//========================================================= // Shoot //========================================================= void CHAssassin :: Shoot ( void ) { if (m_hEnemy == NULL) { return; } Vector vecShootOrigin = GetGunPosition(); Vector vecShootDir = ShootAtEnemy( vecShootOrigin ); if (m_flLastShot + 2 < gpGlobals->time) { m_flDiviation = 0.10; } else { m_flDiviation -= 0.01; if (m_flDiviation < 0.02) m_flDiviation = 0.02; } m_flLastShot = gpGlobals->time; UTIL_MakeVectors ( pev->angles ); Vector vecShellVelocity = gpGlobals->v_right * RANDOM_FLOAT(40,90) + gpGlobals->v_up * RANDOM_FLOAT(75,200) + gpGlobals->v_forward * RANDOM_FLOAT(-40, 40); EjectBrass ( pev->origin + gpGlobals->v_up * 32 + gpGlobals->v_forward * 12, vecShellVelocity, pev->angles.y, m_iShell, TE_BOUNCE_SHELL); FireBullets(1, vecShootOrigin, vecShootDir, Vector( m_flDiviation, m_flDiviation, m_flDiviation ), 2048, BULLET_MONSTER_9MM ); // shoot +-8 degrees switch(RANDOM_LONG(0,1)) { case 0: EMIT_SOUND(ENT(pev), CHAN_WEAPON, "weapons/pl_gun1.wav", RANDOM_FLOAT(0.6, 0.8), ATTN_NORM); break; case 1: EMIT_SOUND(ENT(pev), CHAN_WEAPON, "weapons/pl_gun2.wav", RANDOM_FLOAT(0.6, 0.8), ATTN_NORM); break; } pev->effects |= EF_MUZZLEFLASH; Vector angDir = UTIL_VecToAngles( vecShootDir ); SetBlending( 0, angDir.x ); m_cAmmoLoaded--; }
void CGlock::GlockFire( float flSpread , float flCycleTime, BOOL fUseAutoAim ) { if (m_iClip <= 0) { if (m_fFireOnEmpty) { PlayEmptySound(); m_flNextPrimaryAttack = gpGlobals->time + 0.2; } return; } m_iClip--; m_pPlayer->pev->effects = (int)(m_pPlayer->pev->effects) | EF_MUZZLEFLASH; #if defined ( OLD_WEAPONS ) if (m_iClip != 0) SendWeaponAnim( GLOCK_SHOOT ); else SendWeaponAnim( GLOCK_SHOOT_EMPTY ); #endif if ( fUseAutoAim ) { PLAYBACK_EVENT_FULL( 0, m_pPlayer->edict(), m_usFireGlock1, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, 0, 0, ( m_iClip == 0 ) ? 1 : 0, 0 ); } else { PLAYBACK_EVENT_FULL( 0, m_pPlayer->edict(), m_usFireGlock2, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, 0, 0, ( m_iClip == 0 ) ? 1 : 0, 0 ); } // player "shoot" animation m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); #if defined ( OLD_WEAPONS ) UTIL_MakeVectors( m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle ); Vector vecShellVelocity = m_pPlayer->pev->velocity + gpGlobals->v_right * RANDOM_FLOAT(50,70) + gpGlobals->v_up * RANDOM_FLOAT(100,150) + gpGlobals->v_forward * 25; EjectBrass ( pev->origin + m_pPlayer->pev->view_ofs + gpGlobals->v_up * -12 + gpGlobals->v_forward * 32 + gpGlobals->v_right * 6 , vecShellVelocity, pev->angles.y, m_iShell, TE_BOUNCE_SHELL ); #endif // silenced if (pev->body == 1) { m_pPlayer->m_iWeaponVolume = QUIET_GUN_VOLUME; m_pPlayer->m_iWeaponFlash = DIM_GUN_FLASH; #if defined ( OLD_WEAPONS ) switch(RANDOM_LONG(0,1)) { case 0: EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/pl_gun1.wav", RANDOM_FLOAT(0.9, 1.0), ATTN_NORM); break; case 1: EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/pl_gun2.wav", RANDOM_FLOAT(0.9, 1.0), ATTN_NORM); break; } #endif } else { // non-silenced m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME; m_pPlayer->m_iWeaponFlash = NORMAL_GUN_FLASH; #if defined ( OLD_WEAPONS ) EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/pl_gun3.wav", RANDOM_FLOAT(0.92, 1.0), ATTN_NORM, 0, 98 + RANDOM_LONG(0,3)); #endif } Vector vecSrc = m_pPlayer->GetGunPosition( ); Vector vecAiming; if ( fUseAutoAim ) { vecAiming = m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES ); } else { vecAiming = gpGlobals->v_forward; } m_pPlayer->FireBullets( 1, vecSrc, vecAiming, Vector( flSpread, flSpread, flSpread ), 8192, BULLET_PLAYER_9MM, 0 ); m_flNextPrimaryAttack = m_flNextSecondaryAttack = gpGlobals->time + flCycleTime; if (!m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0) // HEV suit - indicate out of ammo condition m_pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0); m_flTimeWeaponIdle = gpGlobals->time + RANDOM_FLOAT ( 10, 15 ); #if defined ( OLD_WEAPONS ) m_pPlayer->pev->punchangle.x -= 2; #endif }