hunger/src/shared/w_ap9.qc

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/*
* Copyright (c) 2016-2021 Marco Hladik <marco@icculus.org>
* Copyright (c) 2019-2020 Gethyn ThomasQuail <xylemon@posteo.net>
*
* 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.
*/
enum
{
AP9_IDLE,
AP9_RELOAD,
AP9_DRAW,
AP9_SHOOT1,
AP9_SHOOT2,
AP9_SHOOT3
};
void
w_ap9_precache(void)
{
#ifdef SERVER
Sound_Precache("weapon_ap9.fire");
#endif
precache_model("models/v_ap9.mdl");
precache_model("models/w_ap9.mdl");
precache_model("models/p_ap9.mdl");
precache_sound("weapons/ap9_bolt.wav");
precache_sound("weapons/ap9_clipin.wav");
precache_sound("weapons/ap9_clipout.wav");
}
void
w_ap9_updateammo(player pl)
{
Weapons_UpdateAmmo(pl, pl.ap9_mag, pl.ammo_ap9, -1);
}
string
w_ap9_wmodel(void)
{
return "models/w_ap9.mdl";
}
string
w_ap9_pmodel(void)
{
return "models/p_ap9.mdl";
}
string
w_ap9_deathmsg(void)
{
return "%s was unloaded into from %s's AP9.";
}
int
w_ap9_pickup(int new, int startammo)
{
#ifdef SERVER
player pl = (player)self;
if (new) {
pl.ap9_mag = 40;
} else {
if (pl.ammo_ap9 < MAX_A_AP9) {
pl.ammo_ap9 = bound(0, pl.ammo_ap9 + 40, MAX_A_AP9);
} else {
return FALSE;
}
}
#endif
return TRUE;
}
void
w_ap9_draw(void)
{
#ifdef CLIENT
Weapons_SetModel("models/v_ap9.mdl");
Weapons_ViewAnimation(AP9_DRAW);
#endif
}
void
w_ap9_holster(void)
{
}
void
w_ap9_primary(void)
{
player pl = (player)self;
if (pl.w_attack_next > 0.0) {
return;
}
/* ammo check */
if (!pl.ap9_mag) {
return;
}
pl.ap9_mag--;
/* actual firing */
#ifdef CLIENT
pl.ap9_mag--;
View_SetMuzzleflash(MUZZLE_SMALL);
Weapons_ViewPunchAngle([-2,0,0]);
int r = (float)input_sequence % 3;
switch (r) {
case 0:
Weapons_ViewAnimation(AP9_SHOOT1);
break;
case 1:
Weapons_ViewAnimation(AP9_SHOOT2);
break;
case 2:
Weapons_ViewAnimation(AP9_SHOOT3);
break;
}
#else
TraceAttack_FireBullets(1, pl.origin + pl.view_ofs, 8, [0.1,0.1], WEAPON_AP9);
Sound_Play(pl, CHAN_WEAPON, "weapon_ap9.fire");
if (self.flags & FL_CROUCHING)
Animation_PlayerTopTemp(ANIM_SHOOT1HAND, 0.45f);
else
Animation_PlayerTopTemp(ANIM_CR_SHOOT1HAND, 0.45f);
#endif
pl.w_attack_next = 0.15f;
pl.w_idle_next = 5.0f;
}
void
w_ap9_secondary(void)
{
player pl = (player)self;
if (pl.w_attack_next > 0) {
return;
}
/* ammo check */
if ((pl.ap9_mag - 3) < 0) {
return;
}
pl.ap9_mag -= 3;
#ifdef CLIENT
View_SetMuzzleflash(MUZZLE_SMALL);
Weapons_ViewPunchAngle([-2,0,0]);
int r = floor(random(0,2));
switch (r) {
case 0:
Weapons_ViewAnimation(AP9_SHOOT1);
break;
case 1:
Weapons_ViewAnimation(AP9_SHOOT2);
break;
case 2:
Weapons_ViewAnimation(AP9_SHOOT3);
break;
}
#else
TraceAttack_FireBullets(3, pl.origin + pl.view_ofs, 8, [0.02,0.02], WEAPON_AP9);
Sound_Play(pl, CHAN_WEAPON, "weapon_ap9.fire");
if (self.flags & FL_CROUCHING)
Animation_PlayerTopTemp(ANIM_SHOOT1HAND, 0.45f);
else
Animation_PlayerTopTemp(ANIM_CR_SHOOT1HAND, 0.45f);
#endif
pl.w_attack_next = 1.0f;
pl.w_idle_next = 5.0f;
}
void
w_ap9_reload(void)
{
player pl = (player)self;
if (pl.w_attack_next > 0.0) {
return;
}
if (pl.ap9_mag >= 40) {
return;
}
if (pl.a_ammo2 <= 0) {
return;
}
#ifdef CLIENT
Weapons_ViewAnimation(AP9_RELOAD);
#else
Weapons_ReloadWeapon(pl, player::ap9_mag, player::ammo_ap9, 40);
#endif
pl.w_attack_next = 2.0f;
pl.w_idle_next = 10.0f;
}
void
w_ap9_release(void)
{
player pl = (player)self;
/* auto-reload if need be */
if (pl.w_attack_next <= 0.0)
if (pl.ap9_mag == 0 && pl.ammo_ap9 > 0) {
Weapons_Reload();
return;
}
if (pl.w_idle_next > 0.0) {
return;
}
Weapons_ViewAnimation(AP9_IDLE);
}
float
w_ap9_aimanim(void)
{
return w_glock_aimanim();
}
void
w_ap9_hud(void)
{
w_glock_hud();
}
void
w_ap9_hudpic(int selected, vector pos, float a)
{
#ifdef CLIENT
player pl = (player)self;
vector hud_col;
if (pl.ap9_mag == 0 && pl.ammo_ap9 == 0)
hud_col = [1,0,0];
else
hud_col = g_hud_color;
HUD_DrawAmmoBar(pos, pl.ammo_ap9, MAX_A_AP9, a);
if (selected) {
drawsubpic(
pos,
[170,45],
"sprites/tfchud05.spr_0.tga",
[0,0],
[170/256,45/256],
hud_col,
a,
DRAWFLAG_ADDITIVE
);
} else {
drawsubpic(
pos,
[170,45],
"sprites/tfchud05.spr_0.tga",
[0,0],
[170/256,45/256],
hud_col,
a,
DRAWFLAG_ADDITIVE
);
}
#endif
}
weapon_t w_ap9 =
{
.name = "ap9",
.id = ITEM_AP9,
.slot = 1,
.slot_pos = 2,
.draw = w_ap9_draw,
.holster = w_ap9_holster,
.primary = w_ap9_primary,
.secondary = w_ap9_secondary,
.reload = w_ap9_reload,
.release = w_ap9_release,
.crosshair = w_ap9_hud,
.precache = w_ap9_precache,
.pickup = w_ap9_pickup,
.updateammo = w_ap9_updateammo,
.wmodel = w_ap9_wmodel,
.pmodel = w_ap9_pmodel,
.deathmsg = w_ap9_deathmsg,
.aimanim = w_ap9_aimanim,
.hudpic = w_ap9_hudpic
};
/* pickups */
#ifdef SERVER
void
weapon_th_ap9(void)
{
Weapons_InitItem(WEAPON_AP9);
}
#endif