Esempio n. 1
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);
}
Esempio n. 2
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;
}
Esempio n. 3
0
void CAWP::AWPFire(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
	{
		flCycleTime += 0.08;
	}

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

		// TODO: Implement me.
		// if( TheBots )
		// {
		//     TheBots->OnEvent( EVENT_WEAPON_FIRED_ON_EMPTY, m_pPlayer, NULL );
		// }

		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 + 0.55;
	m_pPlayer->m_iWeaponVolume = BIG_EXPLOSION_VOLUME;
	m_pPlayer->m_iWeaponFlash  = NORMAL_GUN_FLASH;

	Vector vecDir = FireBullets3(m_pPlayer->GetGunPosition(), gpGlobals->v_forward, flSpread,
		AWP_DISTANCE, AWP_PENETRATION, BULLET_PLAYER_338MAG, AWP_DAMAGE, AWP_RANGE_MODIFER, m_pPlayer->pev, TRUE, 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_usFireAWP, 0, (float*)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y,
		(int)(m_pPlayer->pev->punchangle.x * 100), (int)(m_pPlayer->pev->punchangle.x * 100), FALSE, FALSE);

	m_flNextPrimaryAttack = m_flNextSecondaryAttack = GetNextAttackDelay(flCycleTime);

	if (!m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0)
	{
		m_pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0);
	}

	m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.0;
	m_pPlayer->pev->punchangle.x -= 2;
}
Esempio n. 4
0
void CFiveSeven::FiveSevenFire( float flSpread, float flCycleTime, BOOL fUseAutoAim )
{
    m_iShotsFired++;

    if( m_iShotsFired > 1 )
    {
        return;
    }

    if( m_flLastFire )
    {
        m_flAccuracy -= ( 0.275 - ( gpGlobals->time - m_flLastFire ) ) * 0.25;

        if( m_flAccuracy > 0.92 )
        {
            m_flAccuracy = 0.92;
        }
        else if( m_flAccuracy < 0.725 )
        {
            m_flAccuracy = 0.725;
        }
    }

    m_flLastFire = gpGlobals->time;

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

        // TODO: Implement me.
        // if( TheBots )
        // {
        //     TheBots->OnEvent( EVENT_WEAPON_FIRED_ON_EMPTY, m_pPlayer, NULL );
        // }

        return;
    }

    m_iClip--;

    m_pPlayer->pev->effects |= EF_MUZZLEFLASH;

    SetPlayerShieldAnim();
    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  = DIM_GUN_FLASH;

    Vector vecDir = FireBullets3( m_pPlayer->GetGunPosition(), gpGlobals->v_forward, flSpread, 
        FIVESEVEN_DISTANCE, FIVESEVEN_PENETRATION, BULLET_PLAYER_57MM, FIVESEVEN_DAMAGE, FIVESEVEN_RANGE_MODIFER, m_pPlayer->pev, FALSE, 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_usFireFiveSeven, 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 ), m_iClip == 0, FALSE );
    
    flCycleTime -= 0.05;
    m_flNextPrimaryAttack = m_flNextSecondaryAttack = GetNextAttackDelay( flCycleTime );

    if (!m_iClip && m_pPlayer->m_rgAmmo[ m_iPrimaryAmmoType ] <= 0 )
    {
        m_pPlayer->SetSuitUpdate( "!HEV_AMO0", FALSE, 0 );
    }

    m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.0;
    m_pPlayer->pev->punchangle.x -= 2;

    ResetPlayerShieldAnim();
}
Esempio n. 5
0
void CUSP::USPFire(float flSpread, float flCycleTime, BOOL fUseAutoAim)
{
	flCycleTime -= 0.075;
	m_iShotsFired++;

	if (m_iShotsFired > 1)
		return;

	if (m_flLastFire)
	{
		m_flAccuracy -= (0.3 - (gpGlobals->time - m_flLastFire)) * 0.275;

		if (m_flAccuracy > 0.92)
			m_flAccuracy = 0.92;
		else if (m_flAccuracy < 0.6)
			m_flAccuracy = 0.6;
	}

	m_flLastFire = gpGlobals->time;

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

		return;
	}

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

	m_pPlayer->m_iWeaponVolume = BIG_EXPLOSION_VOLUME;
	m_pPlayer->m_iWeaponFlash = DIM_GUN_FLASH;

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

	if (!(m_iWeaponState & WPNSTATE_USP_SILENCED))
		m_pPlayer->pev->effects |= EF_MUZZLEFLASH;

	int iDamage = (m_iWeaponState & WPNSTATE_USP_SILENCED) ? 30 : 34;
	Vector vecDir = FireBullets3(m_pPlayer->GetGunPosition(), gpGlobals->v_forward, flSpread, 4096, 1, BULLET_PLAYER_45ACP, iDamage, 0.79, 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_usFireUSP, 0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, (int)(m_pPlayer->pev->punchangle.x * 100), 0, m_iClip != 0, m_iWeaponState & WPNSTATE_USP_SILENCED);
	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() + 2;
	m_pPlayer->pev->punchangle.x -= 2;
	ResetPlayerShieldAnim();
}
Esempio n. 6
0
void CSG550::SG550Fire( float flSpread, float flCycleTime, BOOL fUseAutoAim )
{
    if( m_pPlayer->pev->fov == 90 )
    {
        flSpread += 0.025;
    }

    if( m_flLastFire )
    {
        m_flAccuracy = ( gpGlobals->time - m_flLastFire ) * 0.35 + 0.65;

        if( m_flAccuracy > 0.98 )
            m_flAccuracy = 0.98;
    }

    m_flLastFire = gpGlobals->time;

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

        // TODO: Implement me.
        // if( TheBots )
        // {
        //     TheBots->OnEvent( EVENT_WEAPON_FIRED_ON_EMPTY, m_pPlayer, NULL );
        // }

        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, 
        SG550_DISTANCE, SG550_PENETRATION, BULLET_PLAYER_556MM, SG550_DAMAGE, SG550_RANGE_MODIFER, m_pPlayer->pev, TRUE, 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_usFireSG550, 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 ), 5, FALSE );

    m_flNextPrimaryAttack = m_flNextSecondaryAttack = GetNextAttackDelay( 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, 1.5, 1.75 ) + m_pPlayer->pev->punchangle.x * 0.25;
    m_pPlayer->pev->punchangle.y += UTIL_SharedRandomFloat( m_pPlayer->random_seed + 5, -1.0, 1.0 );
}