M82A1 soon ready
This commit is contained in:
parent
0affff43d5
commit
17e392f0ee
13 changed files with 100 additions and 28 deletions
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@ -2419,6 +2419,7 @@ void CTempEnts::LevelInit()
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m_pCS_556Shell = (model_t *)engine->LoadModel( "models/Shells/shell_556.mdl" );
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m_pCS_762NATOShell = (model_t *)engine->LoadModel( "models/Shells/shell_762nato.mdl" );
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m_pCS_338MAGShell = (model_t *)engine->LoadModel( "models/Shells/shell_338mag.mdl" );
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m_pCS_50BMGShell = (model_t *)engine->LoadModel( "models/Shells/shell_50bmg.mdl" );
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#endif
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}
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@ -2456,6 +2457,7 @@ void CTempEnts::Init (void)
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m_pCS_556Shell = NULL;
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m_pCS_762NATOShell = NULL;
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m_pCS_338MAGShell = NULL;
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m_pCS_50BMGShell = NULL;
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#endif
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// Clear out lists to start
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@ -3361,6 +3363,10 @@ void CTempEnts::CSEjectBrass( const Vector &vecPosition, const QAngle &angVeloci
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hitsound = TE_RIFLE_SHELL;
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pModel = m_pCS_338MAGShell;
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break;
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case CS_SHELL_50BMG:
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hitsound = TE_RIFLE_SHELL;
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pModel = m_pCS_50BMGShell;
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break;
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}
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#endif
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@ -27,7 +27,8 @@ enum
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CS_SHELL_12GAUGE,
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CS_SHELL_556,
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CS_SHELL_762NATO,
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CS_SHELL_338MAG
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CS_SHELL_338MAG,
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CS_SHELL_50BMG
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};
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#endif
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@ -161,6 +162,7 @@ private:
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struct model_t *m_pCS_556Shell;
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struct model_t *m_pCS_762NATOShell;
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struct model_t *m_pCS_338MAGShell;
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struct model_t *m_pCS_50BMGShell;
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#endif
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// Internal methods also available to children
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@ -820,7 +820,7 @@ CSPlayerState C_CSPlayer::State_Get() const
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float C_CSPlayer::GetMinFOV() const
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{
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// Min FOV for M82A1.
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return 3;
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return 1;
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}
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@ -53,9 +53,15 @@ void CStrike_FX_EjectBrass_338Mag_Callback( const CEffectData &data )
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CStrike_EjectBrass( CS_SHELL_338MAG, data );
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}
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void CStrike_FX_EjectBrass_50BMG_Callback( const CEffectData &data )
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{
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CStrike_EjectBrass( CS_SHELL_50BMG, data );
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}
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DECLARE_CLIENT_EFFECT( "EjectBrass_9mm", CStrike_FX_EjectBrass_9mm_Callback );
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DECLARE_CLIENT_EFFECT( "EjectBrass_12Gauge", CStrike_FX_EjectBrass_12Gauge_Callback );
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DECLARE_CLIENT_EFFECT( "EjectBrass_57", CStrike_FX_EjectBrass_57_Callback );
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DECLARE_CLIENT_EFFECT( "EjectBrass_556", CStrike_FX_EjectBrass_556_Callback );
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DECLARE_CLIENT_EFFECT( "EjectBrass_762Nato", CStrike_FX_EjectBrass_762Nato_Callback );
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DECLARE_CLIENT_EFFECT( "EjectBrass_338Mag", CStrike_FX_EjectBrass_338Mag_Callback );
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DECLARE_CLIENT_EFFECT( "EjectBrass_50BMG", CStrike_FX_EjectBrass_50BMG_Callback );
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@ -1316,16 +1316,17 @@ void CCSPlayer::CheatImpulseCommands( int iImpulse )
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AddAccount( 16000 );
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GiveAmmo( 250, BULLET_PLAYER_50AE );
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GiveAmmo( 250, BULLET_PLAYER_762MM );
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GiveAmmo( 250, BULLET_PLAYER_338MAG );
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GiveAmmo( 250, BULLET_PLAYER_556MM );
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GiveAmmo( 250, BULLET_PLAYER_556MM_BOX );
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GiveAmmo( 250, BULLET_PLAYER_9MM );
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GiveAmmo( 250, BULLET_PLAYER_BUCKSHOT );
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GiveAmmo( 250, BULLET_PLAYER_45ACP );
