249 lines
6.4 KiB
C++
249 lines
6.4 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 m4a1_e
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{
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M4A1_IDLE,
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M4A1_SHOOT1,
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M4A1_SHOOT2,
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M4A1_SHOOT3,
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M4A1_RELOAD,
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M4A1_DRAW,
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M4A1_ATTACH_SILENCER,
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M4A1_UNSIL_IDLE,
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M4A1_UNSIL_SHOOT1,
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M4A1_UNSIL_SHOOT2,
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M4A1_UNSIL_SHOOT3,
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M4A1_UNSIL_RELOAD,
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M4A1_UNSIL_DRAW,
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M4A1_DETACH_SILENCER
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};
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LINK_ENTITY_TO_CLASS(weapon_m4a1, CM4A1);
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void CM4A1::Spawn(void)
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{
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pev->classname = MAKE_STRING("weapon_m4a1");
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Precache();
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m_iId = WEAPON_M4A1;
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SET_MODEL(ENT(pev), "models/w_m4a1.mdl");
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m_iDefaultAmmo = M4A1_DEFAULT_GIVE;
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m_flAccuracy = 0.2;
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m_iShotsFired = 0;
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m_bDelayFire = true;
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FallInit();
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}
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void CM4A1::Precache(void)
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{
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PRECACHE_MODEL("models/v_m4a1.mdl");
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PRECACHE_MODEL("models/w_m4a1.mdl");
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PRECACHE_SOUND("weapons/m4a1-1.wav");
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PRECACHE_SOUND("weapons/m4a1_unsil-1.wav");
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PRECACHE_SOUND("weapons/m4a1_unsil-2.wav");
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PRECACHE_SOUND("weapons/m4a1_clipin.wav");
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PRECACHE_SOUND("weapons/m4a1_clipout.wav");
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PRECACHE_SOUND("weapons/m4a1_boltpull.wav");
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PRECACHE_SOUND("weapons/m4a1_deploy.wav");
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PRECACHE_SOUND("weapons/m4a1_silencer_on.wav");
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PRECACHE_SOUND("weapons/m4a1_silencer_off.wav");
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m_iShell = PRECACHE_MODEL("models/rshell.mdl");
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m_usFireM4A1 = PRECACHE_EVENT(1, "events/m4a1.sc");
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}
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int CM4A1::GetItemInfo(ItemInfo *p)
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{
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p->pszName = STRING(pev->classname);
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p->pszAmmo1 = "556Nato";
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p->iMaxAmmo1 = _556NATO_MAX_CARRY;
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p->pszAmmo2 = NULL;
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p->iMaxAmmo2 = -1;
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p->iMaxClip = M4A1_MAX_CLIP;
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p->iSlot = 0;
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p->iPosition = 6;
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p->iId = m_iId = WEAPON_M4A1;
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p->iFlags = 0;
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p->iWeight = M4A1_WEIGHT;
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return 1;
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}
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BOOL CM4A1::Deploy(void)
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{
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m_bDelayFire = true;
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iShellOn = 1;
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m_flAccuracy = 0.2;
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m_iShotsFired = 0;
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if (m_iWeaponState & WPNSTATE_M4A1_SILENCED)
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return DefaultDeploy("models/v_m4a1.mdl", "models/p_m4a1.mdl", M4A1_DRAW, "rifle", UseDecrement() != FALSE);
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else
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return DefaultDeploy("models/v_m4a1.mdl", "models/p_m4a1.mdl", M4A1_UNSIL_DRAW, "rifle", UseDecrement() != FALSE);
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}
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void CM4A1::SecondaryAttack(void)
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{
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if (m_iWeaponState & WPNSTATE_M4A1_SILENCED)
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{
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m_iWeaponState &= ~WPNSTATE_M4A1_SILENCED;
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SendWeaponAnim(M4A1_DETACH_SILENCER, UseDecrement() != FALSE);
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strcpy(m_pPlayer->m_szAnimExtention, "rifle");
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}
