cstrike/src/shared/w_glock18.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_glock18 (0 0 1) (-16 -16 0) (16 16 32)
"model" "models/w_glock18.mdl"
COUNTER-STRIKE (1999) ENTITY
Glock 18 Select Fire Weapon
Default arsenal for Terrorists
- Buy Menu -
Price: $400
*/
enum
{
GLOCK_IDLE1,
GLOCK_IDLE2,
GLOCK_IDLE3,
GLOCK_SHOOT_BURST1,
GLOCK_SHOOT_BURST2,
GLOCK_SHOOT,
GLOCK_SHOOT_EMPTY,
GLOCK_RELOAD1,
GLOCK_DRAW1,
GLOCK_UNUSED1,
GLOCK_UNUSED2,
GLOCK_DRAW2,
GLOCK_RELOAD2
};
void
w_glock18_precache(void)
{
#ifdef SERVER
Sound_Precache("weapon_glock18.fire");
Sound_Precache("weapon_glock18.burstfire");
precache_model("models/w_glock18.mdl");
#else
precache_model("models/v_glock18.mdl");
precache_model("models/p_glock18.mdl");
#endif
}
void
w_glock18_updateammo(player pl)
{
Weapons_UpdateAmmo(pl, pl.glock18_mag, pl.ammo_9mm, -1);
}
string
w_glock18_wmodel(void)
{
return "models/w_glock18.mdl";
}
string
w_glock18_pmodel(player pl)
{
return "models/p_glock18.mdl";
}
string
w_glock18_deathmsg(void)
{
return "";
}
int
w_glock18_pickup(player pl, int new, int startammo)
{
#ifdef SERVER
if (new) {
if (startammo == -1)
pl.glock18_mag = 20;
else
pl.glock18_mag = startammo;
} else {
if (pl.ammo_9mm < AMMO_MAX_9MM) {
pl.ammo_9mm = bound(0, pl.ammo_9mm + 20, AMMO_MAX_9MM);
} else {
return (0);
}
}
#endif
return (1);
}
void
w_glock18_draw(player pl)
{
Weapons_SetModel("models/v_glock18.mdl");
int r = (float)input_sequence % 2;
switch (r) {
case 0:
Weapons_ViewAnimation(pl, GLOCK_DRAW1);
break;
default:
Weapons_ViewAnimation(pl, GLOCK_DRAW2);
break;
}
#ifdef CLIENT
pl.cs_cross_mindist = 8;
pl.cs_cross_deltadist = 3;
#endif
}
void
w_glock18_primary(player pl)
{
if (pl.w_attack_next > 0.0)
return;
if (pl.gflags & GF_SEMI_TOGGLED)
return;
if (!pl.glock18_mag)
return;
float accuracy = Cstrike_CalculateAccuracy(pl, (pl.mode_glock18) ? 75 : 120,1.2);
int shotcount = (pl.mode_glock18) ? 3 : 1;
int dmg = 0;
/* fix shotcount if we're < 3 in burst mode */
if (pl.glock18_mag < 3 && pl.mode_glock18)
shotcount = pl.glock18_mag;
for (int i = 0; i < shotcount; i ++) {
accuracy += 0.0035;
pl.glock18_mag--;
#ifdef SERVER
dmg = Skill_GetValue("plr_glock18_dmg", 25);
TraceAttack_SetRangeModifier(1.25); /* penetrates 9 units, but not 10 */
TraceAttack_SetPenetrationPower(1);
Cstrike_BulletRecoil_ApplyPre(pl,0.6);
TraceAttack_FireBulletsWithDecal(1, pl.origin + pl.view_ofs, dmg, [accuracy,accuracy], WEAPON_GLOCK18, "Impact.BigShot");
Cstrike_BulletRecoil_ApplyPost(pl,0.6);
#endif
}
if (pl.mode_glock18) {
int r = (float)input_sequence % 2;
switch (r) {
case 0:
Weapons_ViewAnimation(pl, GLOCK_SHOOT_BURST1);
break;
default:
Weapons_ViewAnimation(pl, GLOCK_SHOOT_BURST2);
break;
}
pl.w_attack_next = 0.5f;
} else {
if (pl.glock18_mag <= 0) {
Weapons_ViewAnimation(pl, GLOCK_SHOOT_EMPTY);
} else {
Weapons_ViewAnimation(pl, GLOCK_SHOOT);
}
pl.w_attack_next = 0.13f;
}
if (pl.flags & FL_CROUCHING)
Animation_PlayerTop(pl, ANIM_SHOOT_ONEHAND, 0.45f);
else
Animation_PlayerTop(pl, ANIM_CROUCH_SHOOT_ONEHAND, 0.45f);
#ifdef CLIENT
View_SetMuzzleflash(MUZZLE_RIFLE);
View_AddEvent(w_pistol_ejectshell, 0.0f);
#else
if (pl.mode_glock18) {
Sound_Play(pl, CHAN_WEAPON, "weapon_glock18.burstfire");
