Пример #1
0
void CAWP::__MAKE_VHOOK(Reload)()
{
	if (m_pPlayer->ammo_338mag <= 0)
		return;

	if (DefaultReload(AWP_MAX_CLIP, AWP_RELOAD, AWP_RELOAD_TIME))
	{
		m_pPlayer->SetAnimation(PLAYER_RELOAD);

		if (m_pPlayer->pev->fov != DEFAULT_FOV)
		{
			m_pPlayer->m_iFOV = 10;
			m_pPlayer->pev->fov = 10;

			SecondaryAttack();
		}
	}
}
Пример #2
0
void CAWP::Reload( void )
{
	if ( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 || m_iClip == 10 )
		return;

	m_pPlayer->pev->fov = 0;
	m_pPlayer->m_iFOV = m_pPlayer->pev->fov;
	scope = false;
	g_engfuncs.pfnSetClientMaxspeed(m_pPlayer->edict(), 210 );

#ifndef CLIENT_DLL
	MESSAGE_BEGIN( MSG_ONE, gmsgScopeToggle, NULL, m_pPlayer->pev );
		WRITE_BYTE( 0 );
	MESSAGE_END();
#endif

	DefaultReload( 10, AWP_RELOAD, 3.3 );
}
Пример #3
0
void CSG552::__MAKE_VHOOK(Reload)()
{
	if (m_pPlayer->ammo_556nato <= 0)
		return;

	if (DefaultReload(SG552_MAX_CLIP, SG552_RELOAD, SG552_RELOAD_TIME))
	{
		if (m_pPlayer->m_iFOV != DEFAULT_FOV)
		{
			SecondaryAttack();
		}

		m_pPlayer->SetAnimation(PLAYER_RELOAD);
		m_flAccuracy = 0.2f;
		m_iShotsFired = 0;
		m_bDelayFire = false;
	}
}
Пример #4
0
void CAWP::Reload(void)
{
	if (m_pPlayer->ammo_338mag <= 0)
	{
		return;
	}

	if (DefaultReload(AWP_MAX_CLIP, AWP_RELOAD, AWP_RELOAD_TIME))
	{
		m_pPlayer->SetAnimation(PLAYER_RELOAD);

		if (m_pPlayer->pev->fov != 90)
		{
			m_pPlayer->pev->fov = m_pPlayer->m_iFOV = 10;
			SecondaryAttack();
		}
	}
}
Пример #5
0
/* <2a0d98> ../cstrike/dlls/wpn_shared/wpn_sg550.cpp:227 */
void CSG550::__MAKE_VHOOK(Reload)(void)
{
    if (m_pPlayer->ammo_556nato <= 0)
    {
        return;
    }

    if (DefaultReload(SG550_MAX_CLIP, SG550_RELOAD, SG550_RELOAD_TIME))
    {
        m_pPlayer->SetAnimation(PLAYER_RELOAD);

        if (m_pPlayer->pev->fov != DEFAULT_FOV)
        {
            m_pPlayer->m_iFOV = m_pPlayer->pev->fov = 15;
            SecondaryAttack();
        }
    }
}
Пример #6
0
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CWeaponSMG1::Reload( void )
{
	bool fRet;
	float fCacheTime = m_flNextSecondaryAttack;

	fRet = DefaultReload( GetMaxClip1(), GetMaxClip2(), ACT_VM_RELOAD );
	if ( fRet )
	{
		// Undo whatever the reload process has done to our secondary
		// attack timer. We allow you to interrupt reloading to fire
		// a grenade.
		m_flNextSecondaryAttack = GetOwner()->m_flNextAttack = fCacheTime;

		WeaponSound( RELOAD );
	}

	return fRet;
}
Пример #7
0
void CFamas::__MAKE_VHOOK(Reload)()
{
	if (m_pPlayer->ammo_556nato <= 0)
		return;

	if (DefaultReload(iMaxClip(), FAMAS_RELOAD, FAMAS_RELOAD_TIME))
	{
		m_pPlayer->SetAnimation(PLAYER_RELOAD);

		if (m_pPlayer->m_iFOV != DEFAULT_FOV)
		{
			SecondaryAttack();
		}

		m_flAccuracy = 0;
		m_iShotsFired = 0;
		m_bDelayFire = false;
	}
}
Пример #8
0
/* <260d53> ../cstrike/dlls/wpn_shared/wpn_g3sg1.cpp:234 */
void CG3SG1::__MAKE_VHOOK(Reload)(void)
{
	if (m_pPlayer->ammo_762nato <= 0)
	{
		return;
	}

