-
Notifications
You must be signed in to change notification settings - Fork 196
/
wpn_m3.cpp
224 lines (179 loc) · 4.67 KB
/
wpn_m3.cpp
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
#include "precompiled.h"
LINK_ENTITY_TO_CLASS(weapon_m3, CM3, CCSM3)
void CM3::Spawn()
{
Precache();
m_iId = WEAPON_M3;
SET_MODEL(edict(), "models/w_m3.mdl");
m_iDefaultAmmo = M3_DEFAULT_GIVE;
#ifdef REGAMEDLL_API
CSPlayerWeapon()->m_flBaseDamage = M3_DAMAGE;
#endif
// Get ready to fall down
FallInit();
// extend
CBasePlayerWeapon::Spawn();
}
void CM3::Precache()
{
PRECACHE_MODEL("models/v_m3.mdl");
PRECACHE_MODEL("models/w_m3.mdl");
m_iShellId = m_iShell = PRECACHE_MODEL("models/shotgunshell.mdl");
PRECACHE_SOUND("weapons/m3-1.wav");
PRECACHE_SOUND("weapons/m3_insertshell.wav");
PRECACHE_SOUND("weapons/m3_pump.wav");
PRECACHE_SOUND("weapons/reload1.wav");
PRECACHE_SOUND("weapons/reload3.wav");
m_usFireM3 = PRECACHE_EVENT(1, "events/m3.sc");
}
int CM3::GetItemInfo(ItemInfo *p)
{
p->pszName = STRING(pev->classname);
p->pszAmmo1 = "buckshot";
p->iMaxAmmo1 = MAX_AMMO_BUCKSHOT;
p->pszAmmo2 = nullptr;
p->iMaxAmmo2 = -1;
p->iMaxClip = M3_MAX_CLIP;
p->iSlot = 0;
p->iPosition = 5;
p->iId = m_iId = WEAPON_M3;
p->iFlags = ITEM_FLAG_NOFIREUNDERWATER;
p->iWeight = M3_WEIGHT;
return 1;
}
BOOL CM3::Deploy()
{
return DefaultDeploy("models/v_m3.mdl", "models/p_m3.mdl", M3_DRAW, "shotgun", UseDecrement() != FALSE);
}
BOOL CM3::PlayEmptySound()
{
BOOL result = CBasePlayerWeapon::PlayEmptySound();
m_iPlayEmptySound = 0;
return result;
}
void CM3::PrimaryAttack()
{
Vector vecAiming, vecSrc, vecDir;
int flag;
if (m_iClip <= 0)
{
#ifdef BUILD_LATEST_FIXES
if (!m_fInSpecialReload)
{
PlayEmptySound();
if (TheBots)
{
TheBots->OnEvent(EVENT_WEAPON_FIRED_ON_EMPTY, m_pPlayer);
}
}
Reload();
#else
Reload();
if (!m_iClip)
{
PlayEmptySound();
}
if (TheBots)
{
TheBots->OnEvent(EVENT_WEAPON_FIRED_ON_EMPTY, m_pPlayer);
}
m_flNextPrimaryAttack = GetNextAttackDelay(1);
#endif // #ifdef BUILD_LATEST_FIXES
return;
}
m_iClip--;
m_pPlayer->m_iWeaponVolume = LOUD_GUN_VOLUME;
m_pPlayer->m_iWeaponFlash = BRIGHT_GUN_FLASH;
m_pPlayer->pev->effects |= EF_MUZZLEFLASH;
// player "shoot" animation
m_pPlayer->SetAnimation(PLAYER_ATTACK1);
UTIL_MakeVectors(m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle);
vecSrc = m_pPlayer->GetGunPosition();
vecAiming = gpGlobals->v_forward;
#ifdef REGAMEDLL_API
float flBaseDamage = CSPlayerWeapon()->m_flBaseDamage;
#else
float flBaseDamage = M3_DAMAGE;
#endif
Vector vecCone(M3_CONE_VECTOR);
#ifdef REGAMEDLL_FIXES
m_pPlayer->FireBuckshots(9, vecSrc, vecAiming, vecCone, 3000.0f, 0, flBaseDamage, m_pPlayer->pev);
#else
m_pPlayer->FireBullets(9, vecSrc, vecAiming, vecCone, 3000, BULLET_PLAYER_BUCKSHOT, 0, 0, NULL);
#endif
#ifdef CLIENT_WEAPONS
flag = FEV_NOTHOST;
#else
flag = 0;
#endif
#ifdef REGAMEDLL_ADD
// HACKHACK: client-side weapon prediction fix
if (!(iFlags() & ITEM_FLAG_NOFIREUNDERWATER) && m_pPlayer->pev->waterlevel == 3)
flag = 0;
#endif
PLAYBACK_EVENT_FULL(flag, m_pPlayer->edict(), m_usFireM3, 0, (float *)&g_vecZero, (float *)&g_vecZero, 0, 0, 0, 0, FALSE, FALSE);
if (!m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0)
{
// HEV suit - indicate out of ammo condition
m_pPlayer->SetSuitUpdate("!HEV_AMO0", SUIT_SENTENCE, SUIT_REPEAT_OK);
}
#ifndef REGAMEDLL_FIXES
if (m_iClip != 0)
m_flPumpTime = UTIL_WeaponTimeBase() + 0.5f;
#endif
m_flNextPrimaryAttack = GetNextAttackDelay(0.875);
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.875f;
if (m_iClip != 0)
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.5f;
else
m_flTimeWeaponIdle = 0.875f;
m_fInSpecialReload = 0;
if (m_pPlayer->pev->flags & FL_ONGROUND)
m_pPlayer->pev->punchangle.x -= UTIL_SharedRandomLong(m_pPlayer->random_seed + 1, 4, 6);
else
m_pPlayer->pev->punchangle.x -= UTIL_SharedRandomLong(m_pPlayer->random_seed + 1, 8, 11);
m_pPlayer->m_flEjectBrass = gpGlobals->time + 0.45f;
}
void CM3::Reload()
{
if (!DefaultShotgunReload(M3_RELOAD, M3_START_RELOAD, 0.45f, 0.55f))
{
/* do nothing */
}
}
void CM3::WeaponIdle()
{
ResetEmptySound();
m_pPlayer->GetAutoaimVector(AUTOAIM_5DEGREES);
#ifndef REGAMEDLL_FIXES
if (m_flPumpTime && m_flPumpTime < UTIL_WeaponTimeBase())
{
m_flPumpTime = 0;
}
#endif
if (m_flTimeWeaponIdle < UTIL_WeaponTimeBase())
{
if (m_iClip == 0 && m_fInSpecialReload == 0 && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType])
{
Reload();
}
else if (m_fInSpecialReload != 0)
{
if (m_iClip != iMaxClip() && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType])
{
Reload();
}
else
{
// reload debounce has timed out
SendWeaponAnim(M3_PUMP, UseDecrement() != FALSE);
m_fInSpecialReload = 0;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.5f;
}
}
else
{
SendWeaponAnim(M3_IDLE, UseDecrement() != FALSE);
}
}
}