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GiveAmmo( 250, BULLET_PLAYER_357SIG );
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GiveAmmo( 250, BULLET_PLAYER_57MM );
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GiveAmmo( 13371, BULLET_PLAYER_50BMG );
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GiveAmmo( 13371, BULLET_PLAYER_50AE );
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GiveAmmo( 13371, BULLET_PLAYER_762MM );
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GiveAmmo( 13371, BULLET_PLAYER_338MAG );
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GiveAmmo( 13371, BULLET_PLAYER_556MM );
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GiveAmmo( 13371, BULLET_PLAYER_556MM_BOX );
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GiveAmmo( 13371, BULLET_PLAYER_9MM );
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GiveAmmo( 13371, BULLET_PLAYER_BUCKSHOT );
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GiveAmmo( 13371, BULLET_PLAYER_45ACP );
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GiveAmmo( 13371, BULLET_PLAYER_357SIG );
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GiveAmmo( 13371, BULLET_PLAYER_57MM );
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gEvilImpulse101 = false;
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}
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@ -53,6 +53,16 @@ public:
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LINK_ENTITY_TO_CLASS( ammo_50ae, CItemAmmo50AE );
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//-----------------------------------------------------------------------------
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class CItemAmmo50BMG : public CItemAmmo
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{
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public:
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DECLARE_CLASS( CItemAmmo50BMG, CItemAmmo );
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virtual const char * GetAmmoName( void ) const { return BULLET_PLAYER_50BMG; }
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};
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LINK_ENTITY_TO_CLASS( ammo_50bmg, CItemAmmo50BMG );
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//-----------------------------------------------------------------------------
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class CItemAmmo762MM : public CItemAmmo
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{
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@ -363,12 +363,16 @@ public:
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CheckAreasOverlappingBreakable( CBaseEntity *breakable )
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{
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m_breakable = breakable;
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ICollideable *collideable = breakable->GetCollideable();
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collideable->WorldSpaceSurroundingBounds( &m_breakableExtent.lo, &m_breakableExtent.hi );
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const float expand = 10.0f;
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m_breakableExtent.lo += Vector( -expand, -expand, -expand );
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m_breakableExtent.hi += Vector( expand, expand, expand );
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if ( m_breakable )
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{
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ICollideable* collideable = breakable->GetCollideable();
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collideable->WorldSpaceSurroundingBounds( &m_breakableExtent.lo, &m_breakableExtent.hi );
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const float expand = 10.0f;
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m_breakableExtent.lo += Vector( -expand, -expand, -expand );
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m_breakableExtent.hi += Vector( expand, expand, expand );
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}
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}
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bool operator() ( CNavArea *area )
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@ -165,6 +165,7 @@ IMPLEMENT_NETWORKCLASS_ALIASED( CSGameRulesProxy, DT_CSGameRulesProxy )
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ConVar ammo_50AE_max( "ammo_50AE_max", "35", FCVAR_REPLICATED );
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ConVar ammo_50bmg_max( "ammo_50bmg_max", "18", FCVAR_REPLICATED );
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ConVar ammo_762mm_max( "ammo_762mm_max", "90", FCVAR_REPLICATED );
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ConVar ammo_556mm_max( "ammo_556mm_max", "90", FCVAR_REPLICATED );
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ConVar ammo_556mm_box_max( "ammo_556mm_box_max", "200", FCVAR_REPLICATED );
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@ -5076,6 +5077,7 @@ CAmmoDef* GetAmmoDef()
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bInitted = true;
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ammoDef.AddAmmoType( BULLET_PLAYER_50AE, DMG_BULLET, TRACER_LINE, 0, 0, "ammo_50AE_max", 2400 * BULLET_IMPULSE_EXAGGERATION, 0, 10, 14 );
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ammoDef.AddAmmoType( BULLET_PLAYER_50BMG, DMG_BULLET, TRACER_LINE, 0, 0, "ammo_50bmg_max", 4800 * BULLET_IMPULSE_EXAGGERATION, 0, 30, 40 );
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ammoDef.AddAmmoType( BULLET_PLAYER_762MM, DMG_BULLET, TRACER_LINE, 0, 0, "ammo_762mm_max", 2400 * BULLET_IMPULSE_EXAGGERATION, 0, 10, 14 );
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ammoDef.AddAmmoType( BULLET_PLAYER_556MM, DMG_BULLET, TRACER_LINE, 0, 0, "ammo_556mm_max", 2400 * BULLET_IMPULSE_EXAGGERATION, 0, 10, 14 );
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ammoDef.AddAmmoType( BULLET_PLAYER_556MM_BOX, DMG_BULLET, TRACER_LINE, 0, 0, "ammo_556mm_box_max",2400 * BULLET_IMPULSE_EXAGGERATION, 0, 10, 14 );
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@ -5092,6 +5094,7 @@ CAmmoDef* GetAmmoDef()
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//Adrian: I set all the prices to 0 just so the rest of the buy code works
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//This should be revisited.
