263 lines
4.6 KiB
Plaintext
263 lines
4.6 KiB
Plaintext
/*
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* Copyright (c) 2016-2021 Marco Hladik <marco@icculus.org>
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* Copyright (c) 2019-2020 Gethyn ThomasQuail <xylemon@posteo.net>
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*
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* Permission to use, copy, modify, and distribute this software for any
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* purpose with or without fee is hereby granted, provided that the above
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* copyright notice and this permission notice appear in all copies.
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*
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* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
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* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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enum
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{
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TAURUS_IDLE1,
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TAURUS_IDLE2,
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TAURUS_IDLE3,
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TAURUS_SHOOT,
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TAURUS_SHOOT2,
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TAURUS_SHOOT3,
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TAURUS_SHOOT_EMPTY,
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TAURUS_RELOAD,
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TAURUS_RELOAD2,
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TAURUS_DRAW,
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TAURUS_HOLSTER
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};
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void
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w_taurus_precache(void)
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{
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#ifdef SERVER
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Sound_Precache("weapon_taurus.fire");
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#endif
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precache_model("models/v_taurus.mdl");
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precache_model("models/w_taurus.mdl");
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precache_model("models/p_taurus.mdl");
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}
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void
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w_taurus_updateammo(player pl)
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{
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Weapons_UpdateAmmo(pl, pl.taurus_mag, pl.ammo_taurus, -1);
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}
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string
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w_taurus_wmodel(void)
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{
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return "models/w_taurus.mdl";
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}
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string
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w_taurus_pmodel(void)
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{
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return "models/p_taurus.mdl";
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}
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string
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w_taurus_deathmsg(void)
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{
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return "%s is seeing blue from %s's Taurus.";
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}
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int
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w_taurus_pickup(int new, int startammo)
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{
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#ifdef SERVER
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player pl = (player)self;
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if (new) {
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pl.taurus_mag = 10;
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} else {
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if (pl.ammo_taurus < MAX_A_TAURUS) {
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pl.ammo_taurus = bound(0, pl.ammo_taurus + 10, MAX_A_TAURUS);
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} else {
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return FALSE;
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}
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}
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#endif
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return TRUE;
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}
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void
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w_taurus_draw(void)
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{
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#ifdef CLIENT
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Weapons_SetModel("models/v_taurus.mdl");
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Weapons_ViewAnimation(TAURUS_DRAW);
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#endif
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}
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void
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w_taurus_holster(void)
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{
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#ifdef CLIENT
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Weapons_ViewAnimation(TAURUS_HOLSTER);
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#endif
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}
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void
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w_taurus_primary(void)
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{
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player pl = (player)self;
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if (pl.w_attack_next > 0.0) {
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return;
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}
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/* ammo check */
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if (!pl.taurus_mag) {
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return;
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}
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pl.taurus_mag--;
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/* actual firing */
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#ifdef CLIENT
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View_SetMuzzleflash(MUZZLE_SMALL);
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Weapons_ViewPunchAngle([-2,0,0]);
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if (pl.taurus_mag) {
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Weapons_ViewAnimation(TAURUS_SHOOT);
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} else {
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Weapons_ViewAnimation(TAURUS_SHOOT_EMPTY);
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}
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#else
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TraceAttack_FireBullets(1, pl.origin + pl.view_ofs, 12, [0.01,0.01], WEAPON_TAURUS);
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Sound_Play(pl, CHAN_WEAPON, "weapon_taurus.fire");
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if (self.flags & FL_CROUCHING)
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Animation_PlayerTopTemp(ANIM_SHOOT1HAND, 0.45f);
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else
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Animation_PlayerTopTemp(ANIM_CR_SHOOT1HAND, 0.45f);
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#endif
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pl.w_attack_next = 0.25f;
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pl.w_idle_next = 5.0f;
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}
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void
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w_taurus_secondary(void)
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{
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}
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void
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w_taurus_reload(void)
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{
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player pl = (player)self;
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if (pl.w_attack_next > 0.0) {
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return;
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}
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if (pl.taurus_mag >= 10) {
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return;
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}
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if (pl.ammo_taurus <= 0) {
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return;
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}
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#ifdef CLIENT
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if (pl.taurus_mag) {
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Weapons_ViewAnimation(TAURUS_RELOAD);
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} else {
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Weapons_ViewAnimation(TAURUS_RELOAD2);
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}
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#else
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Weapons_ReloadWeapon(pl, player::taurus_mag, player::ammo_taurus, 10);
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#endif
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pl.w_attack_next = 2.0f;
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pl.w_idle_next = 10.0f;
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}
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void
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w_taurus_release(void)
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{
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player pl = (player)self;
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int r;
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/* auto-reload if need be */
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if (pl.w_attack_next <= 0.0)
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if (pl.taurus_mag == 0 && pl.ammo_taurus > 0) {
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Weapons_Reload();
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return;
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}
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if (pl.w_idle_next > 0.0) {
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return;
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}
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r = floor(random(0,3));
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switch (r) {
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case 1:
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Weapons_ViewAnimation(TAURUS_IDLE2);
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pl.w_idle_next = 2.25f;
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break;
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case 2:
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Weapons_ViewAnimation(TAURUS_IDLE3);
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pl.w_idle_next = 2.5f;
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break;
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default:
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Weapons_ViewAnimation(TAURUS_IDLE1);
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pl.w_idle_next = 2.81f;
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break;
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}
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}
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float
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w_taurus_aimanim(void)
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{
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return w_glock_aimanim();
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}
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void
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w_taurus_hud(void)
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{
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w_glock_hud();
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}
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void
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w_taurus_hudpic(int selected, vector pos, float a)
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{
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w_glock_hudpic(selected, pos, a);
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}
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weapon_t w_taurus =
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{
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.name = "taurus",
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.id = ITEM_TAURUS,
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.slot = 1,
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.slot_pos = 3,
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.draw = w_taurus_draw,
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.holster = w_taurus_holster,
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.primary = w_taurus_primary,
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.secondary = w_taurus_secondary,
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.reload = w_taurus_reload,
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.release = w_taurus_release,
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.crosshair = w_taurus_hud,
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.precache = w_taurus_precache,
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.pickup = w_taurus_pickup,
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.updateammo = w_taurus_updateammo,
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.wmodel = w_taurus_wmodel,
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.pmodel = w_taurus_pmodel,
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.deathmsg = w_taurus_deathmsg,
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.aimanim = w_taurus_aimanim,
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.hudpic = w_taurus_hudpic
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};
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/* pickups */
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#ifdef SERVER
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void
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weapon_th_taurus(void)
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{
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Weapons_InitItem(WEAPON_TAURUS);
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}
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#endif
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