// Counter-Strike 1.6 K&M .45 Tactical (H&K USP .45 Tactical) /* Model Credits / Model: Valve / Textures: Valve / Animations: Valve / Sounds: Valve / Sprites: Valve, R4to0 / Misc: Valve, D.N.I.O. 071 (Magazine Model Rip, Player Model Fix) / Script: KernCore */ #include "../base" namespace CS16_USP { // Animations enum CS16_Usp_Animation { IDLE = 0, SHOOT1, SHOOT2, SHOOT3, SHOOT_EMPTY, RELOAD, DRAW, ADD_SILENCER, IDLE_UNSIL, SHOOT1_UNSIL, SHOOT2_UNSIL, SHOOT3_UNSIL, SHOOT_EMPTY_UNSIL, RELOAD_UNSIL, DRAW_UNSIL, DETACH_SILENCER }; // Models string W_MODEL = "models/cs16/wpn/usp/w_usp.mdl"; string V_MODEL = "models/cs16/wpn/usp/v_usp.mdl"; string P_MODEL = "models/cs16/wpn/usp/p_usp.mdl"; string A_MODEL = "models/cs16/ammo/mags.mdl"; int MAG_BDYGRP = 6; // Sprites string SPR_CAT = "pist/"; //Weapon category used to get the sprite's location // Sounds array WeaponSoundEvents = { "cs16/usp/magout.wav", "cs16/usp/magin.wav", "cs16/usp/sldrl.wav", "cs16/usp/sldbk.wav", "cs16/usp/siloff.wav", "cs16/usp/silon.wav" }; string SHOOT_S = "cs16/usp/shoot.wav"; string SHOOT_S2 = "cs16/usp/shoot2.wav"; // Information int MAX_CARRY = 100; int MAX_CLIP = 12; int DEFAULT_GIVE = MAX_CLIP * 3; int WEIGHT = 5; int FLAGS = ITEM_FLAG_NOAUTOSWITCHEMPTY; uint DAMAGE = 18; uint DAMAGE2 = 16; uint SLOT = 1; uint POSITION = 5; float RPM = 0.155f; uint MAX_SHOOT_DIST = 4096; string AMMO_TYPE = "cs16_45acp"; //Buy Menu Information string WPN_NAME = "H&K USP .45 Tactical"; uint WPN_PRICE = 160; string AMMO_NAME = "USP .45ACP Magazine"; uint AMMO_PRICE = 10; class weapon_usp : ScriptBasePlayerWeaponEntity, CS16BASE::WeaponBase { private CBasePlayer@ m_pPlayer { get const { return cast( self.m_hPlayer.GetEntity() ); } set { self.m_hPlayer = EHandle( @value ); } } private int m_iShell; private int GetBodygroup() { return 0; } void Spawn() { Precache(); WeaponSilMode = CS16BASE::MODE_SUP_OFF; CommonSpawn( W_MODEL, DEFAULT_GIVE ); } void Precache() { self.PrecacheCustomModels(); //Models g_Game.PrecacheModel( W_MODEL ); g_Game.PrecacheModel( V_MODEL ); g_Game.PrecacheModel( P_MODEL ); g_Game.PrecacheModel( A_MODEL ); m_iShell = g_Game.PrecacheModel( CS16BASE::SHELL_PISTOL ); //Entity g_Game.PrecacheOther( GetAmmoName() ); //Sounds CS16BASE::PrecacheSound( SHOOT_S ); CS16BASE::PrecacheSound( SHOOT_S2 ); CS16BASE::PrecacheSound( CS16BASE::EMPTY_PISTOL_S ); CS16BASE::PrecacheSounds( WeaponSoundEvents ); //Sprites CommonSpritePrecache(); g_Game.PrecacheGeneric( CS16BASE::MAIN_SPRITE_DIR + CS16BASE::MAIN_CSTRIKE_DIR + SPR_CAT + self.pev.classname + ".txt" ); } bool GetItemInfo( ItemInfo& out info ) { info.iMaxAmmo1 = (CS16BASE::ShouldUseCustomAmmo) ? MAX_CARRY : CS16BASE::DF_MAX_CARRY_9MM; info.iAmmo1Drop = MAX_CLIP; info.iMaxAmmo2 = -1; info.iAmmo2Drop = -1; info.iMaxClip = MAX_CLIP; info.iSlot = SLOT; info.iPosition = POSITION; info.iId = g_ItemRegistry.GetIdForName( self.pev.classname ); info.iFlags = FLAGS; info.iWeight = WEIGHT; return true; } bool AddToPlayer( CBasePlayer@ pPlayer ) { return CommonAddToPlayer( pPlayer ); } bool Deploy() { return Deploy( V_MODEL, P_MODEL, (WeaponSilMode == CS16BASE::MODE_SUP_OFF) ? DRAW_UNSIL : DRAW, "onehanded", GetBodygroup(), (48.0/48.0) ); } bool PlayEmptySound() { return CommonPlayEmptySound( CS16BASE::EMPTY_PISTOL_S ); } void Holster( int skiplocal = 0 ) { CommonHolster(); BaseClass.Holster( skiplocal ); } void PrimaryAttack() { if( self.m_iClip <= 0 ) { self.PlayEmptySound(); self.m_flNextPrimaryAttack = WeaponTimeBase() + RPM; return; } if( m_pPlayer.m_afButtonPressed & IN_ATTACK == 0 ) return; Vector vecSpread; if( WeaponFireMode == CS16BASE::MODE_SUP_OFF ) { if( m_pPlayer.pev.velocity.Length2D() > 0 ) { vecSpread = VECTOR_CONE_1DEGREES * 1.165f; } else if( !