cstrike/src/shared/w_m3.qc

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/*
* Copyright (c) 2016-2021 Marco Cawthorne <marco@icculus.org>
*
* 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_m3 (0 0 1) (-16 -16 0) (16 16 32)
COUNTER-STRIKE (1999) ENTITY
Benneli M3 Super90 Weapon
- Buy Menu -
Price: $1700
-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/w_m3.mdl"
*/
#ifdef CLIENT
void
w_m3_ejectshell(void)
{
static void w_m3_ejectshell_death(void) {
remove(self);
}
static void w_m3_ejectshell_touch(void) {
if (other == world)
Sound_Play(self, CHAN_BODY, "modelevent_shotgunshell.land");
}
entity eShell = spawn();
setmodel(eShell, "models/shotgunshell.mdl");
eShell.solid = SOLID_BBOX;
eShell.movetype = MOVETYPE_BOUNCE;
eShell.drawmask = MASK_ENGINE;
eShell.angles = [pSeat->m_eViewModel.angles[0], pSeat->m_eViewModel.angles[1] + 20, 0];
eShell.velocity = pSeat->m_vecPredictedVelocity;
makevectors(pSeat->m_eViewModel.angles);
eShell.velocity += (v_forward * 0);
eShell.velocity += (v_right * -80);
eShell.velocity += (v_up * 100);
eShell.touch = w_m3_ejectshell_touch;
eShell.avelocity = [0,45,900];
eShell.think = w_m3_ejectshell_death;
eShell.renderflags |= RF_DEPTHHACK;
eShell.nextthink = time + 2.5f;
setsize(eShell, [0,0,0], [0,0,0]);
setorigin(eShell, pSeat->m_eViewModel.origin + (v_forward * 10) + (v_right * 10) + (v_up * -8));
}
#endif
enum
{
M3_IDLE,
M3_SHOOT1,
M3_SHOOT2,
M3_INSERT,
M3_RELOAD_END,
M3_RELOAD_START,
M3_DRAW
};
enum
{
M3S_IDLE,
M3S_RELOAD_START,
M3S_RELOAD,
M3S_RELOAD_END
};
void
w_m3_precache(void)
{
#ifdef SERVER
Sound_Precache("weapon_m3.fire");
precache_model("models/w_m3.mdl");
#else
precache_model("models/v_m3.mdl");
precache_model("models/p_m3.mdl");
Sound_Precache("modelevent_shotgunshell.land");
#endif
}
void
w_m3_updateammo(player pl)
{
Weapons_UpdateAmmo(pl, pl.m3_mag, pl.ammo_buckshot, -1);
}
string
w_m3_wmodel(void)
{
return "models/w_m3.mdl";
}
string
w_m3_pmodel(player pl)
{
return "models/p_m3.mdl";
}
string
w_m3_deathmsg(void)
{
return "";
}
int
w_m3_pickup(player pl, int new, int startammo)
{
#ifdef SERVER
if (new) {
if (startammo == -1)
pl.m3_mag = 8;
else
pl.m3_mag = startammo;
} else {
if (pl.ammo_buckshot < AMMO_MAX_BUCKSHOT) {
pl.ammo_buckshot = bound(0, pl.ammo_buckshot + 8, AMMO_MAX_BUCKSHOT);
} else {
return (0);
}
}
#endif
return (1);
}
void
w_m3_draw(player pl)
{
Weapons_SetModel("models/v_m3.mdl");
Weapons_ViewAnimation(pl, M3_DRAW);
pl.mode_temp = 0;
#ifdef CLIENT
pl.cs_cross_mindist = 8;
pl.cs_cross_deltadist = 6;
CStrikeView_UpdateGeomset(pl);
#endif
}
void w_m3_release(player pl);
void
w_m3_primary(player pl)
{
int dmg = 0;
if (pl.w_attack_next > 0.0) {
w_m3_release(pl);
return;
}
/* interrupt reloading if no longer empty */
if (pl.mode_temp == M3S_RELOAD && pl.m3_mag >= 1) {
pl.mode_temp = M3S_RELOAD_END;
w_m3_release(pl);
return;
} else if (pl.mode_temp > M3S_IDLE) {
w_m3_release(pl);
return;
}
/* Ammo check */
if (pl.m3_mag <= 0) {
w_m3_release(pl);
return;
}
pl.m3_mag--;
int r = (float)input_sequence % 2;
switch (r) {
case 0:
Weapons_ViewAnimation(pl, M3_SHOOT1);
break;
default:
Weapons_ViewAnimation(pl, M3_SHOOT2);