	if (DefaultReload(G3SG1_MAX_CLIP, G3SG1_RELOAD, G3SG1_RELOAD_TIME))
	{
		m_flAccuracy = 0.2;
		m_pPlayer->SetAnimation(PLAYER_RELOAD);

		if (m_pPlayer->pev->fov != DEFAULT_FOV)
		{
			m_pPlayer->m_iFOV = m_pPlayer->pev->fov = 15;
			SecondaryAttack();
		}
	}
}
Пример #9
0
/* <276a02> ../cstrike/dlls/wpn_shared/wpn_m249.cpp:201 */
void CM249::__MAKE_VHOOK(Reload)(void)
{
#ifdef REGAMEDLL_FIXES
	// to prevent reload if not enough ammo
	if (m_pPlayer->ammo_556natobox <= 0)
	{
		return;
	}
#endif // REGAMEDLL_FIXES

	if (DefaultReload(M249_MAX_CLIP, M249_RELOAD, M249_RELOAD_TIME))
	{
		m_pPlayer->SetAnimation(PLAYER_RELOAD);

		m_flAccuracy = 0.2;
		m_bDelayFire = false;
		m_iShotsFired = 0;
	}
}
Пример #10
0
bool CWeaponUzi::Reload( void )
{
	bool fRet;
	float fCacheTime = m_flNextSecondaryAttack;

	fRet = DefaultReload( GetMaxClip1(), GetMaxClip2(), ACT_VM_RELOAD );
	if ( fRet )
	{
		// Undo whatever the reload process has done to our secondary
		// attack timer. We allow you to interrupt reloading to fire
		// a grenade.
		m_flNextSecondaryAttack = GetOwner()->m_flNextAttack = fCacheTime;

		WeaponSound( RELOAD );
		ToHL2MPPlayer(GetOwner())->DoAnimationEvent( PLAYERANIMEVENT_RELOAD );
	}
	m_flNextPrimaryAttack = gpGlobals->curtime + 1,466666666666667;
	return fRet;
}
Пример #11
0
void CUSP::Reload(void)
{
	if (m_pPlayer->ammo_45acp <= 0)
		return;

	int iAnim;

	if (m_pPlayer->HasShield() != false)
		iAnim = USP_SHIELD_RELOAD;
	else if (m_iWeaponState & WPNSTATE_USP_SILENCED)
		iAnim = USP_RELOAD;
	else
		iAnim = USP_UNSIL_RELOAD;

	if (DefaultReload(USP_MAX_CLIP, iAnim, 2.7))
	{
		m_pPlayer->SetAnimation(PLAYER_RELOAD);
		m_flAccuracy = 0.92;
	}
}
Пример #12
0
void CM4A1::Reload(void)
{
    if (m_pPlayer->ammo_556nato <= 0)
        return;

    int iAnim;

    if (m_iWeaponState & WPNSTATE_M4A1_SILENCED)
        iAnim = M4A1_RELOAD;
    else
        iAnim = M4A1_UNSIL_RELOAD;

    if (DefaultReload(M4A1_MAX_CLIP, iAnim, 3.05))
    {
        m_pPlayer->SetAnimation(PLAYER_RELOAD);
        m_flAccuracy = 0.2;
        m_iShotsFired = 0;
        m_bDelayFire = false;
    }
}
Пример #13
0
void CUSP::Reload()
{
    if( m_pPlayer->ammo_45acp <= 0 )
    {
        return;
    }

    int reloadAnim;

    if( m_pPlayer->HasShield() )
        reloadAnim = USP_SHOOTLAST;
    else
        reloadAnim = FBitSet( m_fWeaponState, WEAPONSTATE_USP_SILENCED ) ? USP_RELOAD : USP_RELOAD_UNSIL;

    if( DefaultReload( USP_MAX_CLIP, reloadAnim, USP_RELOAD_TIME ) )
    {
        m_pPlayer->SetAnimation( PLAYER_RELOAD );
        m_flAccuracy = USP_MAX_INACCURACY;
    }
}
Пример #14
0
void CPython::Reload( void )
{
	if ( m_pPlayer->ammo_357 <= 0 )
		return;

	if ( m_pPlayer->pev->fov != 0 )
	{
		m_fInZoom = FALSE;
		m_pPlayer->pev->fov = m_pPlayer->m_iFOV = 0;  // 0 means reset to default fov
	}

	int bUseScope = FALSE;
#ifdef CLIENT_DLL
	bUseScope = bIsMultiplayer();
#else
	bUseScope = g_pGameRules->IsMultiplayer();
#endif

