示例#1
0
void CP228::Reload()
{
	if (m_pPlayer->ammo_357sig <= 0)
		return;

	if (DefaultReload(iMaxClip(), m_pPlayer->HasShield() ? P228_SHIELD_RELOAD : P228_RELOAD, P228_RELOAD_TIME))
	{
		m_pPlayer->SetAnimation(PLAYER_RELOAD);
		m_flAccuracy = 0.9f;
	}
}
示例#2
0
void CDEAGLE::__MAKE_VHOOK(Reload)()
{
	if (m_pPlayer->ammo_50ae <= 0)
		return;

	if (DefaultReload(iMaxClip(), DEAGLE_RELOAD, DEAGLE_RELOAD_TIME))
	{
		m_pPlayer->SetAnimation(PLAYER_RELOAD);
		m_flAccuracy = 0.9f;
	}
}
示例#3
0
void CELITE::Reload()
{
	if (m_pPlayer->ammo_9mm <= 0)
		return;

	if (DefaultReload(iMaxClip(), ELITE_RELOAD, ELITE_RELOAD_TIME))
	{
		m_pPlayer->SetAnimation(PLAYER_RELOAD);
		m_flAccuracy = 0.88f;
	}
}
示例#4
0
void CShotgun::WeaponIdle( void )
{
	ResetEmptySound( );

	m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES );

	if (m_flTimeWeaponIdle <  UTIL_WeaponTimeBase() )
	{
		if (m_iClip == 0 && m_InSpecialReload == ReloadState::NOT_RELOADING && m_pPlayer->m_rgAmmo[ PrimaryAmmoIndex() ])
		{
			Reload( );
		}
		else if (m_InSpecialReload != ReloadState::NOT_RELOADING )
		{
			if (m_iClip != iMaxClip() && m_pPlayer->m_rgAmmo[ PrimaryAmmoIndex() ])
			{
				Reload( );
			}
			else
			{
				// reload debounce has timed out
				SendWeaponAnim( SHOTGUN_PUMP );
				
				// play cocking sound
				EMIT_SOUND_DYN( m_pPlayer, CHAN_ITEM, "weapons/scock1.wav", 1, ATTN_NORM, 0, 95 + RANDOM_LONG(0,0x1f));
				m_InSpecialReload = ReloadState::NOT_RELOADING;
				m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.5;
			}
		}
		else
		{
			int iAnim;
			float flRand = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0, 1 );
			if (flRand <= 0.8)
			{
				iAnim = SHOTGUN_IDLE_DEEP;
				m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + (60.0/12.0);// * RANDOM_LONG(2, 5);
			}
			else if (flRand <= 0.95)
			{
				iAnim = SHOTGUN_IDLE;
				m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + (20.0/9.0);
			}
			else
			{
				iAnim = SHOTGUN_IDLE4;
				m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + (20.0/9.0);
			}
			SendWeaponAnim( iAnim );
		}
	}
}
示例#5
0
void CP90::Reload()
{
	if (m_pPlayer->ammo_57mm <= 0)
		return;

	if (DefaultReload(iMaxClip(), P90_RELOAD, P90_RELOAD_TIME))
	{
		m_pPlayer->SetAnimation(PLAYER_RELOAD);

		m_flAccuracy = 0.2f;
		m_iShotsFired = 0;
	}
}
示例#6
0
void CMP5N::Reload()
{
	if (m_pPlayer->ammo_9mm <= 0)
		return;

	if (DefaultReload(iMaxClip(), MP5N_RELOAD, MP5N_RELOAD_TIME))
	{
		m_pPlayer->SetAnimation(PLAYER_RELOAD);

		m_flAccuracy = 0;
		m_iShotsFired = 0;
	}
}
示例#7
0
void CXM1014::Reload()
{
	if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 || m_iClip == iMaxClip())
		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)
	{
		m_pPlayer->SetAnimation(PLAYER_RELOAD);
		SendWeaponAnim(XM1014_START_RELOAD, UseDecrement() != FALSE);

		m_fInSpecialReload = 1;
		m_flNextSecondaryAttack = m_flTimeWeaponIdle = m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.55f;
		m_flNextPrimaryAttack = GetNextAttackDelay(0.55);
	}
	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(m_pPlayer->edict(), CHAN_ITEM, "weapons/reload1.wav", VOL_NORM, ATTN_NORM, 0, 85 + RANDOM_LONG(0, 31));
		else
			EMIT_SOUND_DYN(m_pPlayer->edict(), CHAN_ITEM, "weapons/reload3.wav", VOL_NORM, ATTN_NORM, 0, 85 + RANDOM_LONG(0, 31));

