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

175 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 "extdll.h"
#include "util.h"
#include "cbase.h"
#include "player.h"
#include "weapons.h"
enum tmp_e
{
TMP_IDLE1,
TMP_RELOAD,
TMP_DRAW,
TMP_SHOOT1,
TMP_SHOOT2,
TMP_SHOOT3
};
LINK_ENTITY_TO_CLASS(weapon_tmp, CTMP);
void CTMP::Spawn(void)
{
pev->classname = MAKE_STRING("weapon_tmp");
Precache();
m_iId = WEAPON_TMP;
SET_MODEL(ENT(pev), "models/w_tmp.mdl");
m_iDefaultAmmo = TMP_DEFAULT_GIVE;
m_flAccuracy = 0.2;
m_iShotsFired = 0;
m_bDelayFire = false;
FallInit();
}
void CTMP::Precache(void)
{
PRECACHE_MODEL("models/v_tmp.mdl");
PRECACHE_MODEL("models/w_tmp.mdl");
PRECACHE_SOUND("weapons/tmp-1.wav");
PRECACHE_SOUND("weapons/tmp-2.wav");
m_iShell = PRECACHE_MODEL("models/pshell.mdl");
m_usFireTMP = PRECACHE_EVENT(1, "events/tmp.sc");
}
int CTMP::GetItemInfo(ItemInfo *p)
{
p->pszName = STRING(pev->classname);
p->pszAmmo1 = "9mm";
p->iMaxAmmo1 = _9MM_MAX_CARRY;
p->pszAmmo2 = NULL;
p->iMaxAmmo2 = -1;
p->iMaxClip = TMP_MAX_CLIP;
p->iSlot = 0;
p->iPosition = 11;
p->iId = m_iId = WEAPON_TMP;
p->iFlags = 0;
p->iWeight = TMP_WEIGHT;
return 1;
}
BOOL CTMP::Deploy(void)
{
m_iShotsFired = 0;
m_bDelayFire = false;
m_flAccuracy = 0.2;
iShellOn = 1;
return DefaultDeploy("models/v_tmp.mdl", "models/p_tmp.mdl", TMP_DRAW, "onehanded", UseDecrement() != FALSE);
}
void CTMP::PrimaryAttack(void)
{
if (!FBitSet(m_pPlayer->pev->flags, FL_ONGROUND))
TMPFire((0.25) * m_flAccuracy, 0.07, FALSE);
else
TMPFire((0.03) * m_flAccuracy, 0.07, FALSE);
}
void CTMP::TMPFire(float flSpread, float flCycleTime, BOOL fUseAutoAim)
{
m_bDelayFire = true;
m_iShotsFired++;
m_flAccuracy = ((m_iShotsFired * m_iShotsFired * m_iShotsFired) / 200) + 0.55;
if (m_flAccuracy > 1.4)
m_flAccuracy = 1.4;
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;
Vector vecSrc = m_pPlayer->GetGunPosition();
Vector vecDir = m_pPlayer->FireBullets3(vecSrc, gpGlobals->v_forward, flSpread, 8192, 1, BULLET_PLAYER_9MM, 20, 0.85, 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_usFireTMP, 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), 5, 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(1.1, 0.5, 0.35, 0.045, 4.5, 3.5, 6);
else if (m_pPlayer->pev->velocity.Length2D() > 0)
KickBack(0.8, 0.4, 0.2, 0.03, 3.0, 2.5, 7);
else if (FBitSet(m_pPlayer->pev->flags, FL_DUCKING))
KickBack(0.7, 0.35, 0.125, 0.025, 2.5, 2.0, 10);
else
KickBack(0.725, 0.375, 0.15, 0.025, 2.75, 2.25, 9);
}
void CTMP::Reload(void)
{
if (m_pPlayer->ammo_9mm <= 0)
return;
if (DefaultReload(TMP_MAX_CLIP, TMP_RELOAD, 2.12))
{
m_pPlayer->SetAnimation(PLAYER_RELOAD);
m_flAccuracy = 0.2;
m_iShotsFired = 0;
}
}
void CTMP::WeaponIdle(void)
{
ResetEmptySound();
m_pPlayer->GetAutoaimVector(AUTOAIM_10DEGREES);
if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase())
return;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 20;
SendWeaponAnim(TMP_IDLE1, UseDecrement() != FALSE);
}