/* * Copyright (c) 2023 Marco Cawthorne * * 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_shotgun (0 0 1) (-16 -16 0) (16 16 32) "model" "models/g_shotgun.mdl" HALF-LIFE (1998) ENTITY Shotgun Weapon */ enum { SHOTGUN_IDLE1, SHOTGUN_FIRE1 }; #ifdef CLIENT void w_shotgun_ejectshell(void) { static void w_shotgun_ejectshell_death(void) { remove(self); } static void w_shotgun_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], 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_shotgun_ejectshell_touch; eShell.avelocity = [0,45,900]; eShell.think = w_shotgun_ejectshell_death; eShell.nextthink = time + 2.5f; setsize(eShell, [0,0,0], [0,0,0]); setorigin(eShell, pSeat->m_eViewModel.origin + (v_forward * 20) + (v_up * -16)); } #endif void w_shotgun_precache(void) { #ifdef SERVER Sound_Precache("weapon_shotgun.shoot"); precache_model("models/g_shot.mdl"); precache_model("models/shotgunshell.mdl"); #else precache_model("models/v_shot.mdl"); precache_model("models/p_shot.mdl"); precache_model("models/shotgunshell.mdl"); Sound_Precache("modelevent_shotgunshell.land"); #endif } void w_shotgun_updateammo(player pl) { Weapons_UpdateAmmo(pl, -1, pl.ammo_shells, -1); } string w_shotgun_wmodel(void) { return "models/g_shot.mdl"; } string w_shotgun_pmodel(player pl) { return "models/p_shot.mdl"; } string w_shotgun_deathmsg(void) { return ""; } int w_shotgun_pickup(player pl, int new, int startammo) { #ifdef SERVER if (pl.ammo_shells < MAX_A_SHELLS) { pl.ammo_shells = bound(0, pl.ammo_shells + 5, MAX_A_SHELLS); } else { if (!new) return (0); } #endif return (1); } void w_shotgun_draw(player pl) { Weapons_SetModel("models/v_shot.mdl"); } void w_shotgun_primary(player pl) { if (pl.w_attack_next > 0.0) return; if (pl.ammo_shells <= 0) { Weapons_SwitchBest(pl, 0); return; } #ifdef SERVER /* Singleplayer is more accurate */ TraceAttack_FireBulletsWithDecal(6, pl.origin + pl.view_ofs, Skill_GetValue("plr_shotgun", 4), [0.1,0.1], WEAPON_SHOTGUN, "Impact.BigShot"); Sound_Play(pl, CHAN_WEAPON, "weapon_shotgun.shoot"); if (pl.HasQuadDamage()) { Sound_Play(pl, CHAN_ITEM, "item_artifact_super_damage.attack"); } #else //View_AddEvent(w_shotgun_ejectshell, 0.25f); #endif Weapons_ViewAnimation(pl, SHOTGUN_FIRE1); Weapons_ViewPunchAngle(pl, [-5,0,0]); Animation_PlayerTop(pl, (pl.flags & FL_CROUCHING) ? ANIM_CR_SHOOTSHOTGUN : ANIM_SHOOTSHOTGUN, 0.5f); pl.ammo_shells--; pl.w_idle_next = 0.5f; pl.w_attack_next = 0.5; } void w_shotgun_crosshair(player pl) { #ifdef CLIENT Cross_DrawSub(g_cross_spr, [24,24], [48/128,24/128], [0.1875, 0.1875]); HUD_DrawAmmo2(); vector aicon_pos = g_hudmins + [g_hudres[0] - 48, g_hudres[1] - 42]; drawsubpic(aicon_pos, [24,24], g_hudsgammo, [0, 0], [1,1], g_hud_color, pSeatLocal->m_flAmmo2Alpha, DRAWFLAG_ADDITIVE); #endif } float w_shotgun_aimanim(player pl) { return pl.flags & FL_CROUCHING ? ANIM_CR_AIMSHOTGUN : ANIM_AIMSHOTGUN; } int w_shotgun_isempty(player pl) { if (pl.ammo_shells <= 0) return 1; return 0; } void w_shotgun_hudpic(player pl, int selected, vector pos, float a) { #ifdef CLIENT vector hud_col; if (w_shotgun_isempty(pl)) hud_col = [1,0,0]; else hud_col = g_hud_color; if (selected) { drawsubpic(pos, [170,45], g_hudsg_spr, [0,0], [1,0.625], hud_col, a, DRAWFLAG_ADDITIVE); } else { drawsubpic(pos, [170,45], g_hudsg_spr, [0,0], [1,0.625], hud_col, a, DRAWFLAG_ADDITIVE); } HUD_DrawAmmoBar(pos, pl.ammo_shells, MAX_A_SHELLS, a); #endif } weapontype_t w_shotgun_type(player pl) { return WPNTYPE_RANGED; } weapon_t w_shotgun = { .name = "shotgun", .id = ITEM_SHOTGUN, .slot = 1, .slot_pos = 0, .weight = 15, .draw = w_shotgun_draw, .holster = __NULL__, .primary = w_shotgun_primary, .secondary = __NULL__, .reload = __NULL__, .release = __NULL__, .postdraw = w_shotgun_crosshair, .precache = w_shotgun_precache, .pickup = w_shotgun_pickup, .updateammo = w_shotgun_updateammo, .wmodel = w_shotgun_wmodel, .pmodel = w_shotgun_pmodel, .deathmsg = w_shotgun_deathmsg, .aimanim = w_shotgun_aimanim, .isempty = w_shotgun_isempty, .type = w_shotgun_type, .hudpic = w_shotgun_hudpic }; #ifdef SERVER #endif