		SendWeaponAnim(XM1014_RELOAD, UseDecrement());

		m_flTimeWeaponIdle = m_flNextReload = UTIL_WeaponTimeBase() + 0.3f;
	}
	else
	{
		m_iClip++;

#ifdef REGAMEDLL_ADD
		if (refill_bpammo_weapons.value < 3.0f)
#endif
		{
			m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]--;
			m_pPlayer->ammo_buckshot--;
		}

		m_fInSpecialReload = 1;
	}
}
示例#8
0
void CShotgun::Reload( void )
{
	if (m_pPlayer->m_rgAmmo[ PrimaryAmmoIndex() ] <= 0 || m_iClip == iMaxClip())
		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_InSpecialReload == ReloadState::NOT_RELOADING )
	{
		SendWeaponAnim( SHOTGUN_START_RELOAD );
		m_InSpecialReload = ReloadState::DO_RELOAD_EFFECTS;
		m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.6;
		m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.6;
		m_flNextPrimaryAttack = GetNextAttackDelay(1.0);
		m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 1.0;
		return;
	}
	else if ( m_InSpecialReload == ReloadState::DO_RELOAD_EFFECTS )
	{
		if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase())
			return;
		// was waiting for gun to move to side
		m_InSpecialReload = ReloadState::RELOAD_ONE;

		if (RANDOM_LONG(0,1))
			EMIT_SOUND_DYN( m_pPlayer, CHAN_ITEM, "weapons/reload1.wav", 1, ATTN_NORM, 0, 85 + RANDOM_LONG(0,0x1f));
		else
			EMIT_SOUND_DYN( m_pPlayer, CHAN_ITEM, "weapons/reload3.wav", 1, ATTN_NORM, 0, 85 + RANDOM_LONG(0,0x1f));

		SendWeaponAnim( SHOTGUN_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[ PrimaryAmmoIndex() ] -= 1;
		m_InSpecialReload = ReloadState::DO_RELOAD_EFFECTS;
	}
}
示例#9
0
//=========================================================
// called by the new item with the existing item as parameter
//
// if we call ExtractAmmo(), it's because the player is picking up this type of weapon for 
// the first time. If it is spawned by the world, m_iDefaultAmmo will have a default ammo amount in it.
// if  this is a weapon dropped by a dying player, has 0 m_iDefaultAmmo, which means only the ammo in 
// the weapon clip comes along. 
//=========================================================
int CBasePlayerWeapon::ExtractAmmo( CBasePlayerWeapon *pWeapon )
{
	int			iReturn;

	if ( pszAmmo1() != NULL )
	{
		// blindly call with m_iDefaultAmmo. It's either going to be a value or zero. If it is zero,
		// we only get the ammo in the weapon's clip, which is what we want. 
		iReturn = pWeapon->AddPrimaryAmmo( m_iDefaultAmmo, (char *)pszAmmo1(), iMaxClip(), iMaxAmmo1() );
		m_iDefaultAmmo = 0;
	}

	if ( pszAmmo2() != NULL )
	{
		iReturn = pWeapon->AddSecondaryAmmo( 0, (char *)pszAmmo2(), iMaxAmmo2() );
	}

	return iReturn;
}
示例#10
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;
	}
}
示例#11
0
void CXM1014::WeaponIdle()
{
	ResetEmptySound();
	m_pPlayer->GetAutoaimVector(AUTOAIM_5DEGREES);

#ifndef REGAMEDLL_FIXES
	if (m_flPumpTime && m_flPumpTime < UTIL_WeaponTimeBase())
	{
		m_flPumpTime = 0;
	}
#endif

	if (m_flTimeWeaponIdle < UTIL_WeaponTimeBase())
	{
		if (m_iClip == 0 && m_fInSpecialReload == 0 && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType])
		{
			Reload();
		}
		else if (m_fInSpecialReload != 0)
		{
			if (m_iClip != iMaxClip() && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType])
			{
				Reload();
			}
			else
			{
				// reload debounce has timed out
				SendWeaponAnim(XM1014_PUMP, UseDecrement() != FALSE);

				m_fInSpecialReload = 0;
				m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.5f;
			}
		}
		else
		{
			SendWeaponAnim(XM1014_IDLE, UseDecrement() != FALSE);
		}
	}
}
示例#12
0
/*
=====================
CBasePlayerWeapon::ItemPostFrame

