cs16-client-legacy/dlls/wpn_shared/wpn_mac10.cpp

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);
}