/* * Copyright (c) 2016-2020 Marco Cawthorne * * 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 { DBS_IDLE1, DBS_FIRE1, DBS_FIRE2, DBS_ADDSHELL, DBS_PUMP, DBS_START_RELOAD, DBS_DRAW, DBS_HOLSTER, DBS_IDLE2, DBS_IDLE3 }; void w_dbs_precache(void) { precache_model("models/v_tfc_shotgun.mdl"); precache_model("models/w_shot2.mdl"); precache_model("models/p_shot2.mdl"); #ifdef SERVER Sound_Precache("weapon_dbs.cock"); Sound_Precache("weapon_dbs.fire"); Sound_Precache("weapon_dbs.reload"); #endif } void w_dbs_updateammo(player pl) { Weapons_UpdateAmmo(pl, pl.mag_dbs, pl.m_iAmmoShells, __NULL__); } string w_dbs_wmodel(void) { return "models/w_shot2.mdl"; } string w_dbs_pmodel(player pl) { return "models/p_shotgun2.mdl"; } string w_dbs_deathmsg(void) { return ""; } int w_dbs_pickup(player pl, int new, int startammo) { #ifdef SERVER pl.mag_dbs = bound(0, pl.mag_dbs + 16, 16); #endif return (1); } void w_dbs_draw(player pl) { Weapons_SetModel("models/v_tfc_shotgun.mdl"); Weapons_ViewAnimation(pl, DBS_DRAW); } void w_dbs_holster(player pl) { Weapons_ViewAnimation(pl, DBS_HOLSTER); } void w_dbs_primary(player pl) { int s; if (pl.mag_dbs != 1) s = w_baseshotgun_fire(WEAPON_DBS, player::mag_dbs, 14, 4, [0.14, 0.08, 0]); else s = w_baseshotgun_fire(WEAPON_DBS, player::mag_dbs, 6, 4, [0.14, 0.08, 0]); switch (s) { case AUTO_FIRE_FAILED: return; break; case AUTO_LAST: case AUTO_FIRED: pl.mag_dbs--; Weapons_ViewAnimation(pl, DBS_FIRE1); Weapons_ViewPunchAngle(pl, [-2,0,0]); if (pl.flags & FL_CROUCHING) Animation_PlayerTop(pl, TFCANIM_CR_SHOOTSHOTGUN, 0.45f); else Animation_PlayerTop(pl, TFCANIM_SHOOTSHOTGUN, 0.45f); #ifdef CLIENT View_SetMuzzleflash(MUZZLE_ROUND); #endif Weapons_Sound(pl, CHAN_WEAPON, "weapon_dbs.fire"); pl.w_attack_next = 0.7f; break; case AUTO_EMPTY: Weapons_Sound(pl, CHAN_WEAPON, "weapon_dbs.fire_empty"); pl.w_attack_next = 0.2f; break; } pl.w_idle_next = 1.5f; } void w_dbs_reload(player pl) { w_baseshotgun_reload(player::mag_dbs, player::m_iAmmoShells, 16); } void w_dbs_release(player pl) { int s = w_baseshotgun_release(player::mag_dbs, player::m_iAmmoShells, 16); switch (s) { case SHOTGUN_IDLE: int r = (float)input_sequence % 3; if (r == 1) { Weapons_ViewAnimation(pl, DBS_IDLE1); } else if (r == 2) { Weapons_ViewAnimation(pl, DBS_IDLE2); } else { Weapons_ViewAnimation(pl, DBS_IDLE3); } pl.w_idle_next = 5.0f; break; case SHOTGUN_BUSY: break; case SHOTGUN_START_RELOAD: Weapons_ViewAnimation(pl, DBS_START_RELOAD); break; case SHOTGUN_RELOAD: Weapons_ViewAnimation(pl, DBS_ADDSHELL); Weapons_Sound(pl, CHAN_WEAPON, "weapon_dbs.reload"); break; case SHOTGUN_END_RELOAD: Weapons_ViewAnimation(pl, DBS_PUMP); Weapons_Sound(pl, CHAN_WEAPON, "weapon_dbs.cock"); break; } } void w_dbs_crosshair(player pl) { #ifdef CLIENT Cross_DrawSub(g_cross_spr, [24,24], [48/128,24/128], [0.1875, 0.1875]); 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, pSeatLocal->m_flAmmo2Alpha, DRAWFLAG_ADDITIVE); #endif } float w_dbs_aimanim(player pl) { return pl.flags & FL_CROUCHING ? ANIM_CR_AIMSHOTGUN : ANIM_AIMSHOTGUN; } void w_dbs_hudpic(player pl, int s, vector pos, float a) { #ifdef CLIENT if (s) { drawsubpic(pos, [170,45], g_hud4_spr, [0,180/256], [170/256,45/256], g_hud_color, a, DRAWFLAG_ADDITIVE); } else { drawsubpic(pos, [170,45], g_hud1_spr, [0,180/256], [170/256,45/256], g_hud_color, a, DRAWFLAG_ADDITIVE); } #endif } weapon_t w_dbs = { .name = "sbs", .id = ITEM_DBS, .slot = 2, .slot_pos = 1, .weight = WEIGHT_DBS, .draw = w_dbs_draw, .holster = w_dbs_holster, .primary = w_dbs_primary, .secondary = w_dbs_release, .reload = w_dbs_reload, .release = w_dbs_release, .postdraw = w_dbs_crosshair, .precache = w_dbs_precache, .pickup = w_dbs_pickup, .updateammo = w_dbs_updateammo, .wmodel = w_dbs_wmodel, .pmodel = w_dbs_pmodel, .deathmsg = w_dbs_deathmsg, .aimanim = w_dbs_aimanim, .hudpic = w_dbs_hudpic, .isempty = w_asscan_isempty };