Handles weapon firing, reloading, etc.
=====================
*/
void CBasePlayerWeapon::ItemPostFrame( void )
{
	if ((m_fInReload) && (m_pPlayer->m_flNextAttack <= 0.0))
	{
#if 0 // FIXME, need ammo on client to make this work right
		// complete the reload. 
		int j = min( iMaxClip() - m_iClip, m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]);	

		// Add them to the clip
		m_iClip += j;
		m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] -= j;
#else	
		m_iClip += 10;
#endif
		m_fInReload = FALSE;
	}

	if ((m_pPlayer->pev->button & IN_ATTACK2) && (m_flNextSecondaryAttack <= 0.0))
	{
		if ( pszAmmo2() && !m_pPlayer->m_rgAmmo[SecondaryAmmoIndex()] )
		{
			m_fFireOnEmpty = TRUE;
		}

		SecondaryAttack();
		m_pPlayer->pev->button &= ~IN_ATTACK2;
	}
	else if ((m_pPlayer->pev->button & IN_ATTACK) && (m_flNextPrimaryAttack <= 0.0))
	{
		if ( (m_iClip == 0 && pszAmmo1()) || (iMaxClip() == -1 && !m_pPlayer->m_rgAmmo[PrimaryAmmoIndex()] ) )
		{
			m_fFireOnEmpty = TRUE;
		}

		PrimaryAttack();
	}
	else if ( m_pPlayer->pev->button & IN_RELOAD && iMaxClip() != WEAPON_NOCLIP && !m_fInReload ) 
	{
		// reload when reload is pressed, or if no buttons are down and weapon is empty.
		Reload();
	}
	else if ( !(m_pPlayer->pev->button & (IN_ATTACK|IN_ATTACK2) ) )
	{
		// no fire buttons down

		m_fFireOnEmpty = FALSE;

		if ( !m_bPlayedIdleAnim )
		{
			m_bPlayedIdleAnim = TRUE;
		
			if ( m_pPlayer->m_iQuakeWeapon == IT_LIGHTNING )
				 PLAYBACK_EVENT_FULL( FEV_NOTHOST, m_pPlayer->edict(), m_pPlayer->m_usLightning, 0, (float *)&m_pPlayer->pev->origin, (float *)&m_pPlayer->pev->angles, 0.0, 0.0, 0, 1, 0, 0 );
		}

		WeaponIdle( );
		return;
	}
	
	// catch all
	if ( ShouldWeaponIdle() )
	{
		WeaponIdle();
	}
}
示例#13
0
void CBasePlayerWeapon::ItemPostFrame( void )
{
	if ((m_fInReload) && ( m_pPlayer->m_flNextAttack <= UTIL_WeaponTimeBase() ) )
	{
		// complete the reload. 
		int j = min( iMaxClip() - m_iClip, m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]);	

		// Add them to the clip
		m_iClip += j;
		m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] -= j;

		m_pPlayer->TabulateAmmo();

		m_fInReload = FALSE;
	}

	if ( !(m_pPlayer->pev->button & IN_ATTACK ) )
	{
		m_flLastFireTime = 0.0f;
	}

	if ((m_pPlayer->pev->button & IN_ATTACK2) && CanAttack( m_flNextSecondaryAttack, gpGlobals->time, UseDecrement() ) )
	{
		if ( pszAmmo2() && !m_pPlayer->m_rgAmmo[SecondaryAmmoIndex()] )
		{
			m_fFireOnEmpty = TRUE;
		}

		m_pPlayer->TabulateAmmo();
		SecondaryAttack();
		m_pPlayer->pev->button &= ~IN_ATTACK2;
	}
	else if ((m_pPlayer->pev->button & IN_ATTACK) && CanAttack( m_flNextPrimaryAttack, gpGlobals->time, UseDecrement() ) )
	{
		if ( (m_iClip == 0 && pszAmmo1()) || (iMaxClip() == -1 && !m_pPlayer->m_rgAmmo[PrimaryAmmoIndex()] ) )
		{
			m_fFireOnEmpty = TRUE;
		}

		m_pPlayer->TabulateAmmo();
		PrimaryAttack();
	}
	else if ( m_pPlayer->pev->button & IN_RELOAD && iMaxClip() != WEAPON_NOCLIP && !m_fInReload ) 
	{
		// reload when reload is pressed, or if no buttons are down and weapon is empty.
		Reload();
	}
	else if ( !(m_pPlayer->pev->button & (IN_ATTACK|IN_ATTACK2) ) )
	{
		// no fire buttons down

