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- public AWPFire(this, Float:flSpread, Float:flCycleTime, bool:fUseAutoAim)
- {
- new id = get_pdata_cbase(this, m_pPlayer, OFFSET_LINUX_WEAPONS)
- if(get_pdata_int(id, m_iFOV) != 90)
- {
- set_pdata_int(id, m_iLastZoom, get_pdata_int(id, m_iFOV));
- set_pdata_bool(id, m_bResumeZoom, true);
- set_pdata_int(id, m_iFOV, 90)
- set_pev(id, pev_fov, 90)
- set_pev(id, pev_viewmodel2, WEAPON_MODELS[0])
- }
- else
- {
- flCycleTime += 0.5;
- flSpread += 0.03;
- }
- new iClip = get_pdata_int(this, m_iClip, OFFSET_LINUX_WEAPONS);
- if (iClip <= 0)
- {
- if(get_pdata_int(this, m_fFireOnEmpty, OFFSET_LINUX_WEAPONS))
- {
- ExecuteHam(Ham_Weapon_PlayEmptySound, this);
- set_pdata_float(this, m_flNextPrimaryAttack, 0.2)
- }
- return;
- }
- iClip--;
- set_pdata_int(this, m_iClip, iClip, OFFSET_LINUX_WEAPONS);
- set_pev(id, pev_effects, (pev(id, pev_effects) | EF_MUZZLEFLASH));
- OrpheuCall(OrpheuGetFunction("SetAnimation", "CBasePlayer"), id, PLAYER_ATTACK1)
- set_pdata_float(id, m_flEjectBrass, get_gametime() + 0.55);
- set_pdata_int(id, m_iWeaponVolume, BIG_EXPLOSION_VOLUME);
- set_pdata_int(id, m_iWeaponFlash, NORMAL_GUN_FLASH);
- UTIL_SendWeaponAnim(id, random_num(0, 1) ? ANIM_SHOOT1 : ANIM_SHOOT2)
- new Float:vecVAngle[3], Float:vecPunchangle[3], Float:vecTemp[3];
- pev(id, pev_v_angle, vecVAngle)
- pev(id, pev_punchangle, vecPunchangle)
- xs_vec_add(vecVAngle, vecPunchangle, vecTemp);
- engfunc(EngFunc_MakeVectors, vecTemp);
- new Float:vecSrc[3];
- new Float:vecDir[3];
- GetGunPosition(id, vecSrc)
- new Float:vecForward[3];
- global_get(glb_v_forward, vecForward);
- // 伤害和穿透和距离修正
- //FireBullets3(id, vecSrc, vecForward, flSpread, 8192.0, WEAPON_PENETRATION + 1, BULLET_PLAYER_762MM, WEAPON_DAMAGE, WEAPON_DAMAGEDECAY, id, false, random(233)/*random_seed*/, vecDir);
- set_pdata_float(this, m_flNextPrimaryAttack, flCycleTime, OFFSET_LINUX_WEAPONS)
- set_pdata_float(this, m_flNextSecondaryAttack, flCycleTime, OFFSET_LINUX_WEAPONS)
- set_pdata_float(this, m_flTimeWeaponIdle, 2.0)
- static Float:vecVelocity[3]
- pev(id, pev_velocity, vecVelocity)
- vecVelocity[2] = 0.0
- // 后坐力
- vecPunchangle[0] -= 12.0 //2.0
- set_pev(id, pev_punchangle, vecPunchangle)
- engfunc(EngFunc_EmitSound, id, CHAN_WEAPON, WEAPON_SOUND[0], 0.8, ATTN_NORM, 0, PITCH_NORM)
- }
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