285 lines
7.1 KiB
C++
285 lines
7.1 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 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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LINK_ENTITY_TO_CLASS(weapon_usp, CUSP);
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void CUSP::Spawn(void)
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{
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pev->classname = MAKE_STRING("weapon_usp");
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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_iDefaultAmmo = USP_DEFAULT_GIVE;
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m_flAccuracy = 0.92;
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m_iWeaponState &= ~WPNSTATE_SHIELD_DRAWN;
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FallInit();
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}
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void CUSP::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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int CUSP::GetItemInfo(ItemInfo *p)
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{
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p->pszName = STRING(pev->classname);
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p->pszAmmo1 = "45acp";
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p->iMaxAmmo1 = _45ACP_MAX_CARRY;
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p->pszAmmo2 = NULL;
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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->iId = m_iId = WEAPON_USP;
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p->iFlags = 0;
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p->iWeight = USP_WEIGHT;
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return 1;
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}
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BOOL CUSP::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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void CUSP::SecondaryAttack(void)
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{
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if (ShieldSecondaryFire(USP_SHIELD_UP, USP_SHIELD_DOWN) == true)
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return;
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if (m_iWeaponState & WPNSTATE_USP_SILENCED)
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{
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m_iWeaponState &= ~WPNSTATE_USP_SILENCED;
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SendWeaponAnim(USP_DETACH_SILENCER, UseDecrement() != FALSE);
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strcpy(m_pPlayer->m_szAnimExtention, "onehanded");
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}
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else
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{
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m_iWeaponState |= WPNSTATE_USP_SILENCED;
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SendWeaponAnim(USP_ATTACH_SILENCER, UseDecrement() != FALSE);
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strcpy(m_pPlayer->m_szAnimExtention, "onehanded");
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}
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 3;
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m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 3;
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 3;
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}
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void CUSP::PrimaryAttack(void)
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{
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if (m_iWeaponState & WPNSTATE_USP_SILENCED)
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{
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if (!FBitSet(m_pPlayer->pev->flags, FL_ONGROUND))
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USPFire((1.3) * (1 - m_flAccuracy), 0.225, FALSE);
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else if (m_pPlayer->pev->velocity.Length2D() > 0)
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USPFire((0.25) * (1 - m_flAccuracy), 0.225, FALSE);
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else if (FBitSet(m_pPlayer->pev->flags, FL_DUCKING))
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USPFire((0.125) * (1 - m_flAccuracy), 0.225, FALSE);
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else
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USPFire((0.15) * (1 - m_flAccuracy), 0.225, FALSE);
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}
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else
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{
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if (!FBitSet(m_pPlayer->pev->flags, FL_ONGROUND))
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USPFire((1.2) * (1 - m_flAccuracy), 0.225, FALSE);
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else if (m_pPlayer->pev->velocity.Length2D() > 0)
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USPFire((0.225) * (1 - m_flAccuracy), 0.225, FALSE);
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else if (FBitSet(m_pPlayer->pev->flags, FL_DUCKING))
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USPFire((0.08) * (1 - m_flAccuracy), 0.225, FALSE);
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else
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USPFire((0.1) * (1 - m_flAccuracy), 0.225, FALSE);
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}
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}
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void CUSP::USPFire(float flSpread, float flCycleTime, BOOL fUseAutoAim)
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{
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flCycleTime -= 0.075;
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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)
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{
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m_flAccuracy -= (0.3 - (gpGlobals->time - m_flLastFire)) * 0.275;
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if (m_flAccuracy > 0.92)
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m_flAccuracy = 0.92;
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else if (m_flAccuracy < 0.6)
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m_flAccuracy = 0.6;
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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 = 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->SetAnimation(PLAYER_ATTACK1);
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m_pPlayer->m_iWeaponVolume = BIG_EXPLOSION_VOLUME;
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m_pPlayer->m_iWeaponFlash = DIM_GUN_FLASH;
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UTIL_MakeVectors(m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle);
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if (!(m_iWeaponState & WPNSTATE_USP_SILENCED))
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m_pPlayer->pev->effects |= EF_MUZZLEFLASH;
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int iDamage = (m_iWeaponState & WPNSTATE_USP_SILENCED) ? 30 : 34;
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Vector vecDir = FireBullets3(m_pPlayer->GetGunPosition(), gpGlobals->v_forward, flSpread, 4096, 1, BULLET_PLAYER_45ACP, iDamage, 0.79, m_pPlayer->pev, TRUE, 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, ENT(m_pPlayer->pev), 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);
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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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m_pPlayer->pev->punchangle.x -= 2;
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ResetPlayerShieldAnim();
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}
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void CUSP::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 iAnim;
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if (m_pPlayer->HasShield() != false)
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iAnim = USP_SHIELD_RELOAD;
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else if (m_iWeaponState & WPNSTATE_USP_SILENCED)
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iAnim = USP_RELOAD;
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else
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iAnim = USP_UNSIL_RELOAD;
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if (DefaultReload(USP_MAX_CLIP, iAnim, 2.7))
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{
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m_pPlayer->SetAnimation(PLAYER_RELOAD);
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m_flAccuracy = 0.92;
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}
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}
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void CUSP::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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if (m_pPlayer->HasShield())
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{
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 20;
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if (m_iWeaponState & WPNSTATE_SHIELD_DRAWN)
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SendWeaponAnim(USP_DRAW, UseDecrement() != FALSE);
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return;
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}
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if (m_iClip)
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{
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 60;
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if (m_iWeaponState & WPNSTATE_USP_SILENCED)
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SendWeaponAnim(USP_IDLE, UseDecrement() != FALSE);
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else
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SendWeaponAnim(USP_UNSIL_IDLE, UseDecrement() != FALSE);
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}
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} |