cstrike/src/shared/w_scout.qc

345 lines
6.3 KiB
Plaintext

/*
* 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_scout (0 0 1) (-16 -16 0) (16 16 32)
COUNTER-STRIKE (1999) ENTITY
Steyr Scout Weapon
- Buy Menu -
Price: $1250
-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/w_scout.mdl"
*/
enum
{
SCOUT_IDLE,
SCOUT_SHOOT1,
SCOUT_SHOOT2,
SCOUT_RELOAD,
SCOUT_DRAW
};
void
w_scout_precache(void)
{
#ifdef SERVER
Sound_Precache("weapon_scout.fire");
precache_model("models/w_scout.mdl");
#else
precache_model("models/v_scout.mdl");
precache_model("models/p_scout.mdl");
#endif
}
void
w_scout_updateammo(player pl)
{
Weapons_UpdateAmmo(pl, pl.scout_mag, pl.ammo_762mm, -1);
}
string
w_scout_wmodel(void)
{
return "models/w_scout.mdl";
}
string
w_scout_pmodel(player pl)
{
return "models/p_scout.mdl";
}
string
w_scout_deathmsg(void)
{
return "";
}
int
w_scout_pickup(player pl, int new, int startammo)
{
#ifdef SERVER
if (new) {
if (startammo == -1)
pl.scout_mag = 10;
else
pl.scout_mag = startammo;
} else {
if (pl.ammo_762mm < AMMO_MAX_762MM) {
pl.ammo_762mm = bound(0, pl.ammo_762mm + 10, AMMO_MAX_762MM);
} else {
return (0);
}
}
#endif
return (1);
}
void
w_scout_draw(player pl)
{
Weapons_SetModel("models/v_scout.mdl");
Weapons_ViewAnimation(pl, SCOUT_DRAW);
pl.mode_temp = 0;
#ifdef CLIENT
pl.cs_cross_mindist = 5;
pl.cs_cross_deltadist = 3;
CStrikeView_UpdateGeomset(pl);
#endif
}
void
w_scout_release(player pl)
{
w_cstrike_weaponrelease();
/* auto-reload if need be */
if (pl.w_attack_next <= 0.0)
if (pl.scout_mag == 0 && pl.ammo_762mm > 0) {
Weapons_Reload(pl);
return;
}
if (pl.w_idle_next > 0.0f) {
pl.viewzoom = 1.0f;
Weapons_EnableModel();
return;
}
if (pl.mode_temp == 1) {
pl.viewzoom = 0.45f;
Weapons_DisableModel();
} else if (pl.mode_temp == 2) {
pl.viewzoom = 0.1f;
Weapons_DisableModel();
} else {
pl.viewzoom = 1.0f;
Weapons_EnableModel();
}
}
void
w_scout_secondary(player pl)
{
if (pl.w_attack_next)
return;
#ifdef SSQC
Sound_Play(pl, CHAN_WEAPON, "weapon_awp.zoom");
#endif
/* Simple toggle of fovs */
if (pl.mode_temp == 1)
pl.mode_temp = 2;
else if (pl.mode_temp == 2)
pl.mode_temp = 0;
else
pl.mode_temp = 1;
pl.w_attack_next = 0.3f;
pl.w_idle_next = 0.0f;
w_scout_release(pl);
}
void
w_scout_primary(player pl)
{
int dmg = 0;
if (pl.w_attack_next > 0.0) {
w_scout_release(pl);
return;
}
if (!pl.scout_mag) {
return;
}
float accuracy = Cstrike_CalculateAccuracy(pl, 200);
pl.scout_mag--;
int r = (float)input_sequence % 2;
switch (r) {
case 0:
Weapons_ViewAnimation(pl, SCOUT_SHOOT1);
break;
default:
Weapons_ViewAnimation(pl, SCOUT_SHOOT2);
break;
}
if (pl.flags & FL_CROUCHING)