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ammoDef.AddAmmoCost( BULLET_PLAYER_50AE, 0, 7 );
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ammoDef.AddAmmoCost( BULLET_PLAYER_50BMG, 0, 6 );
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ammoDef.AddAmmoCost( BULLET_PLAYER_762MM, 0, 30 );
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ammoDef.AddAmmoCost( BULLET_PLAYER_556MM, 0, 30 );
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ammoDef.AddAmmoCost( BULLET_PLAYER_556MM_BOX, 0, 30 );
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@ -235,6 +235,10 @@ float CCSPlayer::GetBulletDiameter(int iBulletType)
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{
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return MMToUnits(13.8f);
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}
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else if (IsAmmoType(iBulletType, BULLET_PLAYER_50BMG))
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{
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return MMToUnits(20.f);
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}
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else if (IsAmmoType(iBulletType, BULLET_PLAYER_762MM))
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{
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return MMToUnits(7.62f);
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@ -292,6 +296,11 @@ void CCSPlayer::GetBulletTypeParameters(
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fPenetrationPower = 39;
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flPenetrationDistance = 5000.0;
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}
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else if ( IsAmmoType( iBulletType, BULLET_PLAYER_50BMG ) )
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{
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fPenetrationPower = 266.6f;
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flPenetrationDistance = 150000.0;
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}
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else if ( IsAmmoType( iBulletType, BULLET_PLAYER_556MM ) ||
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IsAmmoType( iBulletType, BULLET_PLAYER_556MM_BOX ) )
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{
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@ -455,6 +464,7 @@ void CCSPlayer::FireBullet(
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float fCurrentDamage = iDamage; // damage of the bullet at it's current trajectory
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float flCurrentDistance = 0.0; //distance that the bullet has traveled so far
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float flLastCurrentDistance = 0.0; // Sometimes some maps are badly made and we need to check the distance we traveled.
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Vector vecDirShooting, vecRight, vecUp;
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AngleVectors( shootAngles, &vecDirShooting, &vecRight, &vecUp );
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GetBulletTypeParameters( iBulletType, flPenetrationPower, flPenetrationDistance, flBulletDiameter );
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bool is50bmg = false;
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if (IsAmmoType( iBulletType, BULLET_PLAYER_50BMG ))
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{
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is50bmg = true;
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}
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float flBulletRadius = flBulletDiameter / 2.0f;
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Vector vecBulletRadiusMaxs(flBulletRadius);
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@ -664,6 +681,9 @@ void CCSPlayer::FireBullet(
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lastPlayerHit = ToBasePlayer(tr.m_pEnt);
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// #ifdef GAME_DLL
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// DevMsg("1: %i %f %f %f\n", iPenetration, flPenetrationDistance, flCurrentDistance, flPenetrationPower);
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// #endif
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if ( tr.fraction == 1.0f )
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break; // we didn't hit anything, stop tracing shoot
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flDamageModifier = 0.99f;
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}
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if (is50bmg && iEnterMaterial >= 'A')
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{
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flPenetrationModifier = 1.0f;
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}
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if ( shouldDebugHitboxesOnHit )
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{
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#ifdef CLIENT_DLL
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#endif
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// #ifdef GAME_DLL
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// DevMsg("2: %i %f %f %f\n", iPenetration, flPenetrationDistance, flCurrentDistance, flPenetrationPower);
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// #endif
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// check if bullet can penetrate another entity
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if ( iPenetration == 0 && !hitGrate )
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break; // no, stop
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if ( iPenetration < 0 )
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break;
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// #ifdef GAME_DLL
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// DevMsg("3: %i %f %f %f\n", iPenetration, flPenetrationDistance, flCurrentDistance, flPenetrationPower);
