hunger/src/shared/w_ap9.qc

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/*
* Copyright (c) 2016-2021 Marco Cawthorne <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
};
#ifdef CLIENT
void w_pistol_ejectshell(void)
{
static void w_pistol_ejectshell_death(void) {
remove(self);
}
static void w_pistol_ejectshell_touch(void) {
if (other == world)
Sound_Play(self, CHAN_BODY, "modelevent_shell.land");
}
entity eShell = spawn();
setmodel(eShell, "models/shell.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 * -60);
eShell.velocity += (v_up * 120);
eShell.touch = w_pistol_ejectshell_touch;
eShell.avelocity = [0,45,900];
eShell.think = w_pistol_ejectshell_death;
eShell.nextthink = time + 2.5f;
setsize(eShell, [0,0,0], [0,0,0]);
setorigin(eShell, pSeat->m_eViewModel.origin + (v_forward * 26) + (v_right * 10) + (v_up * -10));
}
#endif
void
w_ap9_precache(void)
{
#ifdef SERVER
Sound_Precache("weapon_ap9.fire");
precache_model("models/w_ap9.mdl");
#else
precache_model("models/v_ap9.mdl");
precache_model("models/p_ap9.mdl");
#endif
}
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;
return (1);
}
if (pl.ammo_ap9 < MAX_A_AP9) {
pl.ammo_ap9 = bound(0, pl.ammo_ap9 + 40, MAX_A_AP9);
} else {
if (!new)
return (0);
}
#endif
return (1);
}
void
w_ap9_draw(void)
{
Weapons_SetModel("models/v_ap9.mdl");
Weapons_ViewAnimation(AP9_DRAW);
}
void
w_ap9_holster(void)
{
}
void
w_ap9_primary(void)
{
player pl = (player)self;
if (pl.w_attack_next > 0.0)
return;
if (!pl.ap9_mag)
return;
pl.ap9_mag--;
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;
}
if (self.flags & FL_CROUCHING)
Animation_PlayerTop(pl, ANIM_SHOOT1HAND, 0.45f);
else
Animation_PlayerTop(pl, ANIM_CR_SHOOT1HAND, 0.45f);
#ifdef CLIENT
View_AddEvent(w_pistol_ejectshell, 0.0f);
View_SetMuzzleflash(MUZZLE_SMALL);
#else
TraceAttack_FireBullets(1, pl.origin + pl.view_ofs, 8, [0.1,0.1], WEAPON_AP9);
Sound_Play(pl, CHAN_WEAPON, "weapon_ap9.fire");
#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;
if ((pl.ap9_mag - 3) < 0)
return;
pl.ap9_mag -= 3;
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;
}
if (self.flags & FL_CROUCHING)
Animation_PlayerTop(pl, ANIM_SHOOT1HAND, 0.45f);
else
Animation_PlayerTop(pl, ANIM_CR_SHOOT1HAND, 0.45f);
#ifdef CLIENT
View_AddEvent(w_glock_ejectshell, 0.0f);
View_SetMuzzleflash(MUZZLE_SMALL);
#else
TraceAttack_FireBullets(3, pl.origin + pl.view_ofs, 8, [0.02,0.02], WEAPON_AP9);
Sound_Play(pl, CHAN_WEAPON, "weapon_ap9.fire");
#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
}
int
w_ap9_isempty(void)
{
player pl = (player)self;
if (pl.ap9_mag <= 0 && pl.ammo_ap9 <= 0)
return 1;
return 0;
}
weapontype_t
w_ap9_type(void)
{
return WPNTYPE_RANGED;
}
weapon_t w_ap9 =
{
.name = "ap9",
.id = ITEM_AP9,
.slot = 1,
.slot_pos = 2,
.weight = WEIGHT_AP9,
.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,
.isempty = w_ap9_isempty,
.type = w_ap9_type,
.hudpic = w_ap9_hudpic
};
/* pickups */
#ifdef SERVER
void
weapon_th_ap9(void)
{
Weapons_InitItem(WEAPON_AP9);
}
#endif