281 lines
6.4 KiB
Plaintext
281 lines
6.4 KiB
Plaintext
/*
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* Copyright (c) 2016-2021 Marco Hladik <marco@icculus.org>
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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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SHOTGUN_IDLE1,
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SHOTGUN_FIRE1,
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SHOTGUN_RELOAD,
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SHOTGUN_PUMP,
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SHOTGUN_START_RELOAD,
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SHOTGUN_DRAW,
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SHOTGUN_HOLSTER,
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SHOTGUN_IDLE2
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};
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enum
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{
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SHOTTY_IDLE,
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SHOTTY_RELOAD_START,
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SHOTTY_RELOAD,
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SHOTTY_RELOAD_END
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};
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void w_shotgun_precache(void)
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{
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precache_model("models/v_shotgun.mdl");
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precache_model("models/w_shotgun.mdl");
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precache_model("models/p_shotgun.mdl");
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precache_sound("weapons/sbarrel1.wav");
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precache_sound("weapons/dbarrel1.wav");
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precache_sound("weapons/reload3.wav");
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precache_sound("weapons/scock1.wav");
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}
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void w_shotgun_updateammo(player pl)
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{
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#ifdef SERVER
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Weapons_UpdateAmmo(pl, pl.shotgun_mag, pl.ammo_buckshot, __NULL__);
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#endif
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}
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string w_shotgun_wmodel(void)
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{
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return "models/w_shotgun.mdl";
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}
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string w_shotgun_pmodel(void)
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{
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return "models/p_shotgun.mdl";
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}
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string w_shotgun_deathmsg(void)
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{
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return "";
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}
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int w_shotgun_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.shotgun_mag = 8;
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} else {
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if (pl.ammo_buckshot < 125) {
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pl.ammo_buckshot = bound(0, pl.ammo_buckshot + 8, 125);
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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 w_shotgun_draw(void)
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{
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Weapons_SetModel("models/v_shotgun.mdl");
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Weapons_ViewAnimation(SHOTGUN_DRAW);
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#ifdef SERVER
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player pl = (player)self;
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Weapons_UpdateAmmo(pl, pl.shotgun_mag, pl.ammo_buckshot, __NULL__);
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#endif
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}
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void w_shotgun_holster(void)
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{
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Weapons_ViewAnimation(SHOTGUN_HOLSTER);
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}
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void w_shotgun_primary(void)
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{
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player pl = (player)self;
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if (pl.w_attack_next) {
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return;
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}
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if (pl.a_ammo3 > SHOTTY_IDLE) {
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return;
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}
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/* Ammo check */
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#ifdef SERVER
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if (pl.shotgun_mag <= 0) {
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return;
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}
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#else
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if (pl.a_ammo1 <= 0) {
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return;
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}
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#endif
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#ifdef SERVER
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/* Singleplayer is more accurate */
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if (cvar("sv_playerslots") == 1) {
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TraceAttack_FireBullets(6, pl.origin + pl.view_ofs, 5, [0.08716,0.08716], WEAPON_SHOTGUN);
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} else {
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TraceAttack_FireBullets(4, pl.origin + pl.view_ofs, 5, [0.08716,0.04362], WEAPON_SHOTGUN);
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}
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Weapons_PlaySound(pl, CHAN_WEAPON, "weapons/dbarrel1.wav", 1, ATTN_NORM);
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pl.shotgun_mag--;
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Weapons_UpdateAmmo(pl, pl.shotgun_mag, pl.ammo_buckshot, __NULL__);
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#else
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View_SetMuzzleflash(MUZZLE_WEIRD);
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Weapons_ViewPunchAngle([-5,0,0]);
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pl.a_ammo1--;
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#endif
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Weapons_ViewAnimation(SHOTGUN_FIRE1);
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pl.w_attack_next = 1.1f;
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pl.w_idle_next = 2.5f;
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}
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void w_shotgun_reload(void)
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{
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player pl = (player)self;
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#ifdef CLIENT
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if (pl.a_ammo1 >= 8) {
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return;
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}
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if (pl.a_ammo2 <= 0) {
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return;
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}
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#else
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if (pl.shotgun_mag >= 8) {
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return;
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}
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if (pl.ammo_buckshot <= 0) {