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// #endif
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Vector penetrationEnd;
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float flMaxPenetrationDistance = is50bmg ? 1024.0f : 128.0f;
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// try to penetrate object, maximum penetration is 128 inch
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if ( !TraceToExit( tr.endpos, vecDir, penetrationEnd, 24, 128 ) )
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if ( !TraceToExit( tr.endpos, vecDir, penetrationEnd, 24, flMaxPenetrationDistance ) )
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break;
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// #ifdef GAME_DLL
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// DevMsg("4: %i %f %f %f\n", iPenetration, flPenetrationDistance, flCurrentDistance, flPenetrationPower);
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// #endif
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// find exact penetration exit
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trace_t exitTr;
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UTIL_TraceHull( penetrationEnd, tr.endpos, vecBulletRadiusMins, vecBulletRadiusMaxs, CS_MASK_SHOOT|CONTENTS_HITBOX, NULL, &exitTr );
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if ( flTraceDistance > ( flPenetrationPower * flPenetrationModifier ) )
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break; // bullet hasn't enough power to penetrate this distance
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// #ifdef GAME_DLL
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// DevMsg("5: %i %f %f %f\n", iPenetration, flPenetrationDistance, flCurrentDistance, flPenetrationPower);
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// #endif
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// penetration was successful
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// bullet did penetrate object, exit Decal
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@ -262,6 +262,9 @@ int GetShellForAmmoType( const char *ammoname )
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if ( !Q_strcmp( BULLET_PLAYER_57MM, ammoname ) )
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return CS_SHELL_57;
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if ( !Q_strcmp( BULLET_PLAYER_50BMG, ammoname ) )
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return CS_SHELL_50BMG;
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// default 9 mm
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return CS_SHELL_9MM;
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}
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@ -33,6 +33,7 @@ class CCSPlayer;
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// These are the names of the ammo types that go in the CAmmoDefs and that the
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// weapon script files reference.
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#define BULLET_PLAYER_50BMG "BULLET_PLAYER_50BMG"
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#define BULLET_PLAYER_50AE "BULLET_PLAYER_50AE"
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#define BULLET_PLAYER_762MM "BULLET_PLAYER_762MM"
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#define BULLET_PLAYER_556MM "BULLET_PLAYER_556MM"
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@ -1,10 +1,5 @@
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#include "cbase.h"
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#include "vstdlib/random.h"
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#include "weapon_csbasegun.h"
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@ -30,7 +25,7 @@ enum FOVContext_t
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FOV_MAX
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};
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static constexpr int FOVValues[FOV_MAX] = { 40, 10, 3 };
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static constexpr int FOVValues[FOV_MAX] = { 40, 10, 1 };
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#ifdef M82A1_UNZOOM
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ConVar sv_m82a1unzoomdelay(
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@ -115,7 +110,7 @@ void CWeaponM82A1::Spawn()
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void CWeaponM82A1::SecondaryAttack()
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{
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const float kZoomTime = 0.15f;
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const float kZoomTime = 0.2f;
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CCSPlayer *pPlayer = GetPlayerOwner();
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@ -202,7 +197,7 @@ float CWeaponM82A1::GetInaccuracy() const
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fSpread = 0.0f;
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else
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fSpread = 0.0f;
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fSpread = 0.002f;
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return fSpread;
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}
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@ -235,7 +230,9 @@ void CWeaponM82A1::PrimaryAttack()
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}
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QAngle angle = pPlayer->GetPunchAngle();
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angle.x -= 5;
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RandomSeed( pPlayer->GetPredictionRandomSeed() );
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angle.x -= 15 + RandomFloat( 2, 8 );
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angle.y -= static_cast< float >( RandomInt( -1, 1 ) ) * RandomFloat( 2, 4 );
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pPlayer->SetPunchAngle( angle );
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}
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