Ejemplo n.º 1
0
void CGauss::PrimaryAttack()
{
	// don't fire underwater
	if ( m_pPlayer->pev->waterlevel == 3 )
	{
		PlayEmptySound( );
		m_flNextSecondaryAttack = m_flNextPrimaryAttack = GetNextAttackDelay(0.15);
		return;
	}

	if ( m_pPlayer->m_rgAmmo[ m_iPrimaryAmmoType ] < 2 )
	{
		PlayEmptySound( );
		m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5;
		return;
	}

	m_pPlayer->m_iWeaponVolume = GAUSS_PRIMARY_FIRE_VOLUME;
	m_fPrimaryFire = TRUE;

	m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] -= 2;

	StartFire();
	m_fInAttack = 0;
	m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.0;
	m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.2;
}
Ejemplo n.º 2
0
void CShotgun::PrimaryAttack()
{
	// don't fire underwater
	if (m_pPlayer->pev->waterlevel == 3)
	{
		PlayEmptySound( );
		m_flNextPrimaryAttack = gpGlobals->time + 0.15;
		return;
	}

	if (m_iClip <= 0)
	{
		Reload( );
		if (m_iClip == 0)
			PlayEmptySound( );
		return;
	}

	PLAYBACK_EVENT( 0, m_pPlayer->edict(), m_usSingleFire );

	m_pPlayer->m_iWeaponVolume = LOUD_GUN_VOLUME;
	m_pPlayer->Gunflash ();

	m_iClip--;

	// player "shoot" animation
	m_pPlayer->SetAnimation( PLAYER_ATTACK1 );

	Vector vecSrc	 = m_pPlayer->GetGunPosition( );
	Vector vecAiming = m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES );

	if ( g_pGameRules->IsDeathmatch() )
	{
		// altered deathmatch spread
		m_pPlayer->FireBullets( 4, vecSrc, vecAiming, VECTOR_CONE_DM_SHOTGUN, 2048, BULLET_PLAYER_BUCKSHOT, 0 );
	}
	else
	{
		// regular old, untouched spread. 
		m_pPlayer->FireBullets( 6, vecSrc, vecAiming, VECTOR_CONE_10DEGREES, 2048, BULLET_PLAYER_BUCKSHOT, 0 );
	}

	if (!m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0)
		// HEV suit - indicate out of ammo condition
		m_pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0);

	if (m_iClip != 0)
		m_flPumpTime = gpGlobals->time + 0.5;

	m_flNextPrimaryAttack = gpGlobals->time + 0.75;
	m_flNextSecondaryAttack = gpGlobals->time + 0.75;
	if (m_iClip != 0)
		m_flTimeWeaponIdle = gpGlobals->time + 5.0;
	else
		m_flTimeWeaponIdle = 0.75;
	m_fInReload = 0;
}
Ejemplo n.º 3
0
void CShotgun::SecondaryAttack( void )
{
	// don't fire underwater
	if (m_pPlayer->pev->waterlevel == 3)
	{
		PlayEmptySound( );
		m_flNextPrimaryAttack = gpGlobals->time + 0.15;
		return;
	}

	if (m_iClip <= 1)
	{
		Reload( );
		PlayEmptySound( );
		return;
	}

	PLAYBACK_EVENT( 0, m_pPlayer->edict(), m_usDoubleFire );

	m_pPlayer->m_iWeaponVolume = LOUD_GUN_VOLUME;
	m_pPlayer->Gunflash ();

	m_iClip -= 2;

	// player "shoot" animation
	m_pPlayer->SetAnimation( PLAYER_ATTACK1 );

	Vector vecSrc	 = m_pPlayer->GetGunPosition( );
	Vector vecAiming = m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES );
	
	if ( g_pGameRules->IsDeathmatch() )
	{
		// tuned for deathmatch
		m_pPlayer->FireBullets( 8, vecSrc, vecAiming, VECTOR_CONE_DM_DOUBLESHOTGUN, 2048, BULLET_PLAYER_BUCKSHOT_DOUBLE, 0 );
	}
	else
	{
		// untouched default single player
		m_pPlayer->FireBullets( 12, vecSrc, vecAiming, VECTOR_CONE_10DEGREES, 2048, BULLET_PLAYER_BUCKSHOT_DOUBLE, 0 );
	}

	if (!m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0)
		// HEV suit - indicate out of ammo condition
		m_pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0);

	if (m_iClip != 0)
		m_flPumpTime = gpGlobals->time + 0.95;

	m_flNextPrimaryAttack = gpGlobals->time + 1.5;
	m_flNextSecondaryAttack = gpGlobals->time + 1.5;
	if (m_iClip != 0)
		m_flTimeWeaponIdle = gpGlobals->time + 6.0;
	else
		m_flTimeWeaponIdle = 1.5;

	m_fInReload = 0;
}
Ejemplo n.º 4
0
void CM16::SecondaryAttack(void)
{

	// don't fire underwater
	if (m_pPlayer->pev->waterlevel == 3)
	{
		PlayEmptySound( );
		m_flNextPrimaryAttack = gpGlobals->time + 0.15;
		return;
	}

	if (m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType] == 0)
	{
		PlayEmptySound( );
		return;
	}

	m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME;
	m_pPlayer->m_iWeaponFlash = BRIGHT_GUN_FLASH;

	m_pPlayer->m_iExtraSoundTypes = bits_SOUND_DANGER;
	m_pPlayer->m_flStopExtraSoundTime = gpGlobals->time + 0.2;
			
	m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType]--;

	SendWeaponAnim( M16_LAUNCH );

	// player "shoot" animation
	m_pPlayer->SetAnimation( PLAYER_ATTACK1 );

	if ( RANDOM_LONG(0,1) )
		EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/glauncher.wav", 0.8, ATTN_NORM);
	else
		EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/glauncher2.wav", 0.8, ATTN_NORM);
 
	UTIL_MakeVectors( m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle );

	// we don't add in player velocity anymore.
	CGrenade::ShootContact( m_pPlayer->pev, 
							m_pPlayer->pev->origin + m_pPlayer->pev->view_ofs + gpGlobals->v_forward * 16, 
							gpGlobals->v_forward * 800 );
	

	m_flNextPrimaryAttack = gpGlobals->time + 1;
	m_flNextSecondaryAttack = gpGlobals->time + 1;
	m_flTimeWeaponIdle = gpGlobals->time + 5;// idle pretty soon after shooting.

	if (!m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType])
		// HEV suit - indicate out of ammo condition
		m_pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0);

	m_pPlayer->pev->punchangle.x -= 10;

}
Ejemplo n.º 5
0
void CMP5::SecondaryAttack( void )
{
	// don't fire underwater
	if (m_pPlayer->pev->waterlevel == 3)
	{
		PlayEmptySound( );
		m_flNextPrimaryAttack = 0.15;
		return;
	}

	if (m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType] == 0)
	{
		PlayEmptySound( );
		return;
	}

	m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME;
	m_pPlayer->m_iWeaponFlash = BRIGHT_GUN_FLASH;

	m_pPlayer->m_iExtraSoundTypes = bits_SOUND_DANGER;
	m_pPlayer->m_flStopExtraSoundTime = UTIL_WeaponTimeBase() + 0.2;
			
	m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType]--;

	// player "shoot" animation
	m_pPlayer->SetAnimation( PLAYER_ATTACK1 );

 	UTIL_MakeVectors( m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle );

	// we don't add in player velocity anymore.
	CGrenade::ShootContact( m_pPlayer->pev, 
							m_pPlayer->pev->origin + m_pPlayer->pev->view_ofs + gpGlobals->v_forward * 16, 
							gpGlobals->v_forward * 800 );

	int flags;
#if defined( CLIENT_WEAPONS )
	flags = FEV_NOTHOST;
#else
	flags = 0;
#endif

	PLAYBACK_EVENT( flags, m_pPlayer->edict(), m_usMP52 );
	
	m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 1;
	m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 1;
	m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 5;// idle pretty soon after shooting.

	if (!m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType])
		// HEV suit - indicate out of ammo condition
		m_pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0);
}
Ejemplo n.º 6
0
void CTEST::PrimaryAttack()
{
// don''t fire underwater
if (m_pPlayer->pev->waterlevel == 3)
{
PlayEmptySound( );
m_flNextPrimaryAttack = gpGlobals->time + 0.15;
return;
}

if (m_iClip <= 0)
{
PlayEmptySound();
m_flNextPrimaryAttack = gpGlobals->time + 0.15;
return;
}

PLAYBACK_EVENT( 0, m_pPlayer->edict(), m_usTEST );

m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME;
m_pPlayer->m_iWeaponFlash = NORMAL_GUN_FLASH;

m_iClip--;

// player "shoot" animation
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );

Vector vecSrc = m_pPlayer->GetGunPosition( );
Vector vecAiming = m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES );

if ( g_pGameRules->IsDeathmatch() )
{
// optimized multiplayer. Widened to make it easier to hit a moving player
m_pPlayer->FireBullets( 1, vecSrc, vecAiming, VECTOR_CONE_6DEGREES, 8192, BULLET_PLAYER_MP5, 2 );
}
else
{
m_pPlayer->FireBullets( 1, vecSrc, vecAiming, VECTOR_CONE_3DEGREES, 8192, BULLET_PLAYER_MP5, 2 );
}

m_flNextPrimaryAttack = m_flNextPrimaryAttack + 0.1;
if (m_flNextPrimaryAttack < gpGlobals->time)
m_flNextPrimaryAttack = gpGlobals->time + 0.1;

m_flTimeWeaponIdle = gpGlobals->time + RANDOM_FLOAT ( 10, 15 );

UpdateSpot( );
}
Ejemplo n.º 7
0
void CBiorifle::PrimaryAttack()
{
	if (m_iClip <= 0)
 	{
		PlayEmptySound(4);
		m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5;
		return;
	}

	m_iClip--;
	m_iFiredAmmo++;
	m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
	SendWeaponAnim((m_pPlayer->m_fHeavyArmor)?BIORIFLE_FIRE_SOLID:BIORIFLE_FIRE);

	UTIL_MakeVectors(m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle);
	CBiomass::ShootBiomass( m_pPlayer->pev,	m_pPlayer->pev->origin + m_pPlayer->pev->view_ofs + gpGlobals->v_forward * 16 + gpGlobals->v_right * 7 + gpGlobals->v_up * -8, gpGlobals->v_forward * 3000, 400);
	EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/biorifle_fire.wav", 1, ATTN_NORM, 0, 94 + RANDOM_LONG(0,0xF));

	m_flNextPrimaryAttack = gpGlobals->time + 0.3;
	m_flNextSecondaryAttack = gpGlobals->time + 0.1;
	m_flTimeWeaponIdle = gpGlobals->time + 2;
	if (!m_pPlayer->m_fHeavyArmor)
	{
		m_pPlayer->pev->punchangle.x -= RANDOM_FLOAT(-2,5);
		m_pPlayer->pev->punchangle.y -= 1;
	}
}
Ejemplo n.º 8
0
void CAK74::SecondaryAttack()
{
	if (m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType] == 0)
	{
		PlayEmptySound( );
		return;
	}

	m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType]--;
	m_pPlayer->SetAnimation( PLAYER_ATTACK1 );

