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MP5 test implementation
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sabianroberts committed Sep 2, 2024
1 parent 217c8a7 commit b430e07
Showing 1 changed file with 97 additions and 82 deletions.
179 changes: 97 additions & 82 deletions binary/dlls/mp5.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -155,136 +155,151 @@ void CMP5::PrimaryAttack()
#ifndef CLIENT_DLL
int mp5OldRate = mp5_old_rate.value;
#endif
// don't fire underwater
if (m_pPlayer->pev->waterlevel == 3)
{
PlayEmptySound( );
m_flNextPrimaryAttack = 0.15;
return;
}
int fireWeaponsUnderwater = fire_weapons_underwater.value;

if (m_iClip <= 0)
if (fire_weapons_underwater.value == 0)
{
PlayEmptySound();
m_flNextPrimaryAttack = 0.15;
return;
// don't fire underwater
if (m_pPlayer->pev->waterlevel == 3)
{
PlayEmptySound();
m_flNextPrimaryAttack = 0.15;
return;
}

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


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

m_iClip--;
m_iClip--;
#ifdef AGSTATS
Stats.FireShot(m_pPlayer,STRING(pev->classname));
Stats.FireShot(m_pPlayer, STRING(pev->classname));
#endif

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

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

Vector vecOffset = Vector(0, -0.08, 0);
Vector vecSrc = m_pPlayer->GetGunPosition( );
Vector vecAiming = m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES );
Vector vecDir;
Vector vecOffset = Vector(0, -0.08, 0);
Vector vecSrc = m_pPlayer->GetGunPosition();
Vector vecAiming = m_pPlayer->GetAutoaimVector(AUTOAIM_5DEGREES);
Vector vecDir;

vecDir = m_pPlayer->FireBulletsPlayer( 1, vecSrc, vecAiming, VECTOR_CONE_3DEGREES, 8192, BULLET_PLAYER_MP5, 2, 0, m_pPlayer->pev, m_pPlayer->random_seed );
vecDir = m_pPlayer->FireBulletsPlayer(1, vecSrc, vecAiming, VECTOR_CONE_3DEGREES, 8192, BULLET_PLAYER_MP5, 2, 0, m_pPlayer->pev, m_pPlayer->random_seed);

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

PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usMP5, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, 0, 0, 0, 0 );
PLAYBACK_EVENT_FULL(flags, m_pPlayer->edict(), m_usMP5, 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);
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 = GetNextAttackDelay(0.065);
m_flNextPrimaryAttack = GetNextAttackDelay(0.065);

if ( m_flNextPrimaryAttack < UTIL_WeaponTimeBase() )
if (m_flNextPrimaryAttack < UTIL_WeaponTimeBase())
#ifndef CLIENT_DLL
if (mp5_old_rate.value == 1) m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.08;
if (mp5_old_rate.value == 1) m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.08;
if (mp5_old_rate.value == 0) m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.1;
#endif
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15);
}
}



void CMP5::SecondaryAttack( void )
void CMP5::SecondaryAttack(void)
{
// don't fire underwater
if (m_pPlayer->pev->waterlevel == 3)
if (fire_weapons_underwater.value == 0)
{
PlayEmptySound( );
m_flNextPrimaryAttack = 0.15;
return;
}
// 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;
if (m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType] == 0)
{
PlayEmptySound();
return;
}
}
else
{

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

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_iExtraSoundTypes = bits_SOUND_DANGER;
m_pPlayer->m_flStopExtraSoundTime = UTIL_WeaponTimeBase() + 0.2;

m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType]--;
m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType]--;

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

#ifndef CLIENT_WEAPONS
SendWeaponAnim( MP5_LAUNCH );
SendWeaponAnim(MP5_LAUNCH);

if ( RANDOM_LONG(0,1) )
{
// play this sound through BODY channel so we can hear it if player didn't stop firing MP3
EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/glauncher.wav", 0.8, ATTN_NORM);
}
else
{
// play this sound through BODY channel so we can hear it if player didn't stop firing MP3
EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/glauncher2.wav", 0.8, ATTN_NORM);
}
if (RANDOM_LONG(0, 1))
{
// play this sound through BODY channel so we can hear it if player didn't stop firing MP3
EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/glauncher.wav", 0.8, ATTN_NORM);
}
else
{
// play this sound through BODY channel so we can hear it if player didn't stop firing MP3
EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/glauncher2.wav", 0.8, ATTN_NORM);
}
#endif


UTIL_MakeVectors( m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle );
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 );
// 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;
int flags;
#if defined( CLIENT_WEAPONS )
flags = FEV_NOTHOST;
flags = FEV_NOTHOST;
#else
flags = 0;
flags = 0;
#endif

PLAYBACK_EVENT( flags, m_pPlayer->edict(), m_usMP52 );

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

m_flNextPrimaryAttack = GetNextAttackDelay(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);

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

#ifndef CLIENT_WEAPONS
m_pPlayer->pev->punchangle.x -= 10;
m_pPlayer->pev->punchangle.x -= 10;
#endif
}
}

void CMP5::Reload( void )
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