176 lines
4.3 KiB
C++
176 lines
4.3 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 mac10_e
|
|
{
|
|
MAC10_IDLE1,
|
|
MAC10_RELOAD,
|
|
MAC10_DRAW,
|
|
MAC10_SHOOT1,
|
|
MAC10_SHOOT2,
|
|
MAC10_SHOOT3
|
|
};
|
|
|
|
LINK_ENTITY_TO_CLASS(weapon_mac10, CMAC10);
|
|
|
|
void CMAC10::Spawn(void)
|
|
{
|
|
pev->classname = MAKE_STRING("weapon_mac10");
|
|
|
|
Precache();
|
|
m_iId = WEAPON_MAC10;
|
|
SET_MODEL(ENT(pev), "models/w_mac10.mdl");
|
|
|
|
m_iDefaultAmmo = MAC10_DEFAULT_GIVE;
|
|
m_flAccuracy = 0.15;
|
|
m_bDelayFire = false;
|
|
|
|
FallInit();
|
|
}
|
|
|
|
void CMAC10::Precache(void)
|
|
{
|
|
PRECACHE_MODEL("models/v_mac10.mdl");
|
|
PRECACHE_MODEL("models/w_mac10.mdl");
|
|
|
|
PRECACHE_SOUND("weapons/mac10-1.wav");
|
|
PRECACHE_SOUND("weapons/mac10_clipout.wav");
|
|
PRECACHE_SOUND("weapons/mac10_clipin.wav");
|
|
PRECACHE_SOUND("weapons/mac10_boltpull.wav");
|
|
|
|
m_iShell = PRECACHE_MODEL("models/pshell.mdl");
|
|
m_usFireMAC10 = PRECACHE_EVENT(1, "events/mac10.sc");
|
|
}
|
|
|
|
int CMAC10::GetItemInfo(ItemInfo *p)
|
|
{
|
|
p->pszName = STRING(pev->classname);
|
|
p->pszAmmo1 = "45acp";
|
|
p->iMaxAmmo1 = _45ACP_MAX_CARRY;
|
|
p->pszAmmo2 = NULL;
|
|
p->iMaxAmmo2 = -1;
|
|
p->iMaxClip = MAC10_MAX_CLIP;
|
|
p->iSlot = 0;
|
|
p->iPosition = 13;
|
|
p->iId = m_iId = WEAPON_MAC10;
|
|
p->iFlags = 0;
|
|
p->iWeight = MAC10_WEIGHT;
|
|
|
|
return 1;
|
|
}
|
|
|
|
BOOL CMAC10::Deploy(void)
|
|
{
|
|
m_flAccuracy = 0.15;
|
|
iShellOn = 1;
|
|
m_bDelayFire = false;
|
|
|
|
return DefaultDeploy("models/v_mac10.mdl", "models/p_mac10.mdl", MAC10_DRAW, "onehanded", UseDecrement() != FALSE);
|
|
}
|
|
|
|
void CMAC10::PrimaryAttack(void)
|
|
{
|
|
if (!FBitSet(m_pPlayer->pev->flags, FL_ONGROUND))
|
|
MAC10Fire((0.375) * m_flAccuracy, 0.07, FALSE);
|
|
else
|
|
MAC10Fire((0.03) * m_flAccuracy, 0.07, FALSE);
|
|
}
|
|
|
|
void CMAC10::MAC10Fire(float flSpread, float flCycleTime, BOOL fUseAutoAim)
|
|
{
|
|
m_bDelayFire = true;
|
|
m_iShotsFired++;
|
|
m_flAccuracy = ((m_iShotsFired * m_iShotsFired * m_iShotsFired) / 200.0) + 0.6;
|
|
|
|
if (m_flAccuracy > 1.65)
|
|
m_flAccuracy = 1.65;
|
|
|
|
if (m_iClip <= 0)
|
|
{
|
|
if (m_fFireOnEmpty)
|
|
{
|
|
PlayEmptySound();
|
|
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.2;
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
m_iClip--;
|
|
m_pPlayer->pev->effects |= EF_MUZZLEFLASH;
|
|
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 = DIM_GUN_FLASH;
|
|
|
|
Vector vecSrc = m_pPlayer->GetGunPosition();
|
|
Vector vecDir = m_pPlayer->FireBullets3(vecSrc, gpGlobals->v_forward, flSpread, 8192, 1, BULLET_PLAYER_45ACP, 29, 0.82, m_pPlayer->pev, FALSE, m_pPlayer->random_seed);
|
|
|
|
int flags;
|
|
#ifdef CLIENT_WEAPONS
|
|
flags = FEV_NOTHOST;
|
|
#else
|
|
flags = 0;
|
|
#endif
|
|
|
|
PLAYBACK_EVENT_FULL(flags, m_pPlayer->edict(), m_usFireMAC10, 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), 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() + 2;
|
|
|
|
if (!FBitSet(m_pPlayer->pev->flags, FL_ONGROUND))
|
|
KickBack(1.3, 0.55, 0.4, 0.05, 4.75, 3.75, 5);
|
|
else if (m_pPlayer->pev->velocity.Length2D() > 0)
|
|
KickBack(0.9, 0.45, 0.25, 0.035, 3.5, 2.75, 7);
|
|
else if (FBitSet(m_pPlayer->pev->flags, FL_DUCKING))
|
|
KickBack(0.75, 0.4, 0.175, 0.03, 2.75, 2.5, 10);
|
|
else
|
|
KickBack(0.775, 0.425, 0.2, 0.03, 3.0, 2.75, 9);
|
|
}
|
|
|
|
void CMAC10::Reload(void)
|
|
{
|
|
if (m_pPlayer->ammo_45acp <= 0)
|
|
return;
|
|
|
|
if (DefaultReload(MAC10_MAX_CLIP, MAC10_RELOAD, 3.15))
|
|
{
|
|
m_pPlayer->SetAnimation(PLAYER_RELOAD);
|
|
m_flAccuracy = 0;
|
|
m_iShotsFired = 0;
|
|
}
|
|
}
|
|
|
|
void CMAC10::WeaponIdle(void)
|
|
{
|
|
ResetEmptySound();
|
|
m_pPlayer->GetAutoaimVector(AUTOAIM_10DEGREES);
|
|
|
|
if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase())
|
|
return;
|
|
|
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 20;
|
|
SendWeaponAnim(MAC10_IDLE1, UseDecrement() != FALSE);
|
|
} |