	UTIL_MakeVectors(m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle);
	CAK74grenade::ShootAK74grenade( m_pPlayer->pev, m_pPlayer->pev->origin + m_pPlayer->pev->view_ofs + gpGlobals->v_forward * 24 + gpGlobals->v_right * 6 + gpGlobals->v_up * -7, gpGlobals->v_forward * 4000 );
	FX_FireGun(m_pPlayer->pev->v_angle, m_pPlayer->entindex(), (m_pPlayer->m_fHeavyArmor)?AK74_GRENADE_SOLID:AK74_GRENADE, 1, FIREGUN_AK74 );
	
	if (!m_pPlayer->m_fHeavyArmor)
	{
		m_pPlayer->pev->punchangle.x -= 14;
		m_pPlayer->pev->punchangle.y -= 6;
	}

	m_flNextPrimaryAttack = gpGlobals->time + 1;
	m_flNextSecondaryAttack = gpGlobals->time + 2;
	m_flTimeWeaponIdle = gpGlobals->time + RANDOM_FLOAT (5, 8);
}
Ejemplo n.º 9
0
void CAK74::PrimaryAttack()
{
	if (m_iClip <= 0)
	{
		PlayEmptySound();
		m_flNextPrimaryAttack = gpGlobals->time + 0.5;
		return;
	}

	m_iClip--;
	m_iFiredAmmo++;
	m_pPlayer->SetAnimation( PLAYER_ATTACK1 );

	UTIL_MakeVectors(m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle);
	m_pPlayer->FireMagnumBullets(m_pPlayer->GetGunPosition(), gpGlobals->v_forward, (m_pPlayer->pev->flags & FL_DUCKING)?VECTOR_CONE_4DEGREES:VECTOR_CONE_5DEGREES, 16384, BULLET_762, m_pPlayer->pev);
	FX_FireGun( m_pPlayer->pev->v_angle, m_pPlayer->entindex(), (m_pPlayer->m_fHeavyArmor)?AK74_SHOOT_SOLID:AK74_SHOOT, 0, FIREGUN_AK74 );

	m_flNextPrimaryAttack = gpGlobals->time  + 0.1;
	m_flTimeWeaponIdle = gpGlobals->time + RANDOM_FLOAT (8, 12);

	if (!m_pPlayer->m_fHeavyArmor)
	{
		m_pPlayer->pev->punchangle.x -= RANDOM_FLOAT(-2,3);
		m_pPlayer->pev->punchangle.y -= 0.5;
	}
}
Ejemplo n.º 10
0
void CFLAMETHROWER::PrimaryAttack( void )
{
	if (m_pPlayer->pev->waterlevel == 3 || m_iClip <= 0 || burn==FALSE)
 	{
		PlayEmptySound( );
		m_flNextPrimaryAttack = gpGlobals->time + 0.5;
		return;
	}

	m_iClip--;
	m_iFiredAmmo++;
	m_pPlayer->SetAnimation( PLAYER_ATTACK1 );

	if ( gpGlobals->time >= m_flShootTime )
	{
		SendWeaponAnim( FLAMETHROWER_FIRE );
		m_flShootTime = gpGlobals->time + 1;
	}

	UTIL_MakeVectors(m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle);
	CFlame::ShootFlame( m_pPlayer->pev, m_pPlayer->pev->origin + m_pPlayer->pev->view_ofs + gpGlobals->v_forward * 24 + gpGlobals->v_right * 2 + gpGlobals->v_up * -8, gpGlobals->v_forward * 900 );

	m_flNextPrimaryAttack = m_flNextSecondaryAttack = gpGlobals->time + 0.1;
	m_flTimeWeaponIdle = gpGlobals->time + 5;
}
Ejemplo n.º 11
0
void CFlakcannon::PrimaryAttack()
{
	if (m_pPlayer->pev->waterlevel == 3 || m_iClip <= 0)
 	{
		PlayEmptySound( );
		m_flNextPrimaryAttack = gpGlobals->time + 0.5;
		return;
	}
	m_iClip--;
	m_iFiredAmmo++;
	m_pPlayer->SetAnimation( PLAYER_ATTACK1 );

	UTIL_MakeVectors(m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle);
	for ( int i = 0; i < 10; i++ )
	{
		Vector vecSrc = m_pPlayer->GetGunPosition() + gpGlobals->v_forward * 24 + gpGlobals->v_right * 4 + gpGlobals->v_right * 2 * cos (M_PI * i * 2.0f / 10) + gpGlobals->v_up * -6 + gpGlobals->v_up * 2 * sin (M_PI * i * 2.0f / 10);
		CShrapnel::ShootShrapnel(m_pPlayer->pev, vecSrc, gpGlobals->v_forward * 10000);
	}

	if (m_iClip) 
		FX_FireGun(m_pPlayer->pev->v_angle, m_pPlayer->entindex(), (m_pPlayer->m_fHeavyArmor)?FLAKCANNON_FIRE_SOLID:FLAKCANNON_FIRE, 0, FIREGUN_FLAKCANNON );
	else 
		FX_FireGun(m_pPlayer->pev->v_angle, m_pPlayer->entindex(), (m_pPlayer->m_fHeavyArmor)?FLAKCANNON_FIRE_SOLID_LAST:FLAKCANNON_FIRE_LAST, 0, FIREGUN_FLAKCANNON );

	m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 2;
	m_flTimeWeaponIdle = gpGlobals->time + 5;
	if (!m_pPlayer->m_fHeavyArmor)
	{
		m_pPlayer->pev->punchangle.x -= 6;
		m_pPlayer->pev->punchangle.y -= 3;
	}
}
Ejemplo n.º 12
0
void CFlakcannon::SecondaryAttack()
{
	if (m_iClip <= 0)
	{
		PlayEmptySound();
		m_flNextSecondaryAttack = gpGlobals->time + 0.5;
		return;
	}

	m_iClip--;
	m_iFiredAmmo++;
	m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
	UTIL_MakeVectors(m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle);
	CFlakBomb::ShootFlakBomb( m_pPlayer->pev, m_pPlayer->GetGunPosition() + gpGlobals->v_forward * 24 + gpGlobals->v_right * 4 + gpGlobals->v_up * -6, gpGlobals->v_forward * 1800);

	if (m_iClip) 
		FX_FireGun(m_pPlayer->pev->v_angle, m_pPlayer->entindex(), (m_pPlayer->m_fHeavyArmor)?FLAKCANNON_FIRE_SOLID:FLAKCANNON_FIRE, 1, FIREGUN_FLAKCANNON );
	else 
		FX_FireGun(m_pPlayer->pev->v_angle, m_pPlayer->entindex(), (m_pPlayer->m_fHeavyArmor)?FLAKCANNON_FIRE_SOLID_LAST:FLAKCANNON_FIRE_LAST, 1, FIREGUN_FLAKCANNON );

	m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 2;
	m_flTimeWeaponIdle = gpGlobals->time + 5;
	if (!m_pPlayer->m_fHeavyArmor)
	{
		m_pPlayer->pev->punchangle.x -= 6;
		m_pPlayer->pev->punchangle.y -= 3;
	}
}
Ejemplo n.º 13
0
void Cu2::FireBurst()
{
	if (m_pPlayer->pev->waterlevel == 3 || m_iClip <= 0)
 	{
		PlayEmptySound( );
		m_flNextPrimaryAttack = gpGlobals->time + 0.5;
		return;
	}

	m_iClip--;
	m_iFiredAmmo++;
	m_pPlayer->SetAnimation( PLAYER_ATTACK1 );

