poke646/src/shared/w_shotgun.qc

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