hunger/src/shared/w_silencer.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
{
GLOCK_IDLE1,
GLOCK_IDLE2,
GLOCK_IDLE3,
GLOCK_SHOOT,
GLOCK_SHOOT_EMPTY,
GLOCK_RELOAD_EMPTY,
GLOCK_RELOAD,
GLOCK_DRAW,
GLOCK_HOLSTER,
GLOCK_SILENCER
};
void
w_silencer_precache(void)
{
#ifdef SERVER
Sound_Precache("weapon_glock.fire");
Sound_Precache("weapon_silencer.fire");
#endif
precache_model("models/v_9mmhandgun.mdl");
precache_model("models/w_9mmhandgun.mdl");
precache_model("models/p_9mmhandgun.mdl");
Sound_Precache("modelevent_shell.land");
}
void
w_silencer_updateammo(player pl)
{
w_glock_updateammo(pl);
}
string
w_silencer_wmodel(void)
{
return "models/w_silencer.mdl";
}
string
w_silencer_pmodel(void)
{
return w_glock_pmodel();
}
string
w_silencer_deathmsg(void)
{
return "%s was silenced by %s's Beretta.";
}
int
w_silencer_pickup(int new, int startammo)
{
return w_glock_pickup(new, startammo);
}
void
w_silencer_draw(void)
{
w_glock_draw();
#ifdef CLIENT
player pl = (player)self;
if (pl.mode_silencer) {
Weapons_SetGeomset("geomset 2 2\n");
} else {
Weapons_SetGeomset("geomset 2 0\n");
}
#endif
}
void
w_silencer_holster(void)
{
w_glock_holster();
}
void
w_silencer_primary(void)
{
player pl = (player)self;
if (pl.w_attack_next > 0.0)
return;
/* ammo check */
if (!pl.glock_mag)
return;
pl.glock_mag--;
/* actual firing */
Weapons_ViewPunchAngle([-2,0,0]);
if (pl.glock_mag) {
Weapons_ViewAnimation(GLOCK_SHOOT);
} else {
Weapons_ViewAnimation(GLOCK_SHOOT_EMPTY);
}
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);
if (pl.mode_silencer == 1) {
View_SetMuzzleflash(0);
} else {
View_SetMuzzleflash(MUZZLE_SMALL);
}
#else
/* Different sound & accuracy without silencer */
if (pl.mode_silencer == 1) {
TraceAttack_FireBullets(1, pl.origin + pl.view_ofs, Skill_GetValue("plr_9mm_bullet", 8), [0.01, 0.01], WEAPON_GLOCK);
Sound_Play(pl, CHAN_WEAPON, "weapon_silencer.fire");
} else {
TraceAttack_FireBullets(1, pl.origin + pl.view_ofs, Skill_GetValue("plr_9mm_bullet", 8), [0.1,0.1], WEAPON_GLOCK);
Sound_Play(pl, CHAN_WEAPON, "weapon_glock.fire");
}
#endif
/* Fires faster without silencer */
if (pl.mode_silencer == 1) {
pl.w_attack_next = 0.3f;
} else {
pl.w_attack_next = 0.2f;
}
pl.w_idle_next = 5.0f;
}
#ifdef CLIENT
void
w_silencer_add(void)
{
Weapons_SetGeomset("geomset 2 2\n");
}
void
w_silencer_remove(void)
{
Weapons_SetGeomset("geomset 2 0\n");
}
#endif
void
w_silencer_secondary(void)
{
player pl = (player)self;
if (pl.w_attack_next > 0)
return;
/* toggle silencer */
pl.mode_silencer = 1 - pl.mode_silencer;
if (pl.mode_silencer) {
pl.w_attack_next = 3.3f;
pl.w_idle_next = pl.w_attack_next;
Weapons_ViewAnimation(GLOCK_SILENCER);
#ifdef CLIENT
View_AddEvent(w_silencer_add, 1.0f);
#endif
} else {
pl.w_attack_next = 2.0f;
pl.w_idle_next = 1.0f;
Weapons_ViewAnimation(GLOCK_HOLSTER);
pl.mode_tempstate = 1;
#ifdef CLIENT
View_AddEvent(w_silencer_remove, 0.9f);
#endif
}
}
void
w_silencer_reload(void)
{
w_glock_reload();
}
void
w_silencer_release(void)
{
player pl = (player)self;
int r;
/* auto-reload if need be */
if (pl.w_attack_next <= 0.0)
if (pl.glock_mag == 0 && pl.ammo_9mm > 0) {
Weapons_Reload();
return;
}
if (pl.w_idle_next > 0.0) {
return;
}
if (pl.mode_tempstate == 1)
{
Weapons_ViewAnimation(GLOCK_DRAW);
pl.w_idle_next = 1.0f;
pl.w_attack_next = pl.w_idle_next;
pl.mode_tempstate = 0;
return;
}
r = floor(pseudorandom() * 3.0f);
switch (r) {
case 1:
Weapons_ViewAnimation(GLOCK_IDLE2);
pl.w_idle_next = 2.5f;
break;
case 2:
Weapons_ViewAnimation(GLOCK_IDLE3);
pl.w_idle_next = 3.5f;
break;
default:
Weapons_ViewAnimation(GLOCK_IDLE1);
pl.w_idle_next = 3.75f;
break;
}
}
float
w_silencer_aimanim(void)
{
return w_glock_aimanim();
}
void
w_silencer_hud(void)
{
w_glock_hud();
}
void
w_silencer_hudpic(int selected, vector pos, float a)
{
#ifdef CLIENT
player pl = (player)self;
vector hud_col;
if (pl.glock_mag == 0 && pl.ammo_9mm == 0)
hud_col = [1,0,0];
else
hud_col = g_hud_color;
HUD_DrawAmmoBar(pos, pl.ammo_9mm, MAX_A_9MM, a);
if (selected) {
drawsubpic(
pos,
[170,45],
"sprites/tfchud05.spr_0.tga",
[0,135/256],
[170/256,45/256],
hud_col,
a,
DRAWFLAG_ADDITIVE
);
} else {
drawsubpic(
pos,
[170,45],
"sprites/tfchud06.spr_0.tga",
[0,45/256],
[170/256,45/256],
hud_col,
a,
DRAWFLAG_ADDITIVE
);
}
#endif
}
int
w_silencer_isempty(void)
{
player pl = (player)self;
if (pl.glock_mag <= 0 && pl.ammo_9mm <= 0)
return 1;
return 0;
}
weapontype_t
w_silencer_type(void)
{
return WPNTYPE_RANGED;
}
weapon_t w_silencer =
{
.name = "silencer",
.id = ITEM_GLOCK,
.slot = 1,
.slot_pos = 0,
.weight = WEIGHT_GLOCK,
.draw = w_silencer_draw,
.holster = w_silencer_holster,
.primary = w_silencer_primary,
.secondary = w_silencer_secondary,
.reload = w_silencer_reload,
.release = w_silencer_release,
.crosshair = w_silencer_hud,
.precache = w_silencer_precache,
.pickup = w_silencer_pickup,
.updateammo = w_silencer_updateammo,
.wmodel = w_silencer_wmodel,
.pmodel = w_silencer_pmodel,
.deathmsg = w_silencer_deathmsg,
.aimanim = w_silencer_aimanim,
.isempty = w_silencer_isempty,
.type = w_silencer_type,
.hudpic = w_silencer_hudpic
};