/* * Copyright (c) 2016-2021 Marco Hladik * * Permission to use, copy, modify, and distribute this software for any * purpose with or without fee is hereby granted, provided that the above * copyright notice and this permission notice appear in all copies. * * THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES * WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF * MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR * ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES * WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER * IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING * OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE. */ /*QUAKED weapon_m4a1 (0 0 1) (-16 -16 0) (16 16 32) "model" "models/w_m4a1.mdl" COUNTER-STRIKE (1999) ENTITY Colt M4A1 Carbine Weapon - Buy Menu - Price: $3100 Counter-Terrorists only weapon */ enum { M4A1_IDLE, M4A1_SHOOT1, M4A1_SHOOT2, M4A1_SHOOT3, M4A1_RELOAD, M4A1_DRAW, M4A1_ADDSIL, M4A1_IDLEUNSIL, M4A1_SHOOT1UNSIL, M4A1_SHOOT2UNSIL, M4A1_SHOOT3UNSIL, M4A1_RELOADUNSIL, M4A1_DRAWUNSIL, M4A1_DETACHSIL }; void w_m4a1_precache(void) { #ifdef SERVER Sound_Precache("weapon_m4a1.fire"); Sound_Precache("weapon_m4a1.silenced"); precache_model("models/w_m4a1.mdl"); #else precache_model("models/v_m4a1.mdl"); precache_model("models/p_m4a1.mdl"); #endif } void w_m4a1_updateammo(player pl) { Weapons_UpdateAmmo(pl, pl.m4a1_mag, pl.ammo_556mm, -1); } string w_m4a1_wmodel(void) { return "models/w_m4a1.mdl"; } string w_m4a1_pmodel(void) { return "models/p_m4a1.mdl"; } string w_m4a1_deathmsg(void) { return ""; } int w_m4a1_pickup(int new, int startammo) { #ifdef SERVER player pl = (player)self; if (new) { if (startammo == -1) pl.m4a1_mag = 30; else pl.m4a1_mag = startammo; } else { if (pl.ammo_556mm < AMMO_MAX_556MM) { pl.ammo_556mm = bound(0, pl.ammo_556mm + 30, AMMO_MAX_556MM); } else { return FALSE; } } #endif return TRUE; } void w_m4a1_draw(void) { player pl = (player)self; Weapons_SetModel("models/v_m4a1.mdl"); if (pl.mode_m4a1 == 1) { Weapons_ViewAnimation(M4A1_DRAW); } else { Weapons_ViewAnimation(M4A1_DRAWUNSIL); } #ifdef CLIENT pl.cs_cross_mindist = 4; pl.cs_cross_deltadist = 3; #endif } void w_m4a1_primary(void) { player pl = (player)self; if (pl.w_attack_next > 0.0) { return; } if (!pl.m4a1_mag) { return; } Cstrike_ShotMultiplierAdd(pl, 1); float accuracy = Cstrike_CalculateAccuracy(pl, 220); pl.m4a1_mag--; /* actual firing */ #ifdef CLIENT if (pl.mode_m4a1 == 1) { View_SetMuzzleflash(0); } else { View_SetMuzzleflash(MUZZLE_RIFLE); } /* this stuff is predicted */ int r = (float)input_sequence % 3; if (pl.mode_m4a1 == 1) { switch (r) { case 0: Weapons_ViewAnimation(M4A1_SHOOT1); break; case 1: Weapons_ViewAnimation(M4A1_SHOOT2); break; default: Weapons_ViewAnimation(M4A1_SHOOT3); break; } } else { switch (r) { case 0: Weapons_ViewAnimation(M4A1_SHOOT1UNSIL); break; case 1: Weapons_ViewAnimation(M4A1_SHOOT2UNSIL); break; default: Weapons_ViewAnimation(M4A1_SHOOT3UNSIL); break; } } #else /* Different sounds without silencer */ if (pl.mode_m4a1 == 1) { Sound_Play(pl, CHAN_WEAPON, "weapon_m4a1.silenced"); } else { Sound_Play(pl, CHAN_WEAPON, "weapon_m4a1.fire"); } TraceAttack_SetPenetrationPower(1); TraceAttack_FireBullets(1, pl.origin + pl.view_ofs, 33, [accuracy,accuracy], WEAPON_M4A1); if (self.flags & FL_CROUCHING) Animation_PlayerTopTemp(ANIM_SHOOT_RIFLE, 0.45f); else Animation_PlayerTopTemp(ANIM_CROUCH_SHOOT_RIFLE, 0.45f); #endif pl.w_attack_next = 0.0875f; pl.w_idle_next = 2.0f; } void w_m4a1_secondary(void) { player pl = (player)self; if (pl.w_attack_next > 0) { return; } /* toggle silencer */ pl.mode_m4a1 = 1 - pl.mode_m4a1; /* play the animation */ if (pl.mode_m4a1) { Weapons_ViewAnimation(M4A1_ADDSIL); } else { Weapons_ViewAnimation(M4A1_DETACHSIL); } pl.w_attack_next = 2.0f; pl.w_idle_next = pl.w_attack_next; } void w_m4a1_reload(void) { player pl = (player)self; if (pl.w_attack_next > 0.0) { return; } if (pl.m4a1_mag >= 30) { return; } if (!pl.ammo_556mm) { return; } #ifdef CLIENT if (pl.mode_m4a1 == 1) { Weapons_ViewAnimation(M4A1_RELOAD); } else { Weapons_ViewAnimation(M4A1_RELOADUNSIL); } #else Weapons_ReloadWeapon(pl, player::m4a1_mag, player::ammo_556mm, 30); #endif pl.w_attack_next = 3.1f; pl.w_idle_next = pl.w_attack_next; } float w_m4a1_aimanim(void) { return w_ak47_aimanim(); } void w_m4a1_hud(void) { #ifdef CLIENT Cstrike_DrawCrosshair(); HUD_DrawAmmo1(); HUD_DrawAmmo2(); vector aicon_pos = g_hudmins + [g_hudres[0] - 48, g_hudres[1] - 42]; drawsubpic(aicon_pos, [24,24], g_hud7_spr, [0,96/256], [24/256, 24/256], g_hud_color, pSeat->m_flAmmo2Alpha, DRAWFLAG_ADDITIVE); #endif } void w_m4a1_release(void) { player pl = (player)self; w_cstrike_weaponrelease(); if (pl.w_idle_next > 0.0) { return; } if (pl.mode_m4a1) { Weapons_ViewAnimation(M4A1_IDLE); } else { Weapons_ViewAnimation(M4A1_IDLEUNSIL); } pl.w_idle_next = 5.0f; } void w_m4a1_hudpic(int selected, vector pos, float a) { #ifdef CLIENT player pl = (player)self; vector hud_col; if (pl.m4a1_mag == 0 && pl.ammo_556mm == 0) hud_col = [1,0,0]; else hud_col = g_hud_color; HUD_DrawAmmoBar(pos, pl.ammo_556mm, AMMO_MAX_556MM, a); if (selected) { drawsubpic( pos, [170,45], g_hud5_spr, [0,45/256], [170/256,45/256], hud_col, 1.0f, DRAWFLAG_ADDITIVE ); } else { drawsubpic( pos, [170,45], g_hud2_spr, [0,45/256], [170/256,45/256], hud_col, 1.0f, DRAWFLAG_ADDITIVE ); } #endif } weapon_t w_m4a1 = { .name = "m4a1", .id = ITEM_M4A1, .slot = 0, .slot_pos = 9, .allow_drop = TRUE, .draw = w_m4a1_draw, .holster = __NULL__, .primary = w_m4a1_primary, .secondary = w_m4a1_secondary, .reload = w_m4a1_reload, .release = w_m4a1_release, .crosshair = w_m4a1_hud, .precache = w_m4a1_precache, .pickup = w_m4a1_pickup, .updateammo = w_m4a1_updateammo, .wmodel = w_m4a1_wmodel, .pmodel = w_m4a1_pmodel, .deathmsg = w_m4a1_deathmsg, .aimanim = w_m4a1_aimanim, .hudpic = w_m4a1_hudpic }; #ifdef SERVER void weapon_m4a1(void) { Weapons_InitItem(WEAPON_M4A1); } #endif