break;
}
#ifdef CLIENT
View_SetMuzzleflash(MUZZLE_RIFLE);
View_AddEvent(w_m3_ejectshell, 0.6f);
#else
dmg = Skill_GetValue("plr_m3_dmg", 26);
TraceAttack_SetPenetrationPower(0); /* shotties can't wallbang?! */
if (pl.flags & FL_CROUCHING)
Animation_PlayerTop(pl, ANIM_SHOOT_SHOTGUN, 0.45f);
else
Animation_PlayerTop(pl, ANIM_CROUCH_SHOOT_SHOTGUN, 0.45f);
Sound_Play(pl, CHAN_WEAPON, "weapon_m3.fire");
#endif
for (int i = 0; i < 9; i++) {
Cstrike_ShotMultiplierAdd(pl, 1, 1,1);
pl.punchangle[0] = -4 * (9 / 6);
#ifdef SERVER
TraceAttack_FireBulletsWithDecal(1, pl.origin + pl.view_ofs, dmg, [random(-1,1) * 0.1,random(-1,1) * 0.05], WEAPON_M3, "Impact.BigShot");
#endif
}
pl.w_attack_next = 1.0f;
pl.w_idle_next = pl.w_attack_next;
}
void
w_m3_reload(player pl)
{
if (pl.m3_mag >= 8) {
return;
}
if (pl.ammo_buckshot <= 0) {
return;
}
if (pl.mode_temp > M3S_IDLE) {
return;
}
pl.mode_temp = M3S_RELOAD_START;
pl.w_idle_next = 0.0f;
}
void
w_m3_release(player pl)
{
w_cstrike_weaponrelease();
/* auto-reload if need be */
if (pl.w_attack_next <= 0.0)
if (pl.mode_temp == M3S_IDLE && pl.m3_mag == 0 && pl.ammo_buckshot > 0) {
Weapons_Reload(pl);
return;
}
if (pl.w_idle_next > 0.0) {
return;
}
if (pl.mode_temp == M3S_RELOAD_START) {
Weapons_ViewAnimation(pl, M3_RELOAD_START);
pl.mode_temp = M3S_RELOAD;
pl.w_idle_next = 0.65f;
} else if (pl.mode_temp == M3S_RELOAD) {
Weapons_ViewAnimation(pl, M3_INSERT);
pl.m3_mag++;
pl.ammo_buckshot--;
w_m3_updateammo(pl);
if (pl.ammo_buckshot <= 0 || pl.m3_mag >= 8) {
pl.mode_temp = M3S_RELOAD_END;
}
pl.w_idle_next = 0.5f;
} else if (pl.mode_temp == M3S_RELOAD_END) {
Weapons_ViewAnimation(pl, M3_RELOAD_END);
pl.mode_temp = M3S_IDLE;
pl.w_idle_next = 10.0f;
pl.w_attack_next = 0.5f;
}
}
float
w_m3_aimanim(player pl)
{
return w_ak47_aimanim(pl);
}
void
w_m3_hud(player pl)
{
#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, [0,72/256], [24/256, 24/256], g_hud_color, pSeatLocal->m_flAmmo2Alpha, DRAWFLAG_ADDITIVE);
#endif
}
int
w_m3_isempty(player pl)
{
if (pl.m3_mag <= 0 && pl.ammo_buckshot <= 0)
return 1;
return 0;
}
void
w_m3_hudpic(player pl, int selected, vector pos, float a)
{
#ifdef CLIENT
vector hud_col;
if (w_m3_isempty(pl))
hud_col = [1,0,0];
else
hud_col = g_hud_color;
HUD_DrawAmmoBar(pos, pl.ammo_buckshot, AMMO_MAX_BUCKSHOT, a);
if (selected) {
drawsubpic(
pos,
[170,45],
g_hud4_spr,
[0,135/256],
[170/256,45/256],
hud_col,
a,
DRAWFLAG_ADDITIVE
);
} else {
drawsubpic(
pos,
[170,45],
g_hud1_spr,
[0,135/256],
[170/256,45/256],
hud_col,
a,
DRAWFLAG_ADDITIVE
);
}
#endif
}
weapon_t w_m3 =
{
.name = "m3",
.id = ITEM_M3,
.slot = 0,
.slot_pos = 0,
.weight = 20,
.allow_drop = TRUE,
.draw = w_m3_draw,
.holster = __NULL__,
.primary = w_m3_primary,
.secondary = __NULL__,
.reload = w_m3_reload,
.release = w_m3_release,
.postdraw = w_m3_hud,
.precache = w_m3_precache,
.pickup = w_m3_pickup,
.updateammo = w_m3_updateammo,
.wmodel = w_m3_wmodel,
.pmodel = w_m3_pmodel,
.deathmsg = w_m3_deathmsg,
.aimanim = w_m3_aimanim,
.hudpic = w_m3_hudpic,
.type = csweapon_ranged_type,
.isempty = w_m3_isempty
};
#ifdef SERVER
void
weapon_m3(void)
{
Weapons_InitItem(WEAPON_M3);
}
#endif