		m_fFireOnEmpty = FALSE;

		if ( !IsUseable() && m_flNextPrimaryAttack < ( UseDecrement() ? 0.0 : gpGlobals->time ) ) 
		{
			// weapon isn't useable, switch.
			if ( !(iFlags() & ITEM_FLAG_NOAUTOSWITCHEMPTY) && g_pGameRules->GetNextBestWeapon( m_pPlayer, this ) )
			{
				m_flNextPrimaryAttack = ( UseDecrement() ? 0.0 : gpGlobals->time ) + 0.3;
				return;
			}
		}
		else
		{
			// weapon is useable. Reload if empty and weapon has waited as long as it has to after firing
			if ( m_iClip == 0 && !(iFlags() & ITEM_FLAG_NOAUTORELOAD) && m_flNextPrimaryAttack < ( UseDecrement() ? 0.0 : gpGlobals->time ) )
			{
				Reload();
				return;
			}
		}

		WeaponIdle( );
		return;
	}
	
	// catch all
	if ( ShouldWeaponIdle() )
	{
		WeaponIdle();
	}
}
示例#14
0
/*
=====================
CBasePlayerWeapon::ItemPostFrame

Handles weapon firing, reloading, etc.
=====================
*/
void CBasePlayerWeapon::ItemPostFrame( void )
{
	if ((m_fInReload) && (m_pPlayer->m_flNextAttack <= 0.0))
	{
#if 0 // FIXME, need ammo on client to make this work right
		// complete the reload. 
		int j = min( iMaxClip() - m_iClip, m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]);	

		// Add them to the clip
		m_iClip += j;
		m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] -= j;
#else	
		m_iClip += 10;
#endif
		m_fInReload = FALSE;
	}

	if ((m_pPlayer->pev->button & IN_ATTACK2) && (m_flNextSecondaryAttack <= 0.0))
	{
		if ( pszAmmo2() && !m_pPlayer->m_rgAmmo[SecondaryAmmoIndex()] )
		{
			m_fFireOnEmpty = TRUE;
		}

		SecondaryAttack();
		m_pPlayer->pev->button &= ~IN_ATTACK2;
	}
	else if ((m_pPlayer->pev->button & IN_ATTACK) && (m_flNextPrimaryAttack <= 0.0))
	{
		if ( (m_iClip == 0 && pszAmmo1()) || (iMaxClip() == -1 && !m_pPlayer->m_rgAmmo[PrimaryAmmoIndex()] ) )
		{
			m_fFireOnEmpty = TRUE;
		}

		PrimaryAttack();
	}
	else if ( m_pPlayer->pev->button & IN_RELOAD && iMaxClip() != WEAPON_NOCLIP && !m_fInReload ) 
	{
		// reload when reload is pressed, or if no buttons are down and weapon is empty.
		Reload();
	}
	else if ( !(m_pPlayer->pev->button & (IN_ATTACK|IN_ATTACK2) ) )
	{
		// no fire buttons down

		m_fFireOnEmpty = FALSE;

		// weapon is useable. Reload if empty and weapon has waited as long as it has to after firing
		if ( m_iClip == 0 && !(iFlags() & ITEM_FLAG_NOAUTORELOAD) && m_flNextPrimaryAttack < 0.0 )
		{
			Reload();
			return;
		}

		WeaponIdle( );
		return;
	}
	
	// catch all
	if ( ShouldWeaponIdle() )
	{
		WeaponIdle();
	}
}
示例#15
0
void CBasePlayerWeapon::ItemPostFrame( void )
{
	if ((m_fInReload) && ( m_pPlayer->m_flNextAttack <= UTIL_WeaponTimeBase() ) )
	{
		// complete the reload. 
		int j = min( iMaxClip() - m_iClip, m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]);	

		// Add them to the clip
		m_iClip += j;
		m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] -= j;

		m_fInReload = FALSE;
	}

	if ((m_pPlayer->pev->button & IN_ATTACK2) && CanAttack( m_flNextSecondaryAttack, gpGlobals->time, UseDecrement() ) )
	{
		if ( pszAmmo2() && !m_pPlayer->m_rgAmmo[SecondaryAmmoIndex()] )
		{
			m_fFireOnEmpty = TRUE;
		}

