cs16-client-legacy/dlls/wpn_shared/wpn_m4a1.cpp

249 lines
6.4 KiB
C++

/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
#include "stdafx.h"
#include "cbase.h"
#include "player.h"
#include "weapons.h"
enum m4a1_e
{
M4A1_IDLE,
M4A1_SHOOT1,
M4A1_SHOOT2,
M4A1_SHOOT3,
M4A1_RELOAD,
M4A1_DRAW,
M4A1_ATTACH_SILENCER,
M4A1_UNSIL_IDLE,
M4A1_UNSIL_SHOOT1,
M4A1_UNSIL_SHOOT2,
M4A1_UNSIL_SHOOT3,
M4A1_UNSIL_RELOAD,
M4A1_UNSIL_DRAW,
M4A1_DETACH_SILENCER
};
LINK_ENTITY_TO_CLASS(weapon_m4a1, CM4A1);
void CM4A1::Spawn(void)
{
pev->classname = MAKE_STRING("weapon_m4a1");
Precache();
m_iId = WEAPON_M4A1;
SET_MODEL(ENT(pev), "models/w_m4a1.mdl");
m_iDefaultAmmo = M4A1_DEFAULT_GIVE;
m_flAccuracy = 0.2;
m_iShotsFired = 0;
m_bDelayFire = true;
FallInit();
}
void CM4A1::Precache(void)
{
PRECACHE_MODEL("models/v_m4a1.mdl");
PRECACHE_MODEL("models/w_m4a1.mdl");
PRECACHE_SOUND("weapons/m4a1-1.wav");
PRECACHE_SOUND("weapons/m4a1_unsil-1.wav");
PRECACHE_SOUND("weapons/m4a1_unsil-2.wav");
PRECACHE_SOUND("weapons/m4a1_clipin.wav");
PRECACHE_SOUND("weapons/m4a1_clipout.wav");
PRECACHE_SOUND("weapons/m4a1_boltpull.wav");
PRECACHE_SOUND("weapons/m4a1_deploy.wav");
PRECACHE_SOUND("weapons/m4a1_silencer_on.wav");
PRECACHE_SOUND("weapons/m4a1_silencer_off.wav");
m_iShell = PRECACHE_MODEL("models/rshell.mdl");
m_usFireM4A1 = PRECACHE_EVENT(1, "events/m4a1.sc");
}
int CM4A1::GetItemInfo(ItemInfo *p)
{
p->pszName = STRING(pev->classname);
p->pszAmmo1 = "556Nato";
p->iMaxAmmo1 = _556NATO_MAX_CARRY;
p->pszAmmo2 = NULL;
p->iMaxAmmo2 = -1;
p->iMaxClip = M4A1_MAX_CLIP;
p->iSlot = 0;
p->iPosition = 6;
p->iId = m_iId = WEAPON_M4A1;
p->iFlags = 0;
p->iWeight = M4A1_WEIGHT;
return 1;
}
BOOL CM4A1::Deploy(void)
{
m_bDelayFire = true;
iShellOn = 1;
m_flAccuracy = 0.2;
m_iShotsFired = 0;
if (m_iWeaponState & WPNSTATE_M4A1_SILENCED)
return DefaultDeploy("models/v_m4a1.mdl", "models/p_m4a1.mdl", M4A1_DRAW, "rifle", UseDecrement() != FALSE);
else
return DefaultDeploy("models/v_m4a1.mdl", "models/p_m4a1.mdl", M4A1_UNSIL_DRAW, "rifle", UseDecrement() != FALSE);
}
void CM4A1::SecondaryAttack(void)
{
if (m_iWeaponState & WPNSTATE_M4A1_SILENCED)
{
m_iWeaponState &= ~WPNSTATE_M4A1_SILENCED;
SendWeaponAnim(M4A1_DETACH_SILENCER, UseDecrement() != FALSE);
strcpy(m_pPlayer->m_szAnimExtention, "rifle");
}
else
{
m_iWeaponState |= WPNSTATE_M4A1_SILENCED;
SendWeaponAnim(M4A1_ATTACH_SILENCER, UseDecrement() != FALSE);
strcpy(m_pPlayer->m_szAnimExtention, "rifle");
}
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2;
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 2;
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 2;
}
void CM4A1::PrimaryAttack(void)
{
if (m_iWeaponState & WPNSTATE_M4A1_SILENCED)
{
if (!FBitSet(m_pPlayer->pev->flags, FL_ONGROUND))
M4A1Fire(0.035 + (0.4) * m_flAccuracy, 0.0875, FALSE);
