hunger/src/shared/w_taurus.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
{
TAURUS_IDLE1,
TAURUS_IDLE2,
TAURUS_IDLE3,
TAURUS_SHOOT,
TAURUS_SHOOT2,
TAURUS_SHOOT3,
TAURUS_SHOOT_EMPTY,
TAURUS_RELOAD,
TAURUS_RELOAD2,
TAURUS_DRAW,
TAURUS_HOLSTER
};
void
w_taurus_precache(void)
{
#ifdef SERVER
Sound_Precache("weapon_taurus.fire");
#endif
precache_model("models/v_taurus.mdl");
precache_model("models/w_taurus.mdl");
precache_model("models/p_taurus.mdl");
}
void
w_taurus_updateammo(player pl)
{
Weapons_UpdateAmmo(pl, pl.taurus_mag, pl.ammo_taurus, -1);
}
string
w_taurus_wmodel(void)
{
return "models/w_taurus.mdl";
}
string
w_taurus_pmodel(void)
{
return "models/p_taurus.mdl";
}
string
w_taurus_deathmsg(void)
{
return "%s is seeing blue from %s's Taurus.";
}
int
w_taurus_pickup(int new, int startammo)
{
#ifdef SERVER
player pl = (player)self;
if (new) {
pl.taurus_mag = 10;
} else {
if (pl.ammo_taurus < MAX_A_TAURUS) {
pl.ammo_taurus = bound(0, pl.ammo_taurus + 10, MAX_A_TAURUS);
} else {
return FALSE;
}
}
#endif
return TRUE;
}
void
w_taurus_draw(void)
{
#ifdef CLIENT
Weapons_SetModel("models/v_taurus.mdl");
Weapons_ViewAnimation(TAURUS_DRAW);
#endif
}
void
w_taurus_holster(void)
{
#ifdef CLIENT
Weapons_ViewAnimation(TAURUS_HOLSTER);
#endif
}
void
w_taurus_primary(void)
{
player pl = (player)self;
if (pl.w_attack_next > 0.0) {
return;
}
/* ammo check */
if (!pl.taurus_mag) {
return;
}
pl.taurus_mag--;
/* actual firing */
#ifdef CLIENT
View_SetMuzzleflash(MUZZLE_SMALL);
Weapons_ViewPunchAngle([-2,0,0]);
if (pl.taurus_mag) {
Weapons_ViewAnimation(TAURUS_SHOOT);
} else {
Weapons_ViewAnimation(TAURUS_SHOOT_EMPTY);
}
#else
TraceAttack_FireBullets(1, pl.origin + pl.view_ofs, 12, [0.01,0.01], WEAPON_TAURUS);
Sound_Play(pl, CHAN_WEAPON, "weapon_taurus.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 = 0.25f;
pl.w_idle_next = 5.0f;
}
void
w_taurus_secondary(void)
{
}
void
w_taurus_reload(void)
{
player pl = (player)self;
if (pl.w_attack_next > 0.0) {
return;
}
if (pl.taurus_mag >= 10) {
return;
}
if (pl.ammo_taurus <= 0) {
return;
}
#ifdef CLIENT
if (pl.taurus_mag) {
Weapons_ViewAnimation(TAURUS_RELOAD);
} else {
Weapons_ViewAnimation(TAURUS_RELOAD2);
}
#else
Weapons_ReloadWeapon(pl, player::taurus_mag, player::ammo_taurus, 10);
#endif
pl.w_attack_next = 2.0f;
pl.w_idle_next = 10.0f;
}
void
w_taurus_release(void)
{
player pl = (player)self;
int r;
/* auto-reload if need be */
if (pl.w_attack_next <= 0.0)
if (pl.taurus_mag == 0 && pl.ammo_taurus > 0) {
Weapons_Reload();
return;
}
if (pl.w_idle_next > 0.0) {
return;
}
r = floor(random(0,3));
switch (r) {
case 1:
Weapons_ViewAnimation(TAURUS_IDLE2);
pl.w_idle_next = 2.25f;
break;
case 2:
Weapons_ViewAnimation(TAURUS_IDLE3);
pl.w_idle_next = 2.5f;
break;
default:
Weapons_ViewAnimation(TAURUS_IDLE1);
pl.w_idle_next = 2.81f;
break;
}
}
float
w_taurus_aimanim(void)
{
return w_glock_aimanim();
}
void
w_taurus_hud(void)
{
w_glock_hud();
}
void
w_taurus_hudpic(int selected, vector pos, float a)
{
w_glock_hudpic(selected, pos, a);
}
weapon_t w_taurus =
{
.name = "taurus",
.id = ITEM_TAURUS,
.slot = 1,
.slot_pos = 3,
.draw = w_taurus_draw,
.holster = w_taurus_holster,
.primary = w_taurus_primary,
.secondary = w_taurus_secondary,
.reload = w_taurus_reload,
.release = w_taurus_release,
.crosshair = w_taurus_hud,
.precache = w_taurus_precache,
.pickup = w_taurus_pickup,
.updateammo = w_taurus_updateammo,
.wmodel = w_taurus_wmodel,
.pmodel = w_taurus_pmodel,
.deathmsg = w_taurus_deathmsg,
.aimanim = w_taurus_aimanim,
.hudpic = w_taurus_hudpic
};
/* pickups */
#ifdef SERVER
void
weapon_th_taurus(void)
{
Weapons_InitItem(WEAPON_TAURUS);
}
#endif