	DefaultReload( 6, PYTHON_RELOAD, 2.0, bUseScope );
}
Пример #15
0
void CP228::Reload(void)
{
	if (m_pPlayer->ammo_357sig <= 0)
		return;

	int iAnim;

	if (m_pPlayer->HasShield() != false)
		iAnim = P228_SHIELD_RELOAD;
	else
		iAnim = P228_RELOAD;

	if (DefaultReload(P228_MAX_CLIP, iAnim, 2.7))
	{
#ifndef CLIENT_DLL
		m_pPlayer->SetAnimation(PLAYER_RELOAD);
#endif
		m_flAccuracy = 0.9;
	}
}
Пример #16
0
void CFamas::Reload()
{
    if ( m_pPlayer->ammo_556nato <= 0 )
    {
        return;
    }
        
    if( DefaultReload( FAMAS_MAX_CLIP, FAMAS_RELOAD, FAMAS_RELOAD_TIME ) )
    {
        m_pPlayer->SetAnimation( PLAYER_RELOAD );
        
        if( m_pPlayer->m_iFOV != 90 )
        {
            SecondaryAttack();
        }
        
        m_flAccuracy  = 0.0;
        m_iShotsFired = 0;
        m_fDelayFire  = FALSE;
    }
}
Пример #17
0
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CWeaponTranquilizer::Reload( void )
{
	bool fRet;
	float fCacheTime      = m_flNextSecondaryAttack;
	bool ResetPrimaryFire = m_flNextPrimaryAttack < gpGlobals->curtime;

	fRet = DefaultReload( GetMaxClip1(), GetMaxClip2(), ACT_VM_RELOAD );
	if ( fRet )
	{
		// Undo whatever the reload process has done to our secondary
		// attack timer. We allow you to interrupt reloading to fire
		// a grenade.
		m_flNextSecondaryAttack = GetOwner()->m_flNextAttack = fCacheTime;
		
		WeaponSound( RELOAD );

		if(ResetPrimaryFire)
			m_flNextPrimaryAttack = gpGlobals->curtime;
	}

	return fRet;
}
Пример #18
0
void CIngram::Reload( void )
{
	if ( m_pPlayer->ammo_9mm <= 0 )
		return;

	int iResult;

	float reloadTime = 1.5f;
	if ( m_iClip == 0 ) {
		reloadTime += 10.0f / 30.0f;
	}

	int anim = m_iClip == 0 ? INGRAM_RELOAD : INGRAM_RELOAD_NOT_EMPTY;
	if ( gameplayMods::IsSlowmotionEnabled() ) {
		anim++;
	}

	iResult = DefaultReload( INGRAM_MAX_CLIP, anim, reloadTime, 0, reloadTime / 2.0f );

	if (iResult)
	{
		m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
	}
}
Пример #19
0
bool CWeaponMP5::Reload( )
{
	CSDKPlayer *pPlayer = GetPlayerOwner();

	if (pPlayer->GetAmmoCount( GetPrimaryAmmoType() ) <= 0)
		return false;

	int iResult = DefaultReload( GetMaxClip1(), GetMaxClip2(), ACT_VM_RELOAD );
	if ( !iResult )
		return false;

	pPlayer->SetAnimation( PLAYER_RELOAD );

#ifndef CLIENT_DLL
	if ((iResult) && (pPlayer->GetFOV() != pPlayer->GetDefaultFOV()))
	{
		pPlayer->SetFOV( pPlayer, pPlayer->GetDefaultFOV() );
	}
#endif

	pPlayer->m_iShotsFired = 0;

	return true;
}
Пример #20
0
void CAK74::Reload( void )
{
	DefaultReload( 30, AK74_RELOAD, 2, 0.8 );
}
Пример #21
0
void CDEAGLE::Reload( void )
{
		DefaultReload( 7, DEAGLE_RELOAD, 2.2 );
}
Пример #22
0
void CPython::Reload( void )
{
	if (m_fInZoom == TRUE) 
	{
		m_pPlayer->b_EstaEnZoom = FALSE;

		#ifndef CLIENT_DLL
				m_pPlayer->pev->viewmodel = MAKE_STRING("models/weapons/357/v_357.mdl");
		#else
				LoadVModel ( "models/weapons/357/v_357.mdl", m_pPlayer );
		#endif
		m_pPlayer->pev->fov = m_pPlayer->m_iFOV = 0; // 0 means reset to default fov
		m_fInZoom = FALSE;
	}

	int iResult;

	if (m_iClip == 0)
		iResult = DefaultReload( 7, PYTHON_RELOAD, 2.53 );
	else
		iResult = DefaultReload( 7, PYTHON_RELOAD, 2.2 );

	if (iResult)
	{
		m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
		m_pPlayer->SetAnimation( PLAYER_RELOAD ); 
			
