cstrike/src/shared/w_m4a1.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_m4a1 (0 0 1) (-16 -16 0) (16 16 32)
COUNTER-STRIKE (1999) ENTITY
Colt M4A1 Carbine Weapon
- Buy Menu -
Price: $3100
Counter-Terrorists only weapon
-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/w_m4a1.mdl"
*/
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(player pl)
{
return "models/p_m4a1.mdl";
}
string
w_m4a1_deathmsg(void)
{
return "";
}
int
w_m4a1_pickup(player pl, int new, int startammo)
{
#ifdef SERVER
Cstrike_ShotMultiplierUpdate(pl);
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 (0);
}
}
#endif
return (1);
}
void
w_m4a1_draw(player pl)
{
Weapons_SetModel("models/v_m4a1.mdl");
if (pl.mode_m4a1 == 1) {
Weapons_ViewAnimation(pl, M4A1_DRAW);
} else {
Weapons_ViewAnimation(pl, M4A1_DRAWUNSIL);
}
#ifdef CLIENT
pl.cs_cross_mindist = 4;
pl.cs_cross_deltadist = 3;
#endif
}
void
w_m4a1_primary(player pl)
{
int dmg = 0;
if (pl.w_attack_next > 0.0) {
return;
}
if (!pl.m4a1_mag) {
return;
}
float accuracy = Cstrike_CalculateAccuracy(pl, 60, 3);
// accuracy += pl.cs_shotmultiplier*pl.cs_shotmultiplier / 500;
pl.m4a1_mag--;
int r = (float)input_sequence % 3;
if (pl.mode_m4a1 == 1) {
switch (r) {
case 0:
Weapons_ViewAnimation(pl, M4A1_SHOOT1);
break;
case 1:
Weapons_ViewAnimation(pl, M4A1_SHOOT2);
break;
default:
Weapons_ViewAnimation(pl, M4A1_SHOOT3);
break;
}
} else {
switch (r) {
case 0:
Weapons_ViewAnimation(pl, M4A1_SHOOT1UNSIL);
break;
case 1:
Weapons_ViewAnimation(pl, M4A1_SHOOT2UNSIL);
break;
default:
Weapons_ViewAnimation(pl, M4A1_SHOOT3UNSIL);
break;
}
}
if (pl.flags & FL_CROUCHING)
Animation_PlayerTop(pl, ANIM_SHOOT_RIFLE, 0.45f);
else
Animation_PlayerTop(pl, ANIM_CROUCH_SHOOT_RIFLE, 0.45f);
/* actual firing */
#ifdef CLIENT
if (pl.mode_m4a1 == 1) {
View_SetMuzzleflash(0);
} else {
View_SetMuzzleflash(MUZZLE_RIFLE);
}
View_AddEvent(w_rifle_ejectshell, 0.0f);
#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");
}
dmg = Skill_GetValue("plr_m4a1_dmg", 33);
TraceAttack_SetRangeModifier(2.125);
TraceAttack_SetPenetrationPower(1);
Cstrike_BulletRecoil_ApplyPre(pl,.96f);
TraceAttack_FireBulletsWithDecal(1, pl.origin + pl.view_ofs, dmg, [accuracy,accuracy], WEAPON_M4A1, "Impact.BigShot");
Cstrike_BulletRecoil_ApplyPost(pl,.96f);
#endif
Cstrike_ShotMultiplierAdd(pl, 0.8f, 1.025f,accuracy*0.8);
pl.w_attack_next = 0.0875f;
pl.w_idle_next = 2.0f;
}
void
w_m4a1_secondary(player pl)
{
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(pl, M4A1_ADDSIL);
} else {
Weapons_ViewAnimation(pl, M4A1_DETACHSIL);
}
pl.w_attack_next = 2.0f;
pl.w_idle_next = pl.w_attack_next;
}
void
w_m4a1_reload(player pl)
{
if (pl.w_attack_next > 0.0)
return;
if (pl.m4a1_mag >= 30)
return;
if (!pl.ammo_556mm)
return;
Cstrike_ShotMultiplierUpdate(pl);
if (pl.mode_m4a1 == 1)
Weapons_ViewAnimation(pl, M4A1_RELOAD);
else
Weapons_ViewAnimation(pl, M4A1_RELOADUNSIL);
pl.w_attack_next = 3.1f;
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::m4a1_mag, player::ammo_556mm, 30);
Cstrike_ShotReset(pl);
}
pl.think = w_weapon_reload_done;
pl.nextthink = time + pl.w_attack_next - 0.1f;
#endif
}
float
w_m4a1_aimanim(player pl)
{
return pl.flags & FL_CROUCHING ? ANIM_CROUCH_AIM_RIFLE : ANIM_AIM_RIFLE;
}
void
w_m4a1_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, [0,96/256], [24/256, 24/256], g_hud_color, pSeatLocal->m_flAmmo2Alpha, DRAWFLAG_ADDITIVE);
#endif
}
void
w_m4a1_release(player pl)
{
w_cstrike_weaponrelease();
/* auto-reload if need be */
if (pl.w_attack_next <= 0.0)
if (pl.m4a1_mag == 0 && pl.ammo_556mm > 0) {
Weapons_Reload(pl);
return;
}
if (pl.w_idle_next > 0.0) {
return;
}
if (pl.mode_m4a1) {
Weapons_ViewAnimation(pl, M4A1_IDLE);
} else {
Weapons_ViewAnimation(pl, M4A1_IDLEUNSIL);
}
pl.w_idle_next = 5.0f;
}
int
w_m4a1_isempty(player pl)
{
if (pl.m4a1_mag <= 0 && pl.ammo_556mm <= 0)
return 1;
return 0;
}
void
w_m4a1_hudpic(player pl, int selected, vector pos, float a)
{
#ifdef CLIENT
vector hud_col;
if (w_m4a1_isempty(pl))
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,
a,
DRAWFLAG_ADDITIVE
);
} else {
drawsubpic(
pos,
[170,45],
g_hud2_spr,
[0,45/256],
[170/256,45/256],
hud_col,
a,
DRAWFLAG_ADDITIVE
);
}
#endif
}
weapon_t w_m4a1 =
{
.name = "m4a1",
.id = ITEM_M4A1,
.slot = 0,
.slot_pos = 9,
.weight = 25,
.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,
.postdraw = 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,
.type = csweapon_ranged_type,
.isempty = w_m4a1_isempty
};
#ifdef SERVER
void
weapon_m4a1(void)
{
Weapons_InitItem(WEAPON_M4A1);
}
#endif