		SecondaryAttack();
		m_pPlayer->pev->button &= ~IN_ATTACK2;
	}
	else if ((m_pPlayer->pev->button & IN_ATTACK) && CanAttack( m_flNextPrimaryAttack, gpGlobals->time, UseDecrement() ) )
	{
		if ( (m_iClip == 0 && pszAmmo1()) || (iMaxClip() == -1 && !m_pPlayer->m_rgAmmo[PrimaryAmmoIndex()] ) )
		{
			m_fFireOnEmpty = TRUE;
		}

		PrimaryAttack();
	}
	else if ( m_pPlayer->pev->button & IN_RELOAD && iMaxClip() != WEAPON_NOCLIP && !m_fInReload ) 
	{
		// reload when reload is pressed, or if no buttons are down and weapon is empty.
		Reload();
	}
	else if ( !(m_pPlayer->pev->button & (IN_ATTACK|IN_ATTACK2) ) )
	{
		// no fire buttons down
		if ( !m_bPlayedIdleAnim )
		{
			m_bPlayedIdleAnim = TRUE;
			SendWeaponAnim( 0, 1 );

			if ( m_pPlayer->m_iQuakeWeapon == IT_LIGHTNING )
			{
				 PLAYBACK_EVENT_FULL( FEV_NOTHOST, m_pPlayer->edict(), m_pPlayer->m_usLightning, 0, (float *)&m_pPlayer->pev->origin, (float *)&m_pPlayer->pev->angles, 0.0, 0.0, 0, 1, 0, 0 );

				 if ( m_pPlayer->m_pActiveItem )
					  ((CQuakeGun*)m_pPlayer->m_pActiveItem)->DestroyEffect();
			}
		}

		WeaponIdle( );
		return;
	}
	
	// catch all
	if ( ShouldWeaponIdle() )
	{
		WeaponIdle();
	}
}
示例#16
0
/*
=====================
CBasePlayerWeapon::ItemPostFrame

Handles weapon firing, reloading, etc.
=====================
*/
void CBasePlayerWeapon::ItemPostFrame( void )
{
	int button = m_pPlayer->pev->button;

	if (!HasSecondaryAttack())
		button &= ~IN_ATTACK2;

	if (m_flGlock18Shoot != 0)
	{
		m_iClip--;
		if( m_iClip < 0 )
		{
			m_iClip = m_iGlock18ShotsFired = 0;
		}
		FireRemaining(m_iGlock18ShotsFired, m_flGlock18Shoot, TRUE);
	}
	else if (gpGlobals->time > m_flFamasShoot && m_flFamasShoot != 0)
	{
		m_iClip--;
		if( m_iClip < 0 )
		{
			m_iClip = m_iFamasShotsFired = 0;
		}
		FireRemaining(m_iFamasShotsFired, m_flFamasShoot, FALSE);
	}

	if (m_flNextPrimaryAttack <= 0.0f)
	{
		if (m_pPlayer->m_bResumeZoom)
		{
			m_pPlayer->pev->fov = m_pPlayer->m_iFOV = m_pPlayer->m_iLastZoom;

			if (m_pPlayer->m_iFOV == m_pPlayer->m_iLastZoom)
				m_pPlayer->m_bResumeZoom = false;
		}
	}

	if (!g_bHoldingShield)
	{
		if (m_fInReload && m_pPlayer->pev->button & IN_ATTACK2)
		{
			SecondaryAttack();
			m_pPlayer->pev->button &= ~IN_ATTACK2;
			m_fInReload = FALSE;
			m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase();
		}
	}

	if ((m_fInReload) && m_pPlayer->m_flNextAttack <= UTIL_WeaponTimeBase())
	{
		int j = min(iMaxClip() - m_iClip, m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]);

		m_iClip += j;
		m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] -= j;
		m_fInReload = FALSE;
	}

	if ((button & IN_ATTACK2) && m_flNextSecondaryAttack <= UTIL_WeaponTimeBase())
	{
		if (pszAmmo2() && !m_pPlayer->m_rgAmmo[SecondaryAmmoIndex()])
			m_fFireOnEmpty = TRUE;