Animation_PlayerTop(pl, ANIM_SHOOT_RIFLE, 0.45f);
else
Animation_PlayerTop(pl, ANIM_CROUCH_SHOOT_RIFLE, 0.45f);
#ifdef CLIENT
View_SetMuzzleflash(MUZZLE_RIFLE);
View_AddEvent(w_rifle_ejectshell, 0.5f);
#else
dmg = Skill_GetValue("plr_scout_dmg", 75);
TraceAttack_SetRangeModifier(2.375);
TraceAttack_SetPenetrationPower(1);
TraceAttack_FireBulletsWithDecal(1, pl.origin + pl.view_ofs, dmg, [accuracy,accuracy], WEAPON_SCOUT, "Impact.BigShot");
Sound_Play(pl, CHAN_WEAPON, "weapon_scout.fire");
#endif
Cstrike_ShotMultiplierAdd(pl, 1, 1,accuracy);
pl.w_attack_next = 1.25f;
pl.w_idle_next = pl.w_attack_next;
}
void
w_scout_reload(player pl)
{
if (pl.w_attack_next > 0.0)
return;
if (pl.scout_mag >= 10)
return;
if (!pl.ammo_762mm)
return;
Weapons_ViewAnimation(pl, SCOUT_RELOAD);
pl.w_attack_next = 2.0f;
pl.w_idle_next = pl.w_attack_next;
#ifdef SERVER
static void w_weapon_reload_done(void) {
player pl = (player)self;
Weapons_ReloadWeapon(pl, player::scout_mag, player::ammo_762mm, 10);
Cstrike_ShotReset(pl);
}
pl.think = w_weapon_reload_done;
pl.nextthink = time + pl.w_attack_next - 0.1f;
#endif
}
float
w_scout_aimanim(player pl)
{
return w_ak47_aimanim(pl);
}
void
w_scout_hud(player pl)
{
#ifdef CLIENT
if (pl.viewzoom < 1.0f) {
Cstrike_DrawScope();
}
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, [72/256,72/256], [24/256, 24/256], g_hud_color, pSeatLocal->m_flAmmo2Alpha, DRAWFLAG_ADDITIVE);
#endif
}
int
w_scout_isempty(player pl)
{
if (pl.scout_mag <= 0 && pl.ammo_762mm <= 0)
return 1;
return 0;
}
void
w_scout_hudpic(player pl, int selected, vector pos, float a)
{
#ifdef CLIENT
vector hud_col;
if (w_scout_isempty(pl))
hud_col = [1,0,0];
else
hud_col = g_hud_color;
HUD_DrawAmmoBar(pos, pl.ammo_762mm, AMMO_MAX_762MM, a);
if (selected) {
drawsubpic(
pos,
[170,45],
g_hud13_spr,
[0,45/256],
[170/256,45/256],
hud_col,
a,
DRAWFLAG_ADDITIVE
);
} else {
drawsubpic(
pos,
[170,45],
g_hud12_spr,
[0,45/256],
[170/256,45/256],
hud_col,
a,
DRAWFLAG_ADDITIVE
);
}
#endif
}
weapon_t w_scout =
{
.name = "scout",
.id = ITEM_SCOUT,
.slot = 0,
.slot_pos = 11,
.weight = 30,
.allow_drop = TRUE,
.draw = w_scout_draw,
.holster = __NULL__,
.primary = w_scout_primary,
.secondary = w_scout_secondary,
.reload = w_scout_reload,
.release = w_scout_release,
.postdraw = w_scout_hud,
.precache = w_scout_precache,
.pickup = w_scout_pickup,
.updateammo = w_scout_updateammo,
.wmodel = w_scout_wmodel,
.pmodel = w_scout_pmodel,
.deathmsg = w_scout_deathmsg,
.aimanim = w_scout_aimanim,
.hudpic = w_scout_hudpic,
.type = csweapon_ranged_type,
.isempty = w_scout_isempty
};
#ifdef SERVER
void
weapon_scout(void)
{
Weapons_InitItem(WEAPON_SCOUT);
}
#endif