	UTIL_MakeVectors(m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle);
	m_pPlayer->FireMagnumBullets(m_pPlayer->GetGunPosition(), gpGlobals->v_forward, (m_pPlayer->pev->flags & FL_DUCKING)?VECTOR_CONE_1DEGREES:VECTOR_CONE_2DEGREES, 16384, BULLET_556, m_pPlayer->pev);
	FX_FireGun(m_pPlayer->pev->v_angle, m_pPlayer->entindex(), (m_pPlayer->m_fHeavyArmor)?U2_FIRE_SOLID:U2_FIRE, 0, FIREGUN_U2 );

	if (m_iChargeLevel == 1)
		m_flTimeWeaponIdle = m_flNextPrimaryAttack = gpGlobals->time + 0.3;
	else 
		m_flTimeWeaponIdle = m_flNextPrimaryAttack = gpGlobals->time + 0.095;

	if (!m_pPlayer->m_fHeavyArmor)
	{
		m_pPlayer->pev->punchangle.x -= 1.1;
		m_pPlayer->pev->punchangle.y -= 0.3;
	}
}
Ejemplo n.º 14
0
void Cu2::GrenadeLauncher( void )
{
	if (m_pPlayer->pev->waterlevel == 3 || m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType] <= 0)
 	{
		PlayEmptySound( );
		m_flNextSecondaryAttack = gpGlobals->time + 0.5;
		return;
	}

	m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType]--;
	m_pPlayer->SetAnimation( PLAYER_ATTACK1 );

	UTIL_MakeVectors(m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle);
	CU2Momma::ShootU2Momma( m_pPlayer->pev, m_pPlayer->pev->origin + m_pPlayer->pev->view_ofs + gpGlobals->v_forward * 24 + gpGlobals->v_right * 10 + gpGlobals->v_up * -12, gpGlobals->v_forward * 900, 1 );
	FX_FireGun(m_pPlayer->pev->v_angle, m_pPlayer->entindex(), (m_pPlayer->m_fHeavyArmor)?U2_FIRE_GRENADE_SOLID:U2_FIRE_GRENADE, 1, FIREGUN_U2 );

	m_flNextPrimaryAttack = gpGlobals->time + 1;
	m_flNextSecondaryAttack = gpGlobals->time + 2;
	m_flTimeWeaponIdle = gpGlobals->time + RANDOM_FLOAT (5, 8);

	if (!m_pPlayer->m_fHeavyArmor)
	{
		m_pPlayer->pev->punchangle.x -= 15;
		m_pPlayer->pev->punchangle.y -= 5;
	}
}
Ejemplo n.º 15
0
void CFamas::PrimaryAttack()
{
    if( m_pPlayer->pev->waterlevel == 3 )
    {
        PlayEmptySound();
        m_flNextPrimaryAttack = gpGlobals->time + 0.15;
        
        return;
    }

    BOOL burstMode = FBitSet( m_fWeaponState, WEAPONSTATE_FAMAS_BURST_MODE );
    
    if( !FBitSet( m_pPlayer->pev->flags, FL_ONGROUND ) )
    {
        FamasFire( m_flAccuracy * 0.3 + 0.03, 0.0825, FALSE, burstMode );
    }
    else if( m_pPlayer->pev->velocity.Length2D() > 140 )
    {
        FamasFire( m_flAccuracy * 0.07 + 0.030, 0.0825, FALSE, burstMode );
    }
    else
    {
        FamasFire( m_flAccuracy * 0.02, 0.0825, FALSE, burstMode );
    }
}
void CRpg::PrimaryAttack()
{
	if (m_iClip)
	{
		m_pPlayer->m_iWeaponVolume = LOUD_GUN_VOLUME;
		m_pPlayer->m_iWeaponFlash = BRIGHT_GUN_FLASH;

		m_iBody = 1; //hide rocket in laubcher
		SendWeaponAnim(RPG_FIRE);
		// player "shoot" animation
		m_pPlayer->SetAnimation(PLAYER_ATTACK1);

		UTIL_MakeVectors(m_pPlayer->pev->v_angle);
		Vector vecSrc = m_pPlayer->GetGunPosition() + gpGlobals->v_forward * 16 + gpGlobals->v_right * 8 + gpGlobals->v_up * -8;

		CRpgRocket *pRocket = CRpgRocket::Create(vecSrc, m_pPlayer->pev->v_angle, m_pPlayer, this);
		UTIL_MakeVectors(m_pPlayer->pev->v_angle);// RpgRocket::Create stomps on globals, so remake.
		pRocket->pev->velocity = pRocket->pev->velocity + gpGlobals->v_forward * DotProduct(m_pPlayer->pev->velocity, gpGlobals->v_forward);

		// firing RPG no longer turns on the designator. ALT fire is a toggle switch for the LTD.
		// Ken signed up for this as a global change (sjb)

		m_iClip--;
		m_flNextPrimaryAttack = UTIL_GlobalTimeBase() + 1.5;
		m_flTimeWeaponIdle = UTIL_GlobalTimeBase() + 1.5;
	}
	else
	{
		PlayEmptySound();
		m_flNextPrimaryAttack = UTIL_GlobalTimeBase() + 0.7;//no longer indicate fps :)
	}
	UpdateSpot();
}
Ejemplo n.º 17
0
void CFSniper::PrimaryAttack()
{
	// don't fire underwater
	if (m_pPlayer->pev->waterlevel == 3)
	{
		PlayEmptySound( );
		m_flNextPrimaryAttack = gpGlobals->time + 0.15;
		return;
	}

	if (m_iClip <= 0)
	{
		PlayEmptySound();
		m_flNextPrimaryAttack = gpGlobals->time + 0.15;
		return;
	}
	