		SecondaryAttack();
		m_pPlayer->pev->button &= ~IN_ATTACK2;
	}
	else if ((m_pPlayer->pev->button & IN_ATTACK) && m_flNextPrimaryAttack <= UTIL_WeaponTimeBase())
	{
		if ((!m_iClip && pszAmmo1()) || (iMaxClip() == WEAPON_NOCLIP && !m_pPlayer->m_rgAmmo[PrimaryAmmoIndex()]))
			m_fFireOnEmpty = TRUE;

		if (m_pPlayer->m_bCanShoot == true)
			PrimaryAttack();
	}
	else if (m_pPlayer->pev->button & IN_RELOAD && iMaxClip() != WEAPON_NOCLIP && !m_fInReload)
	{
		if (m_flNextPrimaryAttack < UTIL_WeaponTimeBase())
		{
			if (m_flFamasShoot == 0 && m_flGlock18Shoot == 0)
			{
				if (!(m_iWeaponState & WPNSTATE_SHIELD_DRAWN))
					Reload();
			}
		}
	}
	else if (!(button & (IN_ATTACK | IN_ATTACK2)))
	{
		if (m_bDelayFire == true)
		{
			m_bDelayFire = false;

			if (m_iShotsFired > 15)
				m_iShotsFired = 15;

			m_flDecreaseShotsFired = gpGlobals->time + 0.4;
		}

		m_fFireOnEmpty = FALSE;

		if (m_iId != WEAPON_USP && m_iId != WEAPON_GLOCK18 && m_iId != WEAPON_P228 && m_iId != WEAPON_DEAGLE && m_iId != WEAPON_ELITE && m_iId != WEAPON_FIVESEVEN)
		{
			if (m_iShotsFired > 0)
			{
				if (gpGlobals->time > m_flDecreaseShotsFired)
				{
					m_iShotsFired--;
					m_flDecreaseShotsFired = gpGlobals->time + 0.0225;
				}
			}
		}
		else
			m_iShotsFired = 0;


		if (!(m_iWeaponState & WPNSTATE_SHIELD_DRAWN))
		{

			if (m_iClip == 0 && !(iFlags() & ITEM_FLAG_NOAUTORELOAD)
					&& m_flNextPrimaryAttack < UTIL_WeaponTimeBase())
			{
				if (m_flFamasShoot == 0 && m_flGlock18Shoot == 0)
				{
					Reload();
					return;
				}
			}
		}

		WeaponIdle();
		return;
	}
}
/*
=====================
CBasePlayerWeapon::ItemPostFrame

Handles weapon firing, reloading, etc.
=====================
*/
void CBasePlayerWeapon::ItemPostFrame( void )
{
	WeaponTick();

	if( ( m_fInReload ) && ( m_pPlayer->m_flNextAttack <= UTIL_WeaponTimeBase() ) )
	{
#ifdef SERVER_DLL // FIXME, need ammo on client to make this work right
		// complete the reload. 
		int j = min( iMaxClip() - m_iClip, m_pPlayer->m_rgAmmo[ PrimaryAmmoIndex() ] );

		// Add them to the clip
		m_iClip += j;
		m_pPlayer->m_rgAmmo[ PrimaryAmmoIndex() ] -= j;
#else	
		m_iClip += 10;
#endif

		m_fInReload = false;
	}

#ifdef SERVER_DLL
	if( !m_pPlayer->GetButtons().Any( IN_ATTACK ) )
	{
		m_flLastFireTime = 0.0f;
	}
#endif

	if( m_pPlayer->GetButtons().Any( IN_ATTACK2 ) && CanAttack( m_flNextSecondaryAttack, gpGlobals->time, IsPredicted() ) )
	{
		if( pszAmmo2() && !m_pPlayer->m_rgAmmo[ SecondaryAmmoIndex() ] )
		{
			m_bFireOnEmpty = true;
		}

		SecondaryAttack();
		m_pPlayer->GetButtons().ClearFlags( IN_ATTACK2 );
	}
	else if( m_pPlayer->GetButtons().Any( IN_ATTACK ) && CanAttack( m_flNextPrimaryAttack, gpGlobals->time, IsPredicted() ) )
	{
		if( ( m_iClip == 0 && pszAmmo1() ) || ( iMaxClip() == -1 && !m_pPlayer->m_rgAmmo[ PrimaryAmmoIndex() ] ) )
		{
			m_bFireOnEmpty = true;
		}

		PrimaryAttack();
	}
	else if( m_pPlayer->GetButtons().Any( IN_RELOAD ) && iMaxClip() != WEAPON_NOCLIP && !m_fInReload )
	{
		// reload when reload is pressed, or if no buttons are down and weapon is empty.
		Reload();
	}
	else if( !m_pPlayer->GetButtons().Any( IN_ATTACK | IN_ATTACK2 ) )
	{
		// no fire buttons down

		m_bFireOnEmpty = false;