( m_pPlayer.pev.flags & FL_ONGROUND != 0 ) ) { vecSpread = VECTOR_CONE_2DEGREES * 2.0f; } else if( m_pPlayer.pev.flags & FL_DUCKING != 0 ) { vecSpread = VECTOR_CONE_1DEGREES * 1.075f; } else { vecSpread = VECTOR_CONE_1DEGREES * 1.1f; } } else { if( m_pPlayer.pev.velocity.Length2D() > 0 ) { vecSpread = VECTOR_CONE_1DEGREES * 1.15f; } else if( !( m_pPlayer.pev.flags & FL_ONGROUND != 0 ) ) { vecSpread = VECTOR_CONE_2DEGREES * 1.85f; } else if( m_pPlayer.pev.flags & FL_DUCKING != 0 ) { vecSpread = VECTOR_CONE_1DEGREES * 1.0f; } else { vecSpread = VECTOR_CONE_1DEGREES * 1.05f; } } vecSpread = vecSpread * (m_iShotsFired * 0.2); // do vector math calculations here to make the Spread worse self.m_flNextPrimaryAttack = WeaponTimeBase() + RPM; if( WeaponSilMode == CS16BASE::MODE_SUP_ON ) { ShootWeapon( SHOOT_S2, 1, vecSpread, MAX_SHOOT_DIST, DAMAGE2, DMG_GENERIC, true ); self.SendWeaponAnim( (self.m_iClip > 0) ? SHOOT1 + Math.RandomLong( 0, 2 ) : SHOOT_EMPTY, 0, GetBodygroup() ); } else { ShootWeapon( SHOOT_S, 1, vecSpread, MAX_SHOOT_DIST, DAMAGE ); self.SendWeaponAnim( (self.m_iClip > 0) ? SHOOT1_UNSIL + Math.RandomLong( 0, 2 ) : SHOOT_EMPTY_UNSIL, 0, GetBodygroup() ); } self.m_flTimeWeaponIdle = (self.m_iClip > 0) ? WeaponTimeBase() + 1.0f : WeaponTimeBase() + 20.0f; m_pPlayer.m_iWeaponVolume = (WeaponSilMode == CS16BASE::MODE_SUP_OFF) ? NORMAL_GUN_VOLUME : 0; m_pPlayer.m_iWeaponFlash = (WeaponSilMode == CS16BASE::MODE_SUP_OFF) ? DIM_GUN_FLASH : 0; m_pPlayer.pev.punchangle.x -= 2; ShellEject( m_pPlayer, m_iShell, Vector( 16, 7, -6 ), true, false ); } void SecondaryAttack() { self.m_flTimeWeaponIdle = self.m_flNextSecondaryAttack = self.m_flNextPrimaryAttack = WeaponTimeBase() + (115.0/37.0); switch( WeaponSilMode ) { case CS16BASE::MODE_SUP_OFF: { WeaponSilMode = CS16BASE::MODE_SUP_ON; self.SendWeaponAnim( ADD_SILENCER, 0, GetBodygroup() ); break; } case CS16BASE::MODE_SUP_ON: { WeaponSilMode = CS16BASE::MODE_SUP_OFF; self.SendWeaponAnim( DETACH_SILENCER, 0, GetBodygroup() ); break; } } } void Reload() { if( self.m_iClip == MAX_CLIP || m_pPlayer.m_rgAmmo( self.m_iPrimaryAmmoType ) <= 0 ) return; Reload( MAX_CLIP, (WeaponSilMode == CS16BASE::MODE_SUP_OFF) ? RELOAD_UNSIL : RELOAD, (100.0/37.0), GetBodygroup() ); BaseClass.Reload(); } void WeaponIdle() { self.ResetEmptySound(); m_pPlayer.GetAutoaimVector( AUTOAIM_10DEGREES ); if( self.m_flNextPrimaryAttack + 0.2 < g_Engine.time ) // wait 0.2 seconds before reseting how many shots the player fired m_iShotsFired = 0; if( self.m_flTimeWeaponIdle > WeaponTimeBase() ) return; self.SendWeaponAnim( (WeaponSilMode == CS16BASE::MODE_SUP_OFF) ? IDLE_UNSIL : IDLE, 0, GetBodygroup() ); self.m_flTimeWeaponIdle = WeaponTimeBase() + g_PlayerFuncs.SharedRandomFloat( m_pPlayer.random_seed, 5, 7 ); } } class USP_MAG : ScriptBasePlayerAmmoEntity, CS16BASE::AmmoBase { void Spawn() { Precache(); CommonSpawn( A_MODEL, MAG_BDYGRP ); } void Precache() { //Models g_Game.PrecacheModel( A_MODEL ); //Sounds CommonPrecache(); } bool AddAmmo( CBaseEntity@ pOther ) { return CommonAddAmmo( pOther, MAX_CLIP, (CS16BASE::ShouldUseCustomAmmo) ? MAX_CARRY : CS16BASE::DF_MAX_CARRY_9MM, (CS16BASE::ShouldUseCustomAmmo) ? AMMO_TYPE : CS16BASE::DF_AMMO_9MM ); } } string GetAmmoName() { return "ammo_usp"; } string GetName() { return "weapon_usp"; } void Register() { CS16BASE::RegisterCWEntity( "CS16_USP::", "weapon_usp", GetName(), GetAmmoName(), "USP_MAG", CS16BASE::MAIN_CSTRIKE_DIR + SPR_CAT, (CS16BASE::ShouldUseCustomAmmo) ? AMMO_TYPE : CS16BASE::DF_AMMO_9MM ); } }