Ejemplo n.º 1
0
void CM249::WeaponIdle( void )
{
	if (m_flTimeWeaponIdle <  UTIL_WeaponTimeBase() )
	{
		if ( m_fInSpecialReload )
		{
			UpdateClip();
			m_fInSpecialReload = 0;
			SendWeaponAnim( M249_RELOAD2 , UseDecrement() ? 1 : 0, pev->body );
			m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 111.0 / 45.0;
			m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 111.0 / 45.0;
		}
		else
		{
			ResetEmptySound( );
			UpdateClip();

			int iAnim;
			float flRand = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0, 1 );
			if (flRand <= 0.8)
			{
				iAnim = M249_SLOWIDLE;
				m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + (45.0/9.0);
			}
			else
			{
				iAnim = M249_IDLE1;
				m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + (74.0/12.0);// * RANDOM_LONG(2, 5);
			}
			SendWeaponAnim( iAnim , UseDecrement() ? 1 : 0, pev->body );
		}
	}
}
Ejemplo n.º 2
0
bool C4MouseControl::Init(int32_t iPlayer)
{
	Clear();
	Default();
	Active = true;
	Player = iPlayer;
	InitCentered = false;
	UpdateClip();
	return true;
}
Ejemplo n.º 3
0
void CM249::Reload( void )
{
	if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 || m_iClip == MAX_CLIP_M249)
		return;

	if (m_iClip != 50 && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] != 0 )
	{
		UpdateClip();
		m_fInSpecialReload = 1;
		DefaultReload( MAX_CLIP_M249, M249_RELOAD, 1.5, pev->body );
		m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + (61 / 40)+(111 / 45);
		m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 61 / 40;
	}
}
Ejemplo n.º 4
0
void CM249::PrimaryAttack()
{
	if ( m_fInSpecialReload )
		return;

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

	if (m_iClip <= 0)
	{
		UpdateClip();
		PlayEmptySound();
		m_flNextPrimaryAttack = 0.15;
		return;
	}

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

	m_iClip--;

	UpdateClip();

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

	// player "shoot" animation
	m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
	Vector vecSrc	 = m_pPlayer->GetGunPosition( );
	Vector vecAiming = m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES );
	Vector vecDir;
	vecDir = m_pPlayer->FireBulletsPlayer( 1, vecSrc, vecAiming, VECTOR_CONE_4DEGREES, 8192, BULLET_PLAYER_556, 2, 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_usM249, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, pev->body, 0, 0, 0 );

	// Fograin92: Server side sound
	switch( RANDOM_LONG(1,3) ) 
	{
		case 1: 
			EMIT_SOUND(ENT(pev), CHAN_WEAPON, "weapons/saw_fire1.wav", 0.80, ATTN_NORM);
		break;

		case 2: 
			EMIT_SOUND(ENT(pev), CHAN_WEAPON, "weapons/saw_fire2.wav", 0.80, ATTN_NORM);
		break;

		case 3: 
			EMIT_SOUND(ENT(pev), CHAN_WEAPON, "weapons/saw_fire3.wav", 0.80, ATTN_NORM);
		break;
	}


	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 = UTIL_WeaponTimeBase() + 0.0675;

	if ( m_flNextPrimaryAttack < UTIL_WeaponTimeBase() )
		m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.0675;

	if ( !FBitSet( m_pPlayer->pev->flags, FL_DUCKING ) )
	{
		float flOldPlayerVel = m_pPlayer->pev->velocity.z;
		m_pPlayer->pev->velocity = m_pPlayer->pev->velocity + (50 * -gpGlobals->v_forward);
		m_pPlayer->pev->velocity.z = flOldPlayerVel;
	}

	m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 7.0 / 30.0;
}
Ejemplo n.º 5
0
void CM249::Holster( int skiplocal /* = 0 */)
{
	UpdateClip();
	m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.0;
	SendWeaponAnim( M249_HOLSTER, UseDecrement() ? 1 : 0, pev->body );
}
Ejemplo n.º 6
0
// Fograin92: Changed deploy function
BOOL CM249::Deploy( )
{
	UpdateClip();

	return DefaultDeploy( "models/v_saw.mdl", "models/p_saw.mdl", M249_DRAW, "mp5", UseDecrement() ? 1 : 0, pev->body );
}
Ejemplo n.º 7
0
void C4MouseControl::Clear()
{
	Active = false;
	Selection.Clear();
	UpdateClip(); // reset mouse clipping!
}