Forgot about glock.

This commit is contained in:
Night Owl 2017-06-13 18:15:39 +05:00
parent 944b4a6b87
commit 6408f67bb5
1 changed files with 18 additions and 10 deletions

View File

@ -10,6 +10,11 @@
* 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.
Resident Evil 4 Handgun
Hey it's that dog!
*
****/
@ -43,18 +48,20 @@ void CGlock::Spawn()
pev->classname = MAKE_STRING( "weapon_9mmhandgun" ); // hack to allow for old names
Precache();
m_iId = WEAPON_GLOCK;
SET_MODEL( ENT( pev ), "models/w_9mmhandgun.mdl" );
SET_MODEL( ENT( pev ), "models/w_re4handgun.mdl" );
m_iDefaultAmmo = GLOCK_DEFAULT_GIVE;
FallInit();// get ready to fall down.
//m_fSpotActive = 1;
}
void CGlock::Precache( void )
{
PRECACHE_MODEL( "models/v_9mmhandgun.mdl" );
PRECACHE_MODEL( "models/w_9mmhandgun.mdl" );
PRECACHE_MODEL( "models/p_9mmhandgun.mdl" );
PRECACHE_MODEL( "models/v_re4handgun.mdl" );
PRECACHE_MODEL( "models/w_re4handgun.mdl" );
PRECACHE_MODEL( "models/p_re4handgun.mdl" );
m_iShell = PRECACHE_MODEL( "models/shell.mdl" );// brass shell
@ -64,6 +71,7 @@ void CGlock::Precache( void )
PRECACHE_SOUND( "weapons/pl_gun1.wav" );//silenced handgun
PRECACHE_SOUND( "weapons/pl_gun2.wav" );//silenced handgun
PRECACHE_SOUND( "weapons/pl_gun3.wav" );//handgun
PRECACHE_SOUND( "weapons/re4_fire.wav" );
m_usFireGlock1 = PRECACHE_EVENT( 1, "events/glock1.sc" );
m_usFireGlock2 = PRECACHE_EVENT( 1, "events/glock2.sc" );
@ -78,7 +86,7 @@ int CGlock::GetItemInfo( ItemInfo *p )
p->iMaxAmmo2 = -1;
p->iMaxClip = GLOCK_MAX_CLIP;
p->iSlot = 1;
p->iPosition = 0;
p->iPosition = 2;
p->iFlags = 0;
p->iId = m_iId = WEAPON_GLOCK;
p->iWeight = GLOCK_WEIGHT;
@ -89,17 +97,17 @@ int CGlock::GetItemInfo( ItemInfo *p )
BOOL CGlock::Deploy()
{
// pev->body = 1;
return DefaultDeploy( "models/v_9mmhandgun.mdl", "models/p_9mmhandgun.mdl", GLOCK_DRAW, "onehanded", /*UseDecrement() ? 1 : 0*/ 0 );
return DefaultDeploy( "models/v_re4handgun.mdl", "models/p_re4handgun.mdl", GLOCK_DRAW, "onehanded", /*UseDecrement() ? 1 : 0*/ 0 );
}
void CGlock::SecondaryAttack( void )
{
GlockFire( 0.1, 0.2, FALSE );
//GlockFire( 0.1, 0.2, FALSE );
}
void CGlock::PrimaryAttack( void )
{
GlockFire( 0.01, 0.3, TRUE );
GlockFire( 0.02, 0.425, FALSE );
}
void CGlock::GlockFire( float flSpread, float flCycleTime, BOOL fUseAutoAim )
@ -175,9 +183,9 @@ void CGlock::Reload( void )
int iResult;
if( m_iClip == 0 )
iResult = DefaultReload( 17, GLOCK_RELOAD, 1.5 );
iResult = DefaultReload( 13, GLOCK_RELOAD, 1.5 );
else
iResult = DefaultReload( 17, GLOCK_RELOAD_NOT_EMPTY, 1.5 );
iResult = DefaultReload( 13, GLOCK_RELOAD_NOT_EMPTY, 1.5 );
if( iResult )
{