		//Only the server checks for weapon switching. - Solokiller
#ifdef SERVER_DLL
		if( !IsUseable() && m_flNextPrimaryAttack < ( IsPredicted() ? 0.0 : gpGlobals->time ) )
		{
			// weapon isn't useable, switch.
			if( !( iFlags() & ITEM_FLAG_NOAUTOSWITCHEMPTY ) && g_pGameRules->GetNextBestWeapon( m_pPlayer, this ) )
			{
				m_flNextPrimaryAttack = ( IsPredicted() ? 0.0 : gpGlobals->time ) + 0.3;
				return;
			}
		}
		else
#endif
		{
			// weapon is useable. Reload if empty and weapon has waited as long as it has to after firing
			if( m_iClip == 0 && !( iFlags() & ITEM_FLAG_NOAUTORELOAD ) && CanReload( m_flNextPrimaryAttack, gpGlobals->time, IsPredicted() ) )
			{
				Reload();
				return;
			}
		}

		WeaponIdle();
		return;
	}

	// catch all
	if( ShouldWeaponIdle() )
	{
		WeaponIdle();
	}
}
示例#18
0
void CBasePlayerWeapon::ItemPostFrame( void )
{
	if ((m_fInReload) && ( m_pPlayer->m_flNextAttack <= UTIL_WeaponTimeBase() ) )
	{
		// Pcjoe: Regular HL weapon
		if(!MMWeapon())
		{
			// complete the reload. 
			int j = min( iMaxClip() - m_iClip, m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]);	

			// Add them to the clip
			m_iClip += j;
			
			// Removed by Pcjoe
		/*	m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] -= j;
			m_pPlayer->TabulateAmmo();*/
		}
		// Pcjoe: Reload MM weapon
		else if(((CMMWeapon*)this)->RapidFireWeapon())
		{	CBaseRapidFireGun *pWeapon = (CBaseRapidFireGun*)this;

			// Reload ammo for non-power weapons
			if(!pWeapon->UsePowerPrimary())
			{	pWeapon->m_iPrimaryCur = pWeapon->MaxRounds();
				pWeapon->m_iClip = pWeapon->MaxRounds();
			}
			if(!pWeapon->UsePowerSecondary())
			{	pWeapon->m_iSecondaryCur = pWeapon->m_iSecondaryMax;
			}
		}

		m_fInReload = FALSE;
	}

	// Edited by Pcjoe
//	if ((m_pPlayer->pev->button & IN_ATTACK2) && CanAttack( m_flNextSecondaryAttack, gpGlobals->time, UseDecrement() ) )
	if ((m_pPlayer->pev->button & IN_ATTACK2) && !m_pPlayer->m_fImpact && !m_pPlayer->m_fBoost && CanAttack( m_flNextSecondaryAttack, gpGlobals->time, UseDecrement() ) )
	{
		if ( pszAmmo2() && !m_pPlayer->m_rgAmmo[SecondaryAmmoIndex()] )
		{
			m_fFireOnEmpty = TRUE;
		}

		// Removed by Pcjoe
//		m_pPlayer->TabulateAmmo();
		SecondaryAttack();
		m_pPlayer->pev->button &= ~IN_ATTACK2;
	}
	// Edited by Pcjoe
//	else if ((m_pPlayer->pev->button & IN_ATTACK) && CanAttack( m_flNextPrimaryAttack, gpGlobals->time, UseDecrement() ) )
	else if ((m_pPlayer->pev->button & IN_ATTACK) && !m_pPlayer->m_fImpact && !m_pPlayer->m_fBoost && CanAttack( m_flNextPrimaryAttack, gpGlobals->time, UseDecrement() ) )
	{
		if ( (m_iClip == 0 && pszAmmo1()) || (iMaxClip() == -1 && !m_pPlayer->m_rgAmmo[PrimaryAmmoIndex()] ) )
		{
			m_fFireOnEmpty = TRUE;
		}

