/* * Copyright (c) 2016-2020 Marco Hladik * * 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 }; enum { DBS_IDLE, DBS_RELOAD_START, DBS_RELOAD, DBS_RELOAD_END }; void w_dbs_precache(void) { precache_model("models/v_tfc_shotgun.mdl"); precache_model("models/w_shot2.mdl"); precache_model("models/p_shot2.mdl"); precache_sound("weapons/sbarrel1.wav"); precache_sound("weapons/dbarrel1.wav"); precache_sound("weapons/reload3.wav"); precache_sound("weapons/scock1.wav"); } void w_dbs_updateammo(player pl) { #ifdef SERVER Weapons_UpdateAmmo(pl, pl.shotgun_mag, pl.ammo_shells, __NULL__); #endif } string w_dbs_wmodel(void) { return "models/w_shot2.mdl"; } string w_dbs_pmodel(void) { return "models/p_shot2.mdl"; } string w_dbs_deathmsg(void) { return ""; } int w_dbs_pickup(int new, int startammo) { #ifdef SERVER player pl = (player)self; pl.shotgun_mag = bound(0, pl.shotgun_mag + 8, 8); #endif return TRUE; } void w_dbs_draw(void) { Weapons_SetModel("models/v_tfc_shotgun.mdl"); Weapons_ViewAnimation(DBS_DRAW); #ifdef SERVER player pl = (player)self; Weapons_UpdateAmmo(pl, pl.shotgun_mag, pl.ammo_shells, __NULL__); #endif } void w_dbs_holster(void) { Weapons_ViewAnimation(DBS_HOLSTER); } void w_dbs_primary(void) { player pl = (player)self; if (pl.w_attack_next) { return; } if (pl.a_ammo3 > DBS_IDLE) { return; } /* Ammo check */ #ifdef SERVER if (pl.shotgun_mag <= 0) { return; } #else if (pl.a_ammo1 <= 0) { return; } #endif #ifdef SERVER TraceAttack_FireBullets(4, pl.origin + pl.view_ofs, 14, [0.17365,0.04362], WEAPON_DBS); Weapons_PlaySound(pl, CHAN_WEAPON, "weapons/sbarrel1.wav", 1, ATTN_NORM); pl.shotgun_mag--; Weapons_UpdateAmmo(pl, pl.shotgun_mag, pl.ammo_shells, __NULL__); #else View_SetMuzzleflash(MUZZLE_WEIRD); Weapons_ViewPunchAngle([-5,0,0]); pl.a_ammo1--; #endif Weapons_ViewAnimation(DBS_FIRE1); pl.w_attack_next = 0.75; pl.w_idle_next = 2.5f; } void w_dbs_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_shells <= 0) { return; } #endif if (pl.a_ammo3 > DBS_IDLE) { return; } pl.a_ammo3 = DBS_RELOAD_START; pl.w_idle_next = 0.0f; } void w_dbs_release(void) { player pl = (player)self; if (pl.w_idle_next > 0.0) { return; } if (pl.a_ammo3 == DBS_IDLE) { int r = floor(random(0,3)); switch (r) { case 0: Weapons_ViewAnimation(DBS_IDLE1); break; case 1: Weapons_ViewAnimation(DBS_IDLE2); break; case 2: Weapons_ViewAnimation(DBS_IDLE3); break; } pl.w_idle_next = 15.0f; } else if (pl.a_ammo3 == DBS_RELOAD_START) { Weapons_ViewAnimation(DBS_START_RELOAD); pl.a_ammo3 = DBS_RELOAD; pl.w_idle_next = 0.65f; } else if (pl.a_ammo3 == DBS_RELOAD) { Weapons_ViewAnimation(DBS_ADDSHELL); #ifdef CLIENT pl.a_ammo1++; pl.a_ammo2--; if (pl.a_ammo2 <= 0 || pl.a_ammo1 >= 8) { pl.a_ammo3 = DBS_RELOAD_END; } #else pl.shotgun_mag++; pl.ammo_shells--; Weapons_UpdateAmmo(pl, pl.shotgun_mag, pl.ammo_shells, pl.a_ammo3); sound(pl, CHAN_WEAPON, "weapons/reload3.wav", 1.0, ATTN_NORM); if (pl.ammo_shells <= 0 || pl.shotgun_mag >= 8) { pl.a_ammo3 = DBS_RELOAD_END; } #endif pl.w_idle_next = 0.5f; } else if (pl.a_ammo3 == DBS_RELOAD_END) { Weapons_ViewAnimation(DBS_PUMP); #ifdef SERVER sound(pl, CHAN_WEAPON, "weapons/scock1.wav", 1.0, ATTN_NORM); #endif pl.a_ammo3 = DBS_IDLE; pl.w_idle_next = 10.0f; pl.w_attack_next = 0.5f; } } void w_dbs_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_dbs_aimanim(void) { return self.flags & FL_CROUCHING ? ANIM_CR_AIMSHOTGUN : ANIM_AIMSHOTGUN; } void w_dbs_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_dbs = { .name = "sbs", .id = ITEM_DBS, .slot = 2, .slot_pos = 1, .draw = w_dbs_draw, .holster = w_dbs_holster, .primary = w_dