180 lines
4.4 KiB
C++
180 lines
4.4 KiB
C++
/***
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*
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* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* Use, distribution, and modification of this source code and/or resulting
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* object code is restricted to non-commercial enhancements to products from
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* Valve LLC. All other use, distribution, or modification is prohibited
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* without written permission from Valve LLC.
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*
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****/
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#include "stdafx.h"
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#include "cbase.h"
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#include "player.h"
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#include "weapons.h"
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enum p90_e
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{
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P90_IDLE1,
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P90_RELOAD,
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P90_DRAW,
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P90_SHOOT1,
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P90_SHOOT2,
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P90_SHOOT3
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};
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LINK_ENTITY_TO_CLASS(weapon_p90, CP90);
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void CP90::Spawn(void)
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{
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pev->classname = MAKE_STRING("weapon_p90");
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Precache();
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m_iId = WEAPON_P90;
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SET_MODEL(ENT(pev), "models/w_p90.mdl");
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m_iDefaultAmmo = P90_DEFAULT_GIVE;
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m_flAccuracy = 0.2;
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m_iShotsFired = 0;
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m_bDelayFire = false;
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FallInit();
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}
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void CP90::Precache(void)
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{
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PRECACHE_MODEL("models/v_p90.mdl");
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PRECACHE_MODEL("models/w_p90.mdl");
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PRECACHE_SOUND("weapons/p90-1.wav");
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PRECACHE_SOUND("weapons/p90_clipout.wav");
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PRECACHE_SOUND("weapons/p90_clipin.wav");
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PRECACHE_SOUND("weapons/p90_boltpull.wav");
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PRECACHE_SOUND("weapons/p90_cliprelease.wav");
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m_iShell = PRECACHE_MODEL("models/rshell.mdl");
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m_usFireP90 = PRECACHE_EVENT(1, "events/p90.sc");
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}
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int CP90::GetItemInfo(ItemInfo *p)
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{
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p->pszName = STRING(pev->classname);
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p->pszAmmo1 = "57mm";
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p->iMaxAmmo1 = _57MM_MAX_CARRY;
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p->pszAmmo2 = NULL;
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p->iMaxAmmo2 = -1;
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p->iMaxClip = P90_MAX_CLIP;
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p->iSlot = 0;
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p->iPosition = 8;
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p->iId = m_iId = WEAPON_P90;
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p->iFlags = 0;
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p->iWeight = P90_WEIGHT;
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return 1;
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}
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BOOL CP90::Deploy(void)
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{
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m_iShotsFired = 0;
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m_bDelayFire = false;
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m_flAccuracy = 0.2;
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return DefaultDeploy("models/v_p90.mdl", "models/p_p90.mdl", P90_DRAW, "carbine", UseDecrement() != FALSE);
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}
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void CP90::PrimaryAttack(void)
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{
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if (!(m_pPlayer->pev->flags & FL_ONGROUND))
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P90Fire((0.3) * m_flAccuracy, 0.066, FALSE);
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else if (m_pPlayer->pev->velocity.Length2D() > 170)
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P90Fire((0.115) * m_flAccuracy, 0.066, FALSE);
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else
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P90Fire((0.045) * m_flAccuracy, 0.066, FALSE);
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}
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void CP90::P90Fire(float flSpread, float flCycleTime, BOOL fUseAutoAim)
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{
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m_bDelayFire = true;
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m_iShotsFired++;
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m_flAccuracy = ((float)(m_iShotsFired * m_iShotsFired * m_iShotsFired) / 175) + 0.45;
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if (m_flAccuracy > 1)
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m_flAccuracy = 1;
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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 = UTIL_WeaponTimeBase() + 0.2;
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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 = DIM_GUN_FLASH;
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Vector vecSrc = m_pPlayer->GetGunPosition();
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Vector vecDir = m_pPlayer->FireBullets3(vecSrc, gpGlobals->v_forward, flSpread, 8192, 1, BULLET_PLAYER_57MM, 21, 0.885, m_pPlayer->pev, FALSE, m_pPlayer->random_seed);
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int flags;
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#ifdef CLIENT_WEAPONS
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flags = FEV_NOTHOST;
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#else
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flags = 0;
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#endif
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PLAYBACK_EVENT_FULL(flags, m_pPlayer->edict(), m_usFireP90, 0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, (int)(m_pPlayer->pev->punchangle.x * 100), (int)(m_pPlayer->pev->punchangle.y * 100), 5, FALSE);
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m_flNextPrimaryAttack = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + flCycleTime;
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if (!m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0)
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m_pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0);
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2;
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if (!FBitSet(m_pPlayer->pev->flags, FL_ONGROUND))
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KickBack(0.9, 0.45, 0.35, 0.04, 5.25, 3.5, 4);
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else if (m_pPlayer->pev->velocity.Length2D() > 0)
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KickBack(0.45, 0.3, 0.2, 0.0275, 4.0, 2.25, 7);
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else if (FBitSet(m_pPlayer->pev->flags, FL_DUCKING))
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KickBack(0.275, 0.2, 0.125, 0.02, 3.0, 1.0, 9);
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else
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KickBack(0.3, 0.225, 0.125, 0.02, 3.25, 1.25, 8);
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}
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void CP90::Reload(void)
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{
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if (m_pPlayer->ammo_57mm <= 0)
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return;
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if (DefaultReload(P90_MAX_CLIP, P90_RELOAD, 3.4))
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{
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m_pPlayer->SetAnimation(PLAYER_RELOAD);
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m_flAccuracy = 0.2;
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m_iShotsFired = 0;
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}
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}
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void CP90::WeaponIdle(void)
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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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return;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 20;
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SendWeaponAnim(P90_IDLE1, UseDecrement() != FALSE);
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} |