cstrike/src/shared/w_awp.qc

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/*
* Copyright (c) 2016-2021 Marco Hladik <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_awp (0 0 1) (-16 -16 0) (16 16 32)
"model" "models/w_awp.mdl"
COUNTER-STRIKE (1999) ENTITY
AWP (AI Arctic Warfare/Magnum) Weapon
- Buy Menu -
Price: $4750
*/
enum
{
AWP_IDLE,
AWP_SHOOT1,
AWP_SHOOT2,
AWP_SHOOT3,
AWP_RELOAD,
AWP_DRAW
};
void
w_awp_precache(void)
{
#ifdef SERVER
Sound_Precache("weapon_awp.fire");
Sound_Precache("weapon_awp.zoom");
precache_model("models/w_awp.mdl");
#else
precache_model("models/v_awp.mdl");
precache_model("models/p_awp.mdl");
#endif
}
void
w_awp_updateammo(player pl)
{
Weapons_UpdateAmmo(pl, pl.awp_mag, pl.ammo_338mag, pl.mode_temp);
}
string
w_awp_wmodel(void)
{
return "models/w_awp.mdl";
}
string
w_awp_pmodel(void)
{
return "models/p_awp.mdl";
}
string
w_awp_deathmsg(void)
{
return "";
}
int
w_awp_pickup(int new, int startammo)
{
#ifdef SERVER
player pl = (player)self;
if (new) {
if (startammo == -1)
pl.awp_mag = 10;
else
pl.awp_mag = startammo;
} else {
if (pl.ammo_338mag < 20) {
pl.ammo_338mag = bound(0, pl.ammo_338mag + 10, 20);
} else {
return FALSE;
}
}
#endif
return TRUE;
}
void
w_awp_draw(void)
{
player pl = (player)self;
Weapons_SetModel("models/v_awp.mdl");
Weapons_ViewAnimation(AWP_DRAW);
pl.mode_temp = 0;
#ifdef CLIENT
pl.cs_cross_mindist = 8;
pl.cs_cross_deltadist = 3;
#endif
}
void
w_awp_release(void)
{
player pl = (player)self;
w_cstrike_weaponrelease();
if (pl.w_idle_next > 0.0f) {
pl.viewzoom = 1.0f;
return;
}
if (pl.mode_temp == 1) {
pl.viewzoom = 0.45f;
} else if (pl.mode_temp == 2) {
pl.viewzoom = 0.1f;
} else {
pl.viewzoom = 1.0f;
}
}
void
w_awp_secondary(void)
{
player pl = (player)self;
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_awp_release();
}
void
w_awp_primary(void)
{
player pl = (player)self;
if (pl.w_attack_next > 0.0) {
w_awp_release();
return;
}
if (!pl.awp_mag) {
return;
}
Cstrike_ShotMultiplierAdd(pl, 1);
float accuracy = Cstrike_CalculateAccuracy(pl, -1);
pl.awp_mag--;
#ifdef CLIENT
View_SetMuzzleflash(MUZZLE_RIFLE);
int r = (float)input_sequence % 3;
switch (r) {
case 0:
Weapons_ViewAnimation(AWP_SHOOT1);
break;
case 1:
Weapons_ViewAnimation(AWP_SHOOT2);
break;
default:
Weapons_ViewAnimation(AWP_SHOOT3);
break;
}
#else
TraceAttack_SetPenetrationPower(2);
TraceAttack_FireBullets(1, pl.origin + pl.view_ofs, 115, [accuracy,accuracy], WEAPON_AWP);
if (self.flags & FL_CROUCHING)
Animation_PlayerTopTemp(ANIM_SHOOT_RIFLE, 0.45f);
else
Animation_PlayerTopTemp(ANIM_CROUCH_SHOOT_RIFLE, 0.45f);
Sound_Play(pl, CHAN_WEAPON, "weapon_awp.fire");
#endif
pl.w_attack_next = 1.2f;
pl.w_idle_next = pl.w_attack_next;
}
void
w_awp_reload(void)
{
player pl = (player)self;
if (pl.w_attack_next > 0.0) {
return;
}
if (pl.awp_mag >= 10) {
return;
}
if (!pl.ammo_338mag) {
return;
}
#ifdef CLIENT
Weapons_ViewAnimation(AWP_RELOAD);
#else
Weapons_ReloadWeapon(pl, player::awp_mag, player::ammo_338mag, 10);
#endif
pl.w_attack_next = 2.9f;
pl.w_idle_next = pl.w_attack_next;
}
float
w_awp_aimanim(void)
{
return w_ak47_aimanim();
}
void
w_awp_hud(void)
{
#ifdef CLIENT
player pl = (player)self;
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, [24/256,96/256], [24/256, 24/256], g_hud_color, pSeat->m_flAmmo2Alpha, DRAWFLAG_ADDITIVE);
#endif
}
void
w_awp_hudpic(int selected, vector pos, float a)
{
#ifdef CLIENT
player pl = (player)self;
vector hud_col;
if (pl.awp_mag == 0 && pl.ammo_338mag == 0)
hud_col = [1,0,0];
else
hud_col = g_hud_color;
HUD_DrawAmmoBar(pos, pl.ammo_338mag, AMMO_MAX_338MAG, a);
if (selected) {
drawsubpic(
pos,
[170,45],
g_hud5_spr,
[0,135/256],
[170/256,45/256],
hud_col,
1.0f,
DRAWFLAG_ADDITIVE
);
} else {
drawsubpic(
pos,
[170,45],
g_hud2_spr,
[0,135/256],
[170/256,45/256],
hud_col,
1.0f,
DRAWFLAG_ADDITIVE
);
}
#endif
}
weapon_t w_awp =
{
.name = "awp",
.id = ITEM_AWP,
.slot = 0,
.slot_pos = 12,
.allow_drop = TRUE,
.draw = w_awp_draw,
.holster = __NULL__,
.primary = w_awp_primary,
.secondary = w_awp_secondary,
.reload = w_awp_reload,
.release = w_awp_release,
.crosshair = w_awp_hud,
.precache = w_awp_precache,
.pickup = w_awp_pickup,
.updateammo = w_awp_updateammo,
.wmodel = w_awp_wmodel,
.pmodel = w_awp_pmodel,
.deathmsg = w_awp_deathmsg,
.aimanim = w_awp_aimanim,
.hudpic = w_awp_hudpic
};
#ifdef SERVER
void
weapon_awp(void)
{
Weapons_InitItem(WEAPON_AWP);
}
#endif