/* * Copyright (c) 2016-2022 Vera Visions LLC. * * 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_FIRE_FAILED, SHOTGUN_FIRED, SHOTGUN_LAST, SHOTGUN_EMPTY }; int w_baseshotgun_fire(int w, .int mag, int c, int d, vector bs) { player pl = (player)self; if (pl.w_attack_next > 0.0) { return (SHOTGUN_FIRE_FAILED); } if (pl.gflags & GF_SEMI_TOGGLED) { return (SHOTGUN_FIRE_FAILED); } if (pl.(mag) <= 0) { pl.gflags |= GF_SEMI_TOGGLED; return (SHOTGUN_EMPTY); } pl.(mag)--; #ifdef SERVER TraceAttack_FireBullets(c, pl.origin + pl.view_ofs, d, bs, w); #endif if (pl.(mag) == 0) return (SHOTGUN_LAST); else return (SHOTGUN_FIRED); } enum { SHOTTY_IDLE, SHOTTY_RELOAD_START, SHOTTY_RELOAD, SHOTTY_RELOAD_END, SHOTTY_COCKSOUND }; void w_baseshotgun_reload(.int mag, .int ammo, int max) { player pl = (player)self; if (pl.(mag) >= max) { return; } if (pl.(ammo) <= 0) { return; } if (pl.mode_tempstate > SHOTTY_IDLE) { return; } pl.mode_tempstate = SHOTTY_RELOAD_START; pl.w_idle_next = 0.0f; } enum { SHOTGUN_IDLE, SHOTGUN_BUSY, SHOTGUN_START_RELOAD, SHOTGUN_RELOAD, SHOTGUN_END_RELOAD }; int w_baseshotgun_release(.int mag, .int ammo, int max) { player pl = (player)self; if (pl.w_idle_next > 0.0) { return (SHOTGUN_BUSY); } if (pl.mode_tempstate == SHOTTY_RELOAD_START) { pl.mode_tempstate = SHOTTY_RELOAD; pl.w_idle_next = 0.65f; return (SHOTGUN_START_RELOAD); } else if (pl.mode_tempstate == SHOTTY_RELOAD) { pl.(mag)++; pl.(ammo)--; if (pl.(ammo) <= 0 || pl.(mag) >= max) { pl.mode_tempstate = SHOTTY_RELOAD_END; } Weapons_UpdateAmmo(pl, pl.(mag), pl.(ammo), pl.mode_tempstate); pl.w_idle_next = 0.5f; return (SHOTGUN_RELOAD); } else if (pl.mode_tempstate == SHOTTY_RELOAD_END) { pl.mode_tempstate = SHOTTY_IDLE; pl.w_idle_next = 10.0f; pl.w_attack_next = 0.5f; return (SHOTGUN_END_RELOAD); } return (SHOTGUN_IDLE); }