cs16-client-legacy/dlls/wpn_shared/wpn_p228.cpp
2015-10-31 01:35:27 +03:00

230 lines
5.6 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 "extdll.h"
#include "util.h"
#include "cbase.h"
#include "player.h"
#include "weapons.h"
enum p228_e
{
P228_IDLE,
P228_SHOOT1,
P228_SHOOT2,
P228_SHOOT3,
P228_SHOOT_EMPTY,
P228_RELOAD,
P228_DRAW
};
enum p228_shield_e
{
P228_SHIELD_IDLE,
P228_SHIELD_SHOOT1,
P228_SHIELD_SHOOT2,
P228_SHIELD_SHOOT_EMPTY,
P228_SHIELD_RELOAD,
P228_SHIELD_DRAW,
P228_SHIELD_IDLE_UP,
P228_SHIELD_UP,
P228_SHIELD_DOWN
};
LINK_ENTITY_TO_CLASS(weapon_p228, CP228);
void CP228::Spawn(void)
{
pev->classname = MAKE_STRING("weapon_p228");
Precache();
m_iId = WEAPON_P228;
SET_MODEL(ENT(pev), "models/w_p228.mdl");
m_iDefaultAmmo = P228_DEFAULT_GIVE;
m_flAccuracy = 0.9;
m_iWeaponState &= ~WPNSTATE_SHIELD_DRAWN;
FallInit();
}
void CP228::Precache(void)
{
PRECACHE_MODEL("models/v_p228.mdl");
PRECACHE_MODEL("models/w_p228.mdl");
PRECACHE_MODEL("models/shield/v_shield_p228.mdl");
PRECACHE_SOUND("weapons/p228-1.wav");
PRECACHE_SOUND("weapons/p228_clipout.wav");
PRECACHE_SOUND("weapons/p228_clipin.wav");
PRECACHE_SOUND("weapons/p228_sliderelease.wav");
PRECACHE_SOUND("weapons/p228_slidepull.wav");
m_iShell = PRECACHE_MODEL("models/pshell.mdl");
m_usFireP228 = PRECACHE_EVENT(1, "events/p228.sc");
}
int CP228::GetItemInfo(ItemInfo *p)
{
p->pszName = STRING(pev->classname);
p->pszAmmo1 = "357SIG";
p->iMaxAmmo1 = _357SIG_MAX_CARRY;
p->pszAmmo2 = NULL;
p->iMaxAmmo2 = -1;
p->iMaxClip = P228_MAX_CLIP;
p->iSlot = 1;
p->iPosition = 3;
p->iId = m_iId = WEAPON_P228;
p->iFlags = 0;
p->iWeight = P228_WEIGHT;
return 1;
}
BOOL CP228::Deploy(void)
{
m_flAccuracy = 0.9;
m_fMaxSpeed = 250;
m_iWeaponState &= ~WPNSTATE_SHIELD_DRAWN;
m_pPlayer->m_bShieldDrawn = false;
if (m_pPlayer->HasShield())
return DefaultDeploy("models/shield/v_shield_p228.mdl", "models/shield/p_shield_p228.mdl", P228_SHIELD_DRAW, "shieldgun", UseDecrement() != FALSE);
else
return DefaultDeploy("models/v_p228.mdl", "models/p_p228.mdl", P228_DRAW, "onehanded", UseDecrement() != FALSE);
}
void CP228::PrimaryAttack(void)
{
if (!FBitSet(m_pPlayer->pev->flags, FL_ONGROUND))
P228Fire((1.5) * (1 - m_flAccuracy), 0.2, FALSE);
else if (m_pPlayer->pev->velocity.Length2D() > 0)
P228Fire((0.255) * (1 - m_flAccuracy), 0.2, FALSE);
else if (FBitSet(m_pPlayer->pev->flags, FL_DUCKING))
P228Fire((0.075) * (1 - m_flAccuracy), 0.2, FALSE);
else
P228Fire((0.15) * (1 - m_flAccuracy), 0.2, FALSE);
}
void CP228::SecondaryAttack(void)
{
ShieldSecondaryFire(SHIELDGUN_UP, SHIELDGUN_DOWN);
}
void CP228::P228Fire(float flSpread, float flCycleTime, BOOL fUseAutoAim)
{
flCycleTime -= 0.05;
m_iShotsFired++;
if (m_iShotsFired > 1)
return;
if (m_flLastFire)
{
m_flAccuracy -= (0.325 - (gpGlobals->time - m_flLastFire)) * 0.3;
if (m_flAccuracy > 0.9)
m_flAccuracy = 0.9;
else if (m_flAccuracy < 0.6)
m_flAccuracy = 0.6;
}
m_flLastFire = gpGlobals->time;
if (m_iClip <= 0)
{
if (m_fFireOnEmpty)
{
PlayEmptySound();
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.2;
}
return;
}
m_iClip--;
m_pPlayer->pev->effects |= EF_MUZZLEFLASH;
SetPlayerShieldAnim();
m_pPlayer->SetAnimation(PLAYER_ATTACK1);
UTIL_MakeVectors(m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle);
m_pPlayer->m_iWeaponVolume = BIG_EXPLOSION_VOLUME;
m_pPlayer->m_iWeaponFlash = DIM_GUN_FLASH;
Vector vecSrc = m_pPlayer->GetGunPosition();
Vector vecDir = m_pPlayer->FireBullets3(vecSrc, gpGlobals->v_forward, flSpread, 4096, 1, BULLET_PLAYER_357SIG, 32, 0.8, m_pPlayer->pev, TRUE, m_pPlayer->random_seed);
int flags;
#ifdef CLIENT_WEAPONS
flags = FEV_NOTHOST;
#else
flags = 0;
#endif
PLAYBACK_EVENT_FULL(flags, m_pPlayer->edict(), m_usFireP228, 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_iClip != 0, 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;
ResetPlayerShieldAnim();
m_pPlayer->pev->punchangle.x -= 2;
}
void CP228::Reload(void)
{
if (m_pPlayer->ammo_357sig <= 0)
return;
int iAnim;
if (m_pPlayer->HasShield() != false)
iAnim = P228_SHIELD_RELOAD;
else
iAnim = P228_RELOAD;
if (DefaultReload(P228_MAX_CLIP, iAnim, 2.7))
{
m_pPlayer->SetAnimation(PLAYER_RELOAD);
m_flAccuracy = 0.9;
}
}
void CP228::WeaponIdle(void)
{
ResetEmptySound();
m_pPlayer->GetAutoaimVector(AUTOAIM_10DEGREES);
if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase())
return;
if (m_pPlayer->HasShield())
{
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 20;
if (m_iWeaponState & WPNSTATE_SHIELD_DRAWN)
SendWeaponAnim(P228_SHIELD_IDLE_UP, UseDecrement() != FALSE);
return;
}
if (m_iClip)
{
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 3.0625;
SendWeaponAnim(P228_IDLE, UseDecrement() != FALSE);
}
}