else if (m_pPlayer->pev->velocity.Length2D() > 140)
M4A1Fire(0.035 + (0.07) * m_flAccuracy, 0.0875, FALSE);
else
M4A1Fire((0.025) * m_flAccuracy, 0.0875, FALSE);
}
else
{
if (!FBitSet(m_pPlayer->pev->flags, FL_ONGROUND))
M4A1Fire(0.035 + (0.4) * m_flAccuracy, 0.0875, FALSE);
else if (m_pPlayer->pev->velocity.Length2D() > 140)
M4A1Fire(0.035 + (0.07) * m_flAccuracy, 0.0875, FALSE);
else
M4A1Fire((0.02) * m_flAccuracy, 0.0875, FALSE);
}
}
void CM4A1::M4A1Fire(float flSpread, float flCycleTime, BOOL fUseAutoAim)
{
m_bDelayFire = true;
m_iShotsFired++;
m_flAccuracy = ((float)(m_iShotsFired * m_iShotsFired * m_iShotsFired) / 220) + 0.3;
if (m_flAccuracy > 1)
m_flAccuracy = 1;
if (m_iClip <= 0)
{
if (m_fFireOnEmpty)
{
PlayEmptySound();
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.2;
}
return;
}
m_iClip--;
m_pPlayer->SetAnimation(PLAYER_ATTACK1);
UTIL_MakeVectors(m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle);
m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME;
m_pPlayer->m_iWeaponFlash = BRIGHT_GUN_FLASH;
Vector vecSrc = m_pPlayer->GetGunPosition();
Vector vecDir;
if (m_iWeaponState & WPNSTATE_M4A1_SILENCED)
{
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);
}
else
{
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);
m_pPlayer->pev->effects |= EF_MUZZLEFLASH;
}
int flags;
#ifdef CLIENT_WEAPONS
flags = FEV_NOTHOST;
#else
flags = 0;
#endif
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);
m_flNextPrimaryAttack = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + flCycleTime;
if (!m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0)
m_pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0);
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.5;
if (m_pPlayer->pev->velocity.Length2D() > 0)
KickBack(1.0, 0.45, 0.28, 0.045, 3.75, 3.0, 7);
else if (!FBitSet(m_pPlayer->pev->flags, FL_ONGROUND))
KickBack(1.2, 0.5, 0.23, 0.15, 5.5, 3.5, 6);
else if (FBitSet(m_pPlayer->pev->flags, FL_DUCKING))
KickBack(0.6, 0.3, 0.2, 0.0125, 3.25, 2.0, 7);
else
KickBack(0.65, 0.35, 0.25, 0.015, 3.5, 2.25, 7);
}
void CM4A1::Reload(void)
{
if (m_pPlayer->ammo_556nato <= 0)
return;
int iAnim;
if (m_iWeaponState & WPNSTATE_M4A1_SILENCED)
iAnim = M4A1_RELOAD;
else
iAnim = M4A1_UNSIL_RELOAD;
if (DefaultReload(M4A1_MAX_CLIP, iAnim, 3.05))
{
m_pPlayer->SetAnimation(PLAYER_RELOAD);
m_flAccuracy = 0.2;
m_iShotsFired = 0;
m_bDelayFire = false;
}
}
void CM4A1::WeaponIdle(void)
{
ResetEmptySound();
m_pPlayer->GetAutoaimVector(AUTOAIM_10DEGREES);
if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase())
return;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 20;
if (m_iWeaponState & WPNSTATE_M4A1_SILENCED)
SendWeaponAnim(M4A1_IDLE, UseDecrement() != FALSE);
else
SendWeaponAnim(M4A1_UNSIL_IDLE, UseDecrement() != FALSE);
}