		Vector vecSrc	 = m_pPlayer->GetGunPosition( );
		CBaseEntity *pEntity = Create( "item_clip_pistol", vecSrc, pev->angles );		
	}

/*
//	SHOTGUN_MAX_CLIP
	if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 || m_iClip == PYTHON_MAX_CLIP)
		return;

	// don't reload until recoil is done
	if (m_flNextPrimaryAttack > UTIL_WeaponTimeBase())
		return;

	// check to see if we're ready to reload
	if (m_fInSpecialReload == 0)
	{
		//SendWeaponAnim( PYTHON_RELOAD_HAS_0 );
		
		 if (m_iClip == 0)
        SendWeaponAnim( PYTHON_RELOAD_HAS_0 );
		 else if (m_iClip == 1)
			SendWeaponAnim( PYTHON_RELOAD_HAS_1 );
		 else if (m_iClip == 2)
			SendWeaponAnim( PYTHON_RELOAD_HAS_2 );
		 else if (m_iClip == 3)
			SendWeaponAnim( PYTHON_RELOAD_HAS_3 );
		 else if (m_iClip == 4)
			SendWeaponAnim( PYTHON_RELOAD_HAS_4 );
		 else if (m_iClip == 5)
			SendWeaponAnim( PYTHON_RELOAD_HAS_5 );

		m_fInSpecialReload = 1;
		//0.6
		m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 2.6;
		m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.6;
		m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 1.0;
		m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 1.0;
		return;
	}
	else if (m_fInSpecialReload == 1)
	{
		if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase())
			return;
		// was waiting for gun to move to side
		m_fInSpecialReload = 2;

		if (RANDOM_LONG(0,1))
			EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/357/357_reload-1.wav", 1, ATTN_NORM, 0, 85 + RANDOM_LONG(0,0x1f));
		else
			EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/357/357_reload-2.wav", 1, ATTN_NORM, 0, 85 + RANDOM_LONG(0,0x1f));

	//	SendWeaponAnim( PYTHON_RELOAD_INSERT_6 );
		
		if (m_iClip == 0)
        SendWeaponAnim( PYTHON_RELOAD_INSERT_1 );
		 else if (m_iClip == 1)
			SendWeaponAnim( PYTHON_RELOAD_INSERT_2 );
		 else if (m_iClip == 2)
			SendWeaponAnim( PYTHON_RELOAD_INSERT_3 );
		 else if (m_iClip == 3)
			SendWeaponAnim( PYTHON_RELOAD_INSERT_4 );
		 else if (m_iClip == 4)
			SendWeaponAnim( PYTHON_RELOAD_INSERT_5 );
		 else if (m_iClip == 5)
			SendWeaponAnim( PYTHON_RELOAD_INSERT_6 );

		m_pPlayer->SetAnimation( PLAYER_RELOAD ); 

		m_flNextReload = UTIL_WeaponTimeBase() + 0.5;
		m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.5;
	}
	else
	{
		// Add them to the clip
		m_iClip += 1;
		m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] -= 1;
		m_fInSpecialReload = 1;
	}*/
}
Пример #23
0
void CBiorifle::Reload( void )
{
	DefaultReload( 18, BIORIFLE_RELOAD, 2.7, 0.87 );
}
Пример #24
0
void Cu2::Reload( void )
{
	ZoomReset();
	DefaultReload( 30, U2_RELOAD, 2.9, 1.1 );
	m_iChargeLevel = 2;
}
Пример #25
0
void CWHL::Reload( void )
{
    if (m_iClip)
        return;
    DefaultReload( 1, WHL_RELOAD, 2.5 );
}
Пример #26
0
void CTEST::Reload( void )
{
UpdateSpot( );
DefaultReload( TEST_MAX_CLIP, TEST_RELOAD, 1.5 );
}
Пример #27
0
void CM16::Reload( void )
{
//	EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/m16_reload.wav", 0.8, ATTN_NORM);
	DefaultReload( M16_MAX_CLIP, M16_RELOAD, 93 / 32.0 );
}
Пример #28
0
void Cawp::Reload( void )
{
	ZoomReset();
	DefaultReload( 10, AWP_RELOAD, 3.7, 1.1 );
}
Пример #29
0
void CAK47::Reload( void )
{
		DefaultReload( 30, AK47_RELOAD, 2.45 );
}