	PLAYBACK_EVENT( 0, m_pPlayer->edict(), m_usFSniper );
	//avec un délai pour l ejection de la cartouche
	PLAYBACK_EVENT_FULL ( 0, m_pPlayer->edict(), m_usFSniper, 27 / 25.0, (float *)&g_vecZero, (float *)&g_vecZero, 0, 0, 0, 0, 1, 0 );


	m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME;
	m_pPlayer->Gunflash ();

	m_iClip--;

	// player "shoot" animation
	m_pPlayer->SetAnimation( PLAYER_ATTACK1 );

	Vector vecSrc	 = m_pPlayer->GetGunPosition( );
	Vector vecAiming = m_pPlayer->GetAutoaimVector( AUTOAIM_8DEGREES );
	
	m_pPlayer->FireBullets( 1, vecSrc, vecAiming, Vector ( 0, 0, 0 )/*VECTOR_CONE_1DEGREES*/, 8192, BULLET_PLAYER_SNIPER, 1 );

	
	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_flNextPrimaryAttack = gpGlobals->time + 52 / 25.0;
	
	
	m_flTimeWeaponIdle = gpGlobals->time + RANDOM_FLOAT ( 10, 15 );

}
Ejemplo n.º 18
0
void CM249::M249Fire(float flSpread, float flCycleTime, BOOL fUseAutoAim)
{
	m_bDelayFire = true;
	m_iShotsFired++;
	m_flAccuracy = ((m_iShotsFired * m_iShotsFired * m_iShotsFired) / 175.0) + 0.4;

	if (m_flAccuracy > 0.9)
		m_flAccuracy = 0.9;

	if (m_iClip <= 0)
	{
		if (m_fFireOnEmpty)
		{
			PlayEmptySound();
			m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.2;
		}

		return;
	}

	m_iClip--;
	m_pPlayer->pev->effects |= EF_MUZZLEFLASH;
#ifndef CLIENT_DLL
	m_pPlayer->SetAnimation(PLAYER_ATTACK1);
#endif

	UTIL_MakeVectors(m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle);

	m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME;
	m_pPlayer->m_iWeaponFlash = BRIGHT_GUN_FLASH;

	Vector vecSrc = m_pPlayer->GetGunPosition();
	Vector vecDir = m_pPlayer->FireBullets3(vecSrc, gpGlobals->v_forward, flSpread, 8192, 2, BULLET_PLAYER_556MM, 32, 0.97, 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_usFireM249, 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), FALSE, FALSE);
	m_flNextPrimaryAttack = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + flCycleTime;

#ifndef CLIENT_DLL
	if (!m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0)
		m_pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0);
#endif
	m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.6;

	if (!FBitSet(m_pPlayer->pev->flags, FL_ONGROUND))
		KickBack(1.8, 0.65, 0.45, 0.125, 5.0, 3.5, 8);
	else if (m_pPlayer->pev->velocity.Length2D() > 0)
		KickBack(1.1, 0.5, 0.3, 0.06, 4.0, 3.0, 8);
	else if (FBitSet(m_pPlayer->pev->flags, FL_DUCKING))
		KickBack(0.75, 0.325, 0.25, 0.025, 3.5, 2.5, 9);
	else
		KickBack(0.8, 0.35, 0.3, 0.03, 3.75, 3.0, 9);
}
Ejemplo n.º 19
0
void CM16::PrimaryAttack()
{
	// don't fire underwater
	if (m_pPlayer->pev->waterlevel == 3)
	{
		PlayEmptySound( );
		m_flNextPrimaryAttack = gpGlobals->time + 0.15;
		return;
	}

	if (m_iClip <= 0)
	{
		PlayEmptySound();
		m_flNextPrimaryAttack = gpGlobals->time + 0.15;
		return;
	}
	
	PLAYBACK_EVENT( 0, m_pPlayer->edict(), m_usM16 );

	m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME;
	m_pPlayer->Gunflash ();

	m_iClip--;

	// player "shoot" animation
	m_pPlayer->SetAnimation( PLAYER_ATTACK1 );

	Vector vecSrc	 = m_pPlayer->GetGunPosition( );
	Vector vecAiming = m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES );
	
	// single player spread
	m_pPlayer->FireBullets( 1, vecSrc, vecAiming, VECTOR_CONE_4DEGREES, 8192, BULLET_PLAYER_M16, 2 );

	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_flNextPrimaryAttack = m_flNextPrimaryAttack + 0.1;
	if (m_flNextPrimaryAttack < gpGlobals->time)
		m_flNextPrimaryAttack = gpGlobals->time + 0.1;
	
	
	m_flTimeWeaponIdle = gpGlobals->time + RANDOM_FLOAT ( 10, 15 );

}
Ejemplo n.º 20
0
void CPython::PrimaryAttack()
{
	// don't fire underwater
	if (m_pPlayer->pev->waterlevel == 3)
	{
		PlayEmptySound( );
		m_flNextPrimaryAttack = 0.15;
		return;
	}

	if (m_iClip <= 0)
	{
		if (!m_fFireOnEmpty)
			Reload( );
		else
		{
			EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/357_cock1.wav", 0.8, ATTN_NORM);
			m_flNextPrimaryAttack = 0.15;
		}

		return;
	}

	m_pPlayer->m_iWeaponVolume = LOUD_GUN_VOLUME;
	m_pPlayer->m_iWeaponFlash = BRIGHT_GUN_FLASH;

	m_iClip--;

	m_pPlayer->pev->effects = (int)(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 );

	Vector vecSrc	 = m_pPlayer->GetGunPosition( );
	Vector vecAiming = m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES );

	Vector vecDir;
	vecDir = m_pPlayer->FireBulletsPlayer( 1, vecSrc, vecAiming, VECTOR_CONE_1DEGREES, 8192, BULLET_PLAYER_357, 0, 0, m_pPlayer->pev, m_pPlayer->random_seed );

    int flags;
#if defined( CLIENT_WEAPONS )
	flags = FEV_NOTHOST;
#else
	flags = 0;
#endif

	PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usFirePython, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, 0, 0, 0, 0 );

	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_flNextPrimaryAttack = 0.75;
	m_flTimeWeaponIdle = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
}
Ejemplo n.º 21
0
void CAWP::AWPFire( float flSpread, float flCycleTime, BOOL fUseSemi )
{
    if( m_pPlayer->pev->fov == 90 )
    {
        flSpread += AWP_AJUSTED_SPREAD;
    }
    else
    {
        m_pPlayer->m_fResumeZoom = TRUE;
        m_pPlayer->m_iLastZoom   = m_pPlayer->m_iFOV;
        m_pPlayer->m_iFOV        = m_pPlayer->pev->fov = 90;
    }

    if( m_iClip <= 0 )
    {
        if( m_fFireOnEmpty )
        {
            PlayEmptySound();
            m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.2;
        }

        /*! @todo Implements me :
        if( TheBots )
            TheBots->OnEvent( EVENT_WEAPON_FIRED_ON_EMPTY, m_pPlayer->pev, NULL ); */

        return;
    }

    m_iClip--;
    m_pPlayer->pev->effects |= EF_MUZZLEFLASH;

    m_pPlayer->SetAnimation( PLAYER_ATTACK1 );

    m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME;
    m_pPlayer->m_iWeaponFlash  = NORMAL_GUN_FLASH;

    UTIL_MakeVectors( m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle );

    m_pPlayer->m_flEjectBrass = gpGlobals->time + AWP_EJECT_BRASSE_TIME;

    Vector vecDir = m_pPlayer->FireBullets3(
        m_pPlayer->GetGunPosition(), gpGlobals->v_forward,
        flSpread, 8192.0, AWP_PENETRATION, BULLET_PLAYER_338MAG, AWP_DAMAGE, AWP_RANGE_MODIFIER, m_pPlayer->pev, 0, m_pPlayer->random_seed );

    PLAYBACK_EVENT_FULL( FEV_NOTHOST, m_pPlayer->edict(),
        m_usAwp, 0.0, (float *)&g_vecZero, (float *)&g_vecZero,
        vecDir.x, vecDir.y, m_pPlayer->pev->punchangle.x * 100, m_pPlayer->pev->punchangle.x * 100, FALSE, 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_pPlayer->pev->punchangle.x -= 2.0;
    m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + AWP_IDLE_TIME;
}
Ejemplo n.º 22
0
void CSaw :: Fire ( float nextattack )
{
	if (m_pPlayer->pev->waterlevel == 3 || m_iClip <= 0)
 	{
		PlayEmptySound( );
		m_flNextPrimaryAttack = gpGlobals->time + 0.15;
		return;
	}

	if ( m_iClip && m_pPlayer->pev->waterlevel != 3)//don't fire underwater
	{
		m_pPlayer->m_iWeaponVolume 	= LOUD_GUN_VOLUME;
		m_pPlayer->m_iWeaponFlash 	= BRIGHT_GUN_FLASH;
		
		m_iClip--;
                    
		// player "shoot" animation
		m_pPlayer->SetAnimation( PLAYER_ATTACK1 );

		m_pPlayer->pev->velocity 	= m_pPlayer->pev->velocity - gpGlobals->v_forward * 30;
            
		Vector vecSrc	 = m_pPlayer->GetGunPosition( );
		Vector vecAiming = m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES );
		Vector vecDir;

		//hide rounds on end tape
//		if(m_iClip < 9 && m_iClip) m_iBody++;
//		SendWeaponAnim( M249_SHOOT );
           
		vecDir = m_pPlayer->FireBulletsPlayer( 1, vecSrc, vecAiming, VECTOR_CONE_3DEGREES, 8192, BULLET_PLAYER_357, 2, 0, m_pPlayer->pev, m_pPlayer->random_seed );

		PLAYBACK_EVENT_FULL( 0, m_pPlayer->edict(), m_usSaw, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, pev->body, 0, 0, 0 );
	  
		m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + nextattack;
		
		if ( m_flNextPrimaryAttack < UTIL_WeaponTimeBase() )
			m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + nextattack + 0.02;
		m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + RANDOM_FLOAT ( 10, 15 );
	}
	else
	{
		PlayEmptySound( );
		m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5;
	}
}
Ejemplo n.º 23
0
void CG3SG1::G3SG1Fire(float flSpread, float flCycleTime, BOOL fUseAutoAim)
{
	if (m_pPlayer->pev->fov == 90)
		flCycleTime += 0.025;

	if (m_flLastFire)
	{
		m_flAccuracy = (gpGlobals->time - m_flLastFire) * 0.3 + 0.55;

		if (m_flAccuracy > 0.98)
			m_flAccuracy = 0.98;
	}
	else
		m_flAccuracy = 0.98;

	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;
	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 = NORMAL_GUN_FLASH;

	Vector vecDir = FireBullets3(m_pPlayer->GetGunPosition(), gpGlobals->v_forward, flSpread, 8192, 3, BULLET_PLAYER_762MM, 80, 0.98, m_pPlayer->pev, TRUE, m_pPlayer->random_seed);

	int flags;
#ifdef CLIENT_WEAPONS
	flags = FEV_NOTHOST;
#else
	flags = 0;
#endif

	PLAYBACK_EVENT_FULL(flags, ENT(m_pPlayer->pev), m_usFireG3SG1, 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), TRUE, 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() + 1.8;

	m_pPlayer->pev->punchangle.x -= UTIL_SharedRandomFloat(m_pPlayer->random_seed + 4, 2.75, 3.25) + m_pPlayer->pev->punchangle.x * 0.25;
	m_pPlayer->pev->punchangle.y += UTIL_SharedRandomFloat(m_pPlayer->random_seed + 5, -1.25, 1.5);
}
Ejemplo n.º 24
0
void CM3::PrimaryAttack()
{
	if (m_iClip <= 0)
	{
		PlayEmptySound();
		m_flNextPrimaryAttack = 0.15;
		return;
	}

