206 lines
4.9 KiB
C++
206 lines
4.9 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 g3sg1_e
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{
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G3SG1_IDLE,
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G3SG1_SHOOT,
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G3SG1_SHOOT2,
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G3SG1_RELOAD,
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G3SG1_DRAW
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};
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LINK_ENTITY_TO_CLASS(weapon_g3sg1, CG3SG1);
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void CG3SG1::Spawn(void)
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{
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pev->classname = MAKE_STRING("weapon_g3sg1");
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Precache();
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m_iId = WEAPON_G3SG1;
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SET_MODEL(ENT(pev), "models/w_g3sg1.mdl");
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m_iDefaultAmmo = G3SG1_DEFAULT_GIVE;
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FallInit();
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}
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void CG3SG1::Precache(void)
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{
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PRECACHE_MODEL("models/v_g3sg1.mdl");
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PRECACHE_MODEL("models/w_g3sg1.mdl");
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PRECACHE_SOUND("weapons/g3sg1-1.wav");
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PRECACHE_SOUND("weapons/g3sg1_slide.wav");
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PRECACHE_SOUND("weapons/g3sg1_clipin.wav");
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PRECACHE_SOUND("weapons/g3sg1_clipout.wav");
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PRECACHE_SOUND("weapons/zoom.wav");
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m_iShellId = m_iShell = PRECACHE_MODEL("models/rshell.mdl");
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m_usFireG3SG1 = PRECACHE_EVENT(1, "events/g3sg1.sc");
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}
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int CG3SG1::GetItemInfo(ItemInfo *p)
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{
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p->pszName = STRING(pev->classname);
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p->pszAmmo1 = "762Nato";
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p->iMaxAmmo1 = _762NATO_MAX_CARRY;
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p->pszAmmo2 = NULL;
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p->iMaxAmmo2 = -1;
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p->iMaxClip = G3SG1_MAX_CLIP;
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p->iSlot = 0;
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p->iPosition = 3;
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p->iId = m_iId = WEAPON_G3SG1;
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p->iFlags = 0;
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p->iWeight = WEAPON_G3SG1;
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return 1;
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}
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BOOL CG3SG1::Deploy(void)
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{
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m_flAccuracy = 0.2;
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return DefaultDeploy("models/v_g3sg1.mdl", "models/p_g3sg1.mdl", G3SG1_DRAW, "mp5", UseDecrement() != FALSE);
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}
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void CG3SG1::SecondaryAttack(void)
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{
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switch (m_pPlayer->m_iFOV)
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{
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case 90: m_pPlayer->m_iFOV = m_pPlayer->pev->fov = 40; break;
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case 40: m_pPlayer->m_iFOV = m_pPlayer->pev->fov = 15; break;
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default: m_pPlayer->m_iFOV = m_pPlayer->pev->fov = 90; break;
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}
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m_pPlayer->ResetMaxSpeed();
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EMIT_SOUND(ENT(pev), CHAN_ITEM, "weapons/zoom.wav", 0.2, 2.4);
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m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.3;
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}
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void CG3SG1::PrimaryAttack(void)
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{
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if (!FBitSet(m_pPlayer->pev->flags, FL_ONGROUND))
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G3SG1Fire(0.45, 0.25, FALSE);
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else if (m_pPlayer->pev->velocity.Length2D() > 0)
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G3SG1Fire(0.15, 0.25, FALSE);
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else if (FBitSet(m_pPlayer->pev->flags, FL_DUCKING))
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G3SG1Fire(0.035, 0.25, FALSE);
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else
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G3SG1Fire(0.055, 0.25, FALSE);
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}
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void CG3SG1::G3SG1Fire(float flSpread, float flCycleTime, BOOL fUseAutoAim)
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{
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if (m_pPlayer->pev->fov == 90)
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flCycleTime += 0.025;
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if (m_flLastFire)
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{
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m_flAccuracy = (gpGlobals->time - m_flLastFire) * 0.3 + 0.55;
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if (m_flAccuracy > 0.98)
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m_flAccuracy = 0.98;
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}
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else
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m_flAccuracy = 0.98;
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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->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 = BIG_EXPLOSION_VOLUME;
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m_pPlayer->m_iWeaponFlash = NORMAL_GUN_FLASH;
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Vector vecDir = FireBullets3(m_pPlayer->GetGunPosition(), gpGlobals->v_forward, flSpread, 8192, 3, BULLET_PLAYER_762MM, 80, 0.98, 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_usFireG3SG1, 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), TRUE, 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() + 1.8;
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m_pPlayer->pev->punchangle.x -= UTIL_SharedRandomFloat(m_pPlayer->random_seed + 4, 2.75, 3.25) + m_pPlayer->pev->punchangle.x * 0.25;
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m_pPlayer->pev->punchangle.y += UTIL_SharedRandomFloat(m_pPlayer->random_seed + 5, -1.25, 1.5);
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}
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void CG3SG1::Reload(void)
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{
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if (m_pPlayer->ammo_762nato <= 0)
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return;
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if (DefaultReload(G3SG1_MAX_CLIP, G3SG1_RELOAD, 3.5))
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{
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m_flAccuracy = 0.2;
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m_pPlayer->SetAnimation(PLAYER_RELOAD);
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if (m_pPlayer->pev->fov != 90)
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{
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m_pPlayer->m_iFOV = m_pPlayer->pev->fov = 15;
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SecondaryAttack();
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}
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}
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}
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void CG3SG1::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_iClip)
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{
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 60;
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SendWeaponAnim(G3SG1_IDLE, UseDecrement() != FALSE);
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}
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}
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float CG3SG1::GetMaxSpeed(void)
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{
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if (m_pPlayer->m_iFOV == 90)
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return 210;
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return 150;
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} |