		// Removed by Pcjoe
//		m_pPlayer->TabulateAmmo();
		PrimaryAttack();
	}
	else if ( m_pPlayer->pev->button & IN_RELOAD && iMaxClip() != WEAPON_NOCLIP && !m_fInReload ) 
	{
		// reload when reload is pressed, or if no buttons are down and weapon is empty.
		Reload();
	}
	else if ( !(m_pPlayer->pev->button & (IN_ATTACK|IN_ATTACK2) ) )
	{
		// no fire buttons down

		m_fFireOnEmpty = FALSE;

		if ( !IsUseable() && m_flNextPrimaryAttack < ( UseDecrement() ? 0.0 : gpGlobals->time ) ) 
		{
			// weapon isn't useable, switch.
			if ( !(iFlags() & ITEM_FLAG_NOAUTOSWITCHEMPTY) && g_pGameRules->GetNextBestWeapon( m_pPlayer, this ) )
			{
				m_flNextPrimaryAttack = ( UseDecrement() ? 0.0 : gpGlobals->time ) + 0.3;
				return;
			}
		}
		else
		{
			// weapon is useable. Reload if empty and weapon has waited as long as it has to after firing
			if ( m_iClip == 0 && !(iFlags() & ITEM_FLAG_NOAUTORELOAD) && m_flNextPrimaryAttack < ( UseDecrement() ? 0.0 : gpGlobals->time ) )
			{	Reload();
				// Pcjoe: Allow mm weapons to call idle
				if(!MMWeapon())
				{	return;
				}
			}
		}

		WeaponIdle( );
		return;
	}
	
	// catch all
	if ( ShouldWeaponIdle() )
	{
		WeaponIdle();
	}
}
示例#19
0
/*
=====================
CBasePlayerWeapon::ItemPostFrame

Handles weapon firing, reloading, etc.
=====================
*/
void CBasePlayerWeapon::ItemPostFrame( void )
{

	if ((m_fInReload) && (m_pPlayer->m_flNextAttack <= 0.0))
	{
///////////////////////////////////////////////////////////////////////////////////////////////////////
// Put code in here to predict reloads (ie, have the ammo on screen update before we get a response) //
///////////////////////////////////////////////////////////////////////////////////////////////////////
//#if 0 // FIXME, need ammo on client to make this work right
//		// complete the reload. 
//		int j = min( iMaxClip() - m_iClip, m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]);	
//
//		// Add them to the clip
//		m_iClip += j;
//		m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] -= j;
//#else	
//		m_iClip += 10;
//#endif
		m_fInReload = FALSE;
	}

	if ((m_pPlayer->pev->button & IN_ATTACK2) && (m_flNextSecondaryAttack <= 0.0))
	{
        if (GetCanUseWeapon())
        {
		    if ( pszAmmo2() && !m_pPlayer->m_rgAmmo[SecondaryAmmoIndex()] )
		    {
			    m_fFireOnEmpty = TRUE;
		    }

		    SecondaryAttack();
		    m_pPlayer->pev->button &= ~IN_ATTACK2;
        }
	}
    else if ( (m_pPlayer->pev->button & IN_ATTACK) && (m_flNextPrimaryAttack <= 0.0) )
	{
        if (GetCanUseWeapon())
        {
		    if ( (m_iClip == 0 && pszAmmo1()) || 
			    (iMaxClip() == -1 && !m_pPlayer->m_rgAmmo[PrimaryAmmoIndex()] ) )
		    {
			    m_fFireOnEmpty = TRUE;
		    }

		    //#ifdef AVH_CLIENT
		    //if((m_iClip == 0) && ?
		    //#endif

		    PrimaryAttack();
        }
	}
	else if ( m_pPlayer->pev->button & IN_RELOAD && iMaxClip() != WEAPON_NOCLIP && !m_fInReload ) 
	{
        if (GetCanUseWeapon())
        {
    		// reload when reload is pressed, or if no buttons are down and weapon is empty.
	    	Reload();
        }
	}
	else if ( !(m_pPlayer->pev->button & (IN_ATTACK|IN_ATTACK2) ) )
	{
        if (GetCanUseWeapon())
        {

		    // no fire buttons down

		    m_fFireOnEmpty = FALSE;

		    // weapon is useable. Reload if empty and weapon has waited as long as it has to after firing
		    if ( m_iClip == 0 && !(iFlags() & ITEM_FLAG_NOAUTORELOAD) && m_flNextPrimaryAttack < 0.0 )
		    {
			    // << CGC >> Only reload if we have more ammo to reload with
			    if(m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] > 0)
			    {
				    Reload();
				    return;
			    }
		    }

		    WeaponIdle( );
        }
		return;
	}
	
	// catch all
	if ( ShouldWeaponIdle() )
	{
		WeaponIdle();
	}
}