	SendWeaponAnim( M3_SHOOT1 );
	m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); 
	m_pPlayer->m_iWeaponFlash = NORMAL_GUN_FLASH;
	m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME;
	m_pPlayer->pev->effects = (int)(m_pPlayer->pev->effects) | EF_MUZZLEFLASH;
	EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_WEAPON,"weapons/m3-1.wav", 1.0, ATTN_NORM, 0, 100 );

	m_iClip -= 1;

	Vector vecSrc( m_pPlayer->GetGunPosition() );
	Vector vecAim( m_pPlayer->GetAutoaimVector( AUTOAIM_2DEGREES ) );
	Vector vecAcc( 0.08716, 0.04362, 0.00  );
	Vector vecDir;

	vecDir = m_pPlayer->FireBulletsPlayer( 9, vecSrc, vecAim, vecAcc, 8192,0, 0, 20, m_pPlayer->pev, m_pPlayer->random_seed );
#ifndef CLIENT_DLL
	MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecSrc );

		WRITE_BYTE( TE_DLIGHT );

		WRITE_COORD( vecSrc.x );
		WRITE_COORD( vecSrc.y );
		WRITE_COORD( vecSrc.z );
		WRITE_BYTE( 30 );

		WRITE_BYTE( 210 );
		WRITE_BYTE( 200 );
		WRITE_BYTE( 60 );

		WRITE_BYTE( 1 );
		WRITE_BYTE( 1 );

	MESSAGE_END();
#endif
	if( !LeftSpread )
		LeftSpread = 1;

	m_pPlayer->pev->punchangle.x -= 5;

	PLAYBACK_EVENT_FULL( FEV_NOTHOST, m_pPlayer->edict(), m_event, 0.0,
		(float *)&g_vecZero, (float *)&g_vecZero,
		vecDir.x, vecDir.y, 0, 0, (m_iClip ? 0 : 1), 0 );

    m_flNextPrimaryAttack   = UTIL_WeaponTimeBase() + 0.875;
    m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat(m_pPlayer->random_seed, 1.085,2.085);

}
Ejemplo n.º 25
0
void CWeaponMP5::PrimaryAttack( void )
{
	const CSDKWeaponInfo &pWeaponInfo = GetSDKWpnData();
	CSDKPlayer *pPlayer = GetPlayerOwner();

	float flCycleTime = pWeaponInfo.m_flCycleTime;

	bool bPrimaryMode = true;

	float flSpread = 0.01f;

	// more spread when jumping
	if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) )
		flSpread = 0.05f;
	
	pPlayer->m_iShotsFired++;

	// Out of ammo?
	if ( m_iClip1 <= 0 )
	{
		if (m_bFireOnEmpty)
		{
			PlayEmptySound();
			m_flNextPrimaryAttack = gpGlobals->curtime + 0.2;
		}
	}

	SendWeaponAnim( ACT_VM_PRIMARYATTACK );

	m_iClip1--;

	// player "shoot" animation
	pPlayer->SetAnimation( PLAYER_ATTACK1 );

	FX_FireBullets(
		pPlayer->entindex(),
		pPlayer->Weapon_ShootPosition(),
		pPlayer->EyeAngles() + pPlayer->GetPunchAngle(),
		GetWeaponID(),
		bPrimaryMode?Primary_Mode:Secondary_Mode,
		CBaseEntity::GetPredictionRandomSeed() & 255,
		flSpread );

	pPlayer->DoMuzzleFlash();
	
	m_flNextPrimaryAttack = m_flNextSecondaryAttack = gpGlobals->curtime + flCycleTime;

	if (!m_iClip1 && pPlayer->GetAmmoCount( m_iPrimaryAmmoType ) <= 0)
	{
		// HEV suit - indicate out of ammo condition
		pPlayer->SetSuitUpdate("!HEV_AMO0", false, 0);
	}

	// start idle animation in 5 seconds
	SetWeaponIdleTime( gpGlobals->curtime + 5.0 );
}
Ejemplo n.º 26
0
void CSCOUT::SCOUTFire(float flSpread, float flCycleTime, BOOL fUseAutoAim)
{
	if (m_pPlayer->pev->fov != 90)
	{
		m_pPlayer->m_bResumeZoom = true;
		m_pPlayer->m_iLastZoom = m_pPlayer->m_iFOV;
		m_pPlayer->m_iFOV = m_pPlayer->pev->fov = 90;
	}
	else
		flSpread += 0.025;

	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_flEjectBrass = gpGlobals->time + 0.56;
	m_pPlayer->m_iWeaponVolume = BIG_EXPLOSION_VOLUME;
	m_pPlayer->m_iWeaponFlash = NORMAL_GUN_FLASH;

	Vector vecDir = FireBullets3(m_pPlayer->GetGunPosition(), gpGlobals->v_forward, flSpread, 8192, 3, BULLET_PLAYER_762MM, 75, 0.98, m_pPlayer->pev, TRUE, m_pPlayer->random_seed);

	int flags;
#ifdef CLIENT_WEAPONS
	flags = FEV_NOTHOST;
#else
	flags = 0;
#endif

	PLAYBACK_EVENT_FULL(flags, ENT(m_pPlayer->pev), m_usFireScout, 0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x * 1000, vecDir.y * 1000, (int)(m_pPlayer->pev->punchangle.x * 100), (int)(m_pPlayer->pev->punchangle.x * 100), FALSE, 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() + 1.8;
	m_pPlayer->pev->punchangle.x -= 2;
}
Ejemplo n.º 27
0
bool CWeaponBaseGun::BaseGunFire(float flSpread, float flCycleTime, bool bPrimaryMode)
{
    CMomentumPlayer *pPlayer = GetPlayerOwner();
    if (!pPlayer)
        return false;

    m_bDelayFire = true;
    pPlayer->m_iShotsFired++;