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return;
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}
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#endif
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if (pl.a_ammo3 > SHOTTY_IDLE) {
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return;
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}
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pl.a_ammo3 = SHOTTY_RELOAD_START;
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pl.w_idle_next = 0.0f;
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}
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void w_shotgun_release(void)
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{
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player pl = (player)self;
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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.a_ammo3 == SHOTTY_IDLE && pl.a_ammo1 == 0 && pl.a_ammo2 > 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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if (pl.a_ammo3 == SHOTTY_IDLE) {
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int r = floor(random(0,2));
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switch (r) {
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case 0:
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Weapons_ViewAnimation(SHOTGUN_IDLE1);
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break;
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case 1:
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Weapons_ViewAnimation(SHOTGUN_IDLE2);
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break;
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}
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pl.w_idle_next = 15.0f;
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} else if (pl.a_ammo3 == SHOTTY_RELOAD_START) {
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Weapons_ViewAnimation(SHOTGUN_START_RELOAD);
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pl.a_ammo3 = SHOTTY_RELOAD;
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pl.w_idle_next = 0.65f;
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} else if (pl.a_ammo3 == SHOTTY_RELOAD) {
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Weapons_ViewAnimation(SHOTGUN_RELOAD);
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#ifdef CLIENT
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pl.a_ammo1++;
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pl.a_ammo2--;
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if (pl.a_ammo2 <= 0 || pl.a_ammo1 >= 8) {
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pl.a_ammo3 = SHOTTY_RELOAD_END;
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}
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#else
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pl.shotgun_mag++;
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pl.ammo_buckshot--;
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Weapons_UpdateAmmo(pl, pl.shotgun_mag, pl.ammo_buckshot, pl.a_ammo3);
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sound(pl, CHAN_WEAPON, "weapons/reload3.wav", 1.0, ATTN_NORM);
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if (pl.ammo_buckshot <= 0 || pl.shotgun_mag >= 8) {
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pl.a_ammo3 = SHOTTY_RELOAD_END;
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}
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#endif
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pl.w_idle_next = 0.5f;
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} else if (pl.a_ammo3 == SHOTTY_RELOAD_END) {
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Weapons_ViewAnimation(SHOTGUN_PUMP);
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#ifdef SERVER
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sound(pl, CHAN_WEAPON, "weapons/scock1.wav", 1.0, ATTN_NORM);
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#endif
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pl.a_ammo3 = SHOTTY_IDLE;
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pl.w_idle_next = 10.0f;
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pl.w_attack_next = 0.5f;
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}
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}
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void w_shotgun_crosshair(void)
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{
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#ifdef CLIENT
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static vector cross_pos;
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cross_pos = (g_hudres / 2) + [-12,-12];
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drawsubpic(cross_pos, [24,24], "sprites/crosshairs.spr_0.tga", [48/128,24/128], [0.1875, 0.1875], [1,1,1], 1, DRAWFLAG_NORMAL);
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HUD_DrawAmmo1();
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HUD_DrawAmmo2();
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vector aicon_pos = g_hudmins + [g_hudres[0] - 48, g_hudres[1] - 42];
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drawsubpic(aicon_pos, [24,24], "sprites/640hud7.spr_0.tga", [72/256,72/128], [24/256, 24/128], g_hud_color, pSeat->m_flAmmo2Alpha, DRAWFLAG_ADDITIVE);
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#endif
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}
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float w_shotgun_aimanim(void)
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{
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return self.flags & FL_CROUCHING ? ANIM_CR_AIMSHOTGUN : ANIM_AIMSHOTGUN;
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}
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void w_shotgun_hudpic(int s, vector pos, float a)
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{
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#ifdef CLIENT
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if (s) {
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drawsubpic(pos, [170,45], "sprites/640hud4.spr_0.tga", [0,180/256], [170/256,45/256], g_hud_color, a, DRAWFLAG_ADDITIVE);
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} else {
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drawsubpic(pos, [170,45], "sprites/640hud1.spr_0.tga", [0,180/256], [170/256,45/256], g_hud_color, a, DRAWFLAG_ADDITIVE);
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}
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#endif
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}
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weapon_t w_shotgun =
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{
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.name = "shotgun",
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.id = ITEM_SHOTGUN,
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.slot = 2,
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.slot_pos = 1,
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.draw = w_shotgun_draw,
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.holster = w_shotgun_holster,
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.primary = w_shotgun_primary,
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.secondary = __NULL__,
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.reload = w_shotgun_reload,
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.release = w_shotgun_release,
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.crosshair = __NULL__,
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.precache = w_shotgun_precache,
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.pickup = w_shotgun_pickup,
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.updateammo = w_shotgun_updateammo,
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.wmodel = w_shotgun_wmodel,
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.pmodel = __NULL__,
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.deathmsg = __NULL__,
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.aimanim = __NULL__,
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.hudpic = w_shotgun_hudpic
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};
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#ifdef SERVER
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void weapon_shotgun(void) {
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Weapons_InitItem(WEAPON_SHOTGUN);
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}
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#endif
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