAW, "m249", UseDecrement() != FALSE);
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}
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void CM249::PrimaryAttack()
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{
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if (!(m_pPlayer->pev->flags & FL_ONGROUND))
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{
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M249Fire(0.045 + (0.5 * m_flAccuracy), 0.1, FALSE);
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}
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else if (m_pPlayer->pev->velocity.Length2D() > 140)
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{
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M249Fire(0.045 + (0.095 * m_flAccuracy), 0.1, FALSE);
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}
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else
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{
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M249Fire(0.03 * m_flAccuracy, 0.1, FALSE);
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}
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}
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void CM249::M249Fire(float flSpread, float flCycleTime, BOOL fUseAutoAim)
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{
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Vector vecAiming, vecSrc, vecDir;
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int flag;
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m_bDelayFire = true;
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m_iShotsFired++;
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m_flAccuracy = ((m_iShotsFired * m_iShotsFired * m_iShotsFired) / 175) + 0.4f;
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if (m_flAccuracy > 0.9f)
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m_flAccuracy = 0.9f;
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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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m_pPlayer->SetAnimation(PLAYER_ATTACK1);
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UTIL_MakeVectors(m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle);
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m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME;
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m_pPlayer->m_iWeaponFlash = BRIGHT_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 = M249_DAMAGE;
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#endif
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vecDir = m_pPlayer->FireBullets3(vecSrc, vecAiming, flSpread, 8192, 2, BULLET_PLAYER_556MM,
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flBaseDamage, M249_RANGE_MODIFER, m_pPlayer->pev, false, 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_usFireM249, 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), FALSE, 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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m_pPlayer->SetSuitUpdate("!HEV_AMO0", SUIT_SENTENCE, SUIT_REPEAT_OK);
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}
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.6f;
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if (!(m_pPlayer->pev->flags & FL_ONGROUND))
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{
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KickBack(1.8, 0.65, 0.45, 0.125, 5.0, 3.5, 8);
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}
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else if (m_pPlayer->pev->velocity.Length2D() > 0)
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{
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KickBack(1.1, 0.5, 0.3, 0.06, 4.0, 3.0, 8);
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}
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else if (m_pPlayer->pev->flags & FL_DUCKING)
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{
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KickBack(0.75, 0.325, 0.25, 0.025, 3.5, 2.5, 9);
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}
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else
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{
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KickBack(0.8, 0.35, 0.3, 0.03, 3.75, 3.0, 9);
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}
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}
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void CM249::Reload()
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{
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#ifdef REGAMEDLL_FIXES
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// to prevent reload if not enough ammo
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if (m_pPlayer->ammo_556natobox <= 0)
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return;
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#endif
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if (DefaultReload(iMaxClip(), M249_RELOAD, M249_RELOAD_TIME))
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{
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m_pPlayer->SetAnimation(PLAYER_RELOAD);
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m_flAccuracy = 0.2f;
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m_bDelayFire = false;
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m_iShotsFired = 0;
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}
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}
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void CM249::WeaponIdle()
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{
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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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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 20.0f;
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SendWeaponAnim(M249_IDLE1, UseDecrement() != FALSE);
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}
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