// Out of ammo?
#ifdef WEAPONS_USE_AMMO
    if (m_iClip1 <= 0)
    {
        if (m_bFireOnEmpty)
        {
            PlayEmptySound();
            m_flNextPrimaryAttack = gpGlobals->curtime + 0.2;
        }

        return false;
    }

    m_iClip1--;
#endif

    SendWeaponAnim(ACT_VM_PRIMARYATTACK);

    // player "shoot" animation
    pPlayer->SetAnimation(PLAYER_ATTACK1);

    FX_FireBullets(pPlayer->entindex(), pPlayer->Weapon_ShootPosition(),
                   pPlayer->EyeAngles() + 2.0f * pPlayer->GetPunchAngle(), GetWeaponID(),
                   bPrimaryMode ? Primary_Mode : Secondary_Mode, CBaseEntity::GetPredictionRandomSeed() & 255,
                   flSpread);

    DoFireEffects();

    m_flNextPrimaryAttack = m_flNextSecondaryAttack = gpGlobals->curtime + flCycleTime;

#ifdef WEAPONS_USE_AMMO
    if (!m_iClip1 && pPlayer->GetAmmoCount(m_iPrimaryAmmoType) <= 0)
    {
        // HEV suit - indicate out of ammo condition
        pPlayer->SetSuitUpdate("!HEV_AMO0", false, 0);
    }
#endif

    SetWeaponIdleTime(gpGlobals->curtime + m_flTimeToIdleAfterFire);
    return true;
}
Ejemplo n.º 28
0
void CRpg::PrimaryAttack()
{
	if ( m_iClip )
	{
		m_pPlayer->m_iWeaponVolume = LOUD_GUN_VOLUME;
		m_pPlayer->m_iWeaponFlash = BRIGHT_GUN_FLASH;

#ifndef CLIENT_DLL
		// player "shoot" animation
		m_pPlayer->SetAnimation( PLAYER_ATTACK1 );

		UTIL_MakeVectors( m_pPlayer->pev->v_angle );
		Vector vecSrc = m_pPlayer->GetGunPosition( ) + gpGlobals->v_forward * 16 + gpGlobals->v_right * 8 + gpGlobals->v_up * -8;
		
		CRpgRocket *pRocket = CRpgRocket::CreateRpgRocket( vecSrc, m_pPlayer->pev->v_angle, m_pPlayer, this );

		UTIL_MakeVectors( m_pPlayer->pev->v_angle );// RpgRocket::Create stomps on globals, so remake.
		pRocket->pev->velocity = pRocket->pev->velocity + gpGlobals->v_forward * DotProduct( m_pPlayer->pev->velocity, gpGlobals->v_forward );
#endif

		// firing RPG no longer turns on the designator. ALT fire is a toggle switch for the LTD.
		// Ken signed up for this as a global change (sjb)

		int flags;
#if defined( CLIENT_WEAPONS )
	flags = FEV_NOTHOST;
#else
	flags = 0;
#endif

		PLAYBACK_EVENT( flags, m_pPlayer->edict(), m_usRpg );

		// Fograin92
		EMIT_SOUND(ENT(pev), CHAN_WEAPON, "weapons/rocketfire1.wav", 0.80, ATTN_NORM);

		m_iClip--; 
				
		m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 1.5;
		m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.5;
	}
	else
	{
		PlayEmptySound( );
		m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.2;
	}
	UpdateSpot( );
}
Ejemplo n.º 29
0
void CGauss::PrimaryAttack()
{
	if (m_pPlayer->pev->waterlevel == 3 || m_iClip <= 0)
 	{
		PlayEmptySound(3);
		m_flNextPrimaryAttack = gpGlobals->time + 0.5;
		return;
	}
	m_iClip -= 2;
	m_iFiredAmmo+=2;
	m_fPrimaryFire = TRUE;

	StartFire();
	m_fInAttack = 0;
	m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.0;
	m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.25;
}
Ejemplo n.º 30
0
void CShotgun::PrimaryAttack()
{
	if (m_pPlayer->pev->waterlevel == 3 || m_iClip <= 0)
 	{
		PlayEmptySound( );
		m_flNextPrimaryAttack = gpGlobals->time + 0.5;
		return;
	}

	//LLAPb begin
	if (m_fInSpecialReload)
	{
		SendWeaponAnim( SHOTGUN_PUMP );
		m_flNextPrimaryAttack = m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.7;

		if(m_iClip<8 && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] && m_fInSpecialReload == 2)
		{
			m_iClip += 1;
			m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] -= 1;
		}

		m_fInSpecialReload = 0;
		return;
	}
	//LLAPb end

	m_iClip--;
	m_pPlayer->SetAnimation( PLAYER_ATTACK1 );

	UTIL_MakeVectors(m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle);
	for (int i=0; i<8; i++)
		m_pPlayer->FireMagnumBullets(m_pPlayer->GetGunPosition(), gpGlobals->v_forward, (m_pPlayer->pev->flags & FL_DUCKING)?VECTOR_CONE_10DEGREES:VECTOR_CONE_11DEGREES, 16384, BULLET_BUCKSHOT, m_pPlayer->pev);
	FX_FireGun(m_pPlayer->pev->v_angle, m_pPlayer->entindex(), (m_pPlayer->m_fHeavyArmor)?SHOTGUN_FIRE_SOLID:SHOTGUN_FIRE, m_pPlayer->m_fHeavyArmor?1:0, FIREGUN_SHOTGUN );

	SetThink( shellcasing ); 
	(m_pPlayer->m_fHeavyArmor)?pev->nextthink = gpGlobals->time + 0.25:pev->nextthink = gpGlobals->time + 0.5;

	if (m_iClip != 0)
		m_flPumpTime = gpGlobals->time + 0.5;

	(m_pPlayer->m_fHeavyArmor)?m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5:m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.75;
	m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1;
	m_fInSpecialReload = 0;
}