} else {
Sound_Play(pl, CHAN_WEAPON, "weapon_glock18.fire");
}
#endif
Cstrike_ShotMultiplierAdd(pl, 2, .7,accuracy);
pl.gflags |= GF_SEMI_TOGGLED;
pl.w_idle_next = pl.w_attack_next + 1.0f;
}
void
w_glock18_secondary(player pl)
{
if (pl.w_attack_next > 0) {
return;
}
/* toggle burst-fire */
pl.mode_glock18 = 1 - pl.mode_glock18;
#ifdef CLIENT
if (pl.mode_glock18) {
CSQC_Parse_CenterPrint("Switched to Burst-Fire mode");
} else {
CSQC_Parse_CenterPrint("Switched to Semi-Automatic mode");
}
#endif
pl.w_attack_next = 0.5f;
pl.w_idle_next = pl.w_attack_next + 1.0f;
}
void
w_glock18_reload(player pl)
{
if (pl.w_attack_next > 0.0)
return;
if (pl.glock18_mag >= 20)
return;
if (!pl.ammo_9mm)
return;
int r = (float)input_sequence % 2;
switch (r) {
case 0:
Weapons_ViewAnimation(pl, GLOCK_RELOAD1);
break;
default:
Weapons_ViewAnimation(pl, GLOCK_RELOAD2);
break;
}
pl.w_attack_next = 2.1f;
pl.w_idle_next = pl.w_attack_next + 1.0f;
#ifdef SERVER
static void w_weapon_reload_done(void) {
player pl = (player)self;
Weapons_ReloadWeapon(pl, player::glock18_mag, player::ammo_9mm, 20);
}
pl.think = w_weapon_reload_done;
pl.nextthink = time + pl.w_attack_next - 0.1f;
#endif
}
void
w_glock18_release(player pl)
{
w_cstrike_weaponrelease();
/* auto-reload if need be */
if (pl.w_attack_next <= 0.0)
if (pl.glock18_mag == 0 && pl.ammo_9mm > 0) {
Weapons_Reload(pl);
return;
}
if (pl.w_idle_next)
return;
int r = floor(pseudorandom() * 3);
switch (r) {
case 0:
Weapons_ViewAnimation(pl, GLOCK_IDLE1);
pl.w_idle_next = 2.8125f;
break;
case 1:
Weapons_ViewAnimation(pl, GLOCK_IDLE2);
pl.w_idle_next = 2.25f;
break;
case 2:
Weapons_ViewAnimation(pl, GLOCK_IDLE3);
pl.w_idle_next = 2.5f;
break;
}
}
float
w_glock18_aimanim(player pl)
{
return w_deagle_aimanim(pl);
}
void
w_glock18_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, [48/256,72/256], [24/256, 24/256], g_hud_color, pSeatLocal->m_flAmmo2Alpha, DRAWFLAG_ADDITIVE);
#endif
}
int
w_glock18_isempty(player pl)
{
if (pl.glock18_mag <= 0 && pl.ammo_9mm <= 0)
return 1;
return 0;
}
void
w_glock18_hudpic(player pl, int selected, vector pos, float a)
{
#ifdef CLIENT
vector hud_col;
if (w_glock18_isempty(pl))
hud_col = [1,0,0];
else
hud_col = g_hud_color;
HUD_DrawAmmoBar(pos, pl.ammo_9mm, AMMO_MAX_9MM, a);
if (selected) {
drawsubpic(
pos,
[170,45],
g_hud4_spr,
[0,45/256],
[170/256,45/256],
hud_col,
a,
DRAWFLAG_ADDITIVE
);
} else {
drawsubpic(
pos,
[170,45],
g_hud1_spr,
[0,45/256],
[170/256,45/256],
hud_col,
a,
DRAWFLAG_ADDITIVE
);
}
#endif
}
weapon_t w_glock18 =
{
.name = "glock18",
.id = ITEM_GLOCK18,
.slot = 1,
.slot_pos = 1,
.weight = 5,
.allow_drop = TRUE,
.draw = w_glock18_draw,
.holster = __NULL__,
.primary = w_glock18_primary,
.secondary = w_glock18_secondary,
.reload = w_glock18_reload,
.release = w_glock18_release,
.postdraw = w_glock18_hud,
.precache = w_glock18_precache,
.pickup = w_glock18_pickup,
.updateammo = w_glock18_updateammo,
.wmodel = w_glock18_wmodel,
.pmodel = w_glock18_pmodel,
.deathmsg = w_glock18_deathmsg,
.aimanim = w_glock18_aimanim,
.hudpic = w_glock18_hudpic,
.type = csweapon_ranged_type,
.isempty = w_glock18_isempty
};
#ifdef SERVER
void
weapon_glock18(void)
{
Weapons_InitItem(WEAPON_GLOCK18);
}
#endif