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else
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{
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m_iWeaponState |= WPNSTATE_M4A1_SILENCED;
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SendWeaponAnim(M4A1_ATTACH_SILENCER, UseDecrement() != FALSE);
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strcpy(m_pPlayer->m_szAnimExtention, "rifle");
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}
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2;
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m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 2;
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 2;
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}
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void CM4A1::PrimaryAttack(void)
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{
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if (m_iWeaponState & WPNSTATE_M4A1_SILENCED)
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{
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if (!FBitSet(m_pPlayer->pev->flags, FL_ONGROUND))
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M4A1Fire(0.035 + (0.4) * m_flAccuracy, 0.0875, FALSE);
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else if (m_pPlayer->pev->velocity.Length2D() > 140)
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M4A1Fire(0.035 + (0.07) * m_flAccuracy, 0.0875, FALSE);
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else
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M4A1Fire((0.025) * m_flAccuracy, 0.0875, 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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M4A1Fire(0.035 + (0.4) * m_flAccuracy, 0.0875, FALSE);
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else if (m_pPlayer->pev->velocity.Length2D() > 140)
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M4A1Fire(0.035 + (0.07) * m_flAccuracy, 0.0875, FALSE);
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else
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M4A1Fire((0.02) * m_flAccuracy, 0.0875, FALSE);
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}
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}
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void CM4A1::M4A1Fire(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) / 220) + 0.3;
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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->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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Vector vecSrc = m_pPlayer->GetGunPosition();
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Vector vecDir;
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if (m_iWeaponState & WPNSTATE_M4A1_SILENCED)
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{
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vecDir = m_pPlayer->FireBullets3(vecSrc, gpGlobals->v_forward, flSpread, 8192, 2, BULLET_PLAYER_556MM, 33, 0.95, m_pPlayer->pev, FALSE, m_pPlayer->random_seed);
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}
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else
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{
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vecDir = m_pPlayer->FireBullets3(vecSrc, gpGlobals->v_forward, flSpread, 8192, 2, BULLET_PLAYER_556MM, 32, 0.97, m_pPlayer->pev, FALSE, m_pPlayer->random_seed);
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m_pPlayer->pev->effects |= EF_MUZZLEFLASH;
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}
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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_usFireM4A1, 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), (m_iWeaponState & WPNSTATE_M4A1_SILENCED) ? true : false, 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() + 1.5;
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if (m_pPlayer->pev->velocity.Length2D() > 0)
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KickBack(1.0, 0.45, 0.28, 0.045, 3.75, 3.0, 7);
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else if (!FBitSet(m_pPlayer->pev->flags, FL_ONGROUND))
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KickBack(1.2, 0.5, 0.23, 0.15, 5.5, 3.5, 6);
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else if (FBitSet(m_pPlayer->pev->flags, FL_DUCKING))
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KickBack(0.6, 0.3, 0.2, 0.0125, 3.25, 2.0, 7);
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else
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KickBack(0.65, 0.35, 0.25, 0.015, 3.5, 2.25, 7);
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}
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void CM4A1::Reload(void)
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{
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if (m_pPlayer->ammo_556nato <= 0)
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return;
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int iAnim;
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if (m_iWeaponState & WPNSTATE_M4A1_SILENCED)
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iAnim = M4A1_RELOAD;
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else
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iAnim = M4A1_UNSIL_RELOAD;
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if (DefaultReload(M4A1_MAX_CLIP, iAnim, 3.05))
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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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m_bDelayFire = false;
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}
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}
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void CM4A1::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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if (m_iWeaponState & WPNSTATE_M4A1_SILENCED)
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SendWeaponAnim(M4A1_IDLE, UseDecrement() != FALSE);
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else
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SendWeaponAnim(M4A1_UNSIL_IDLE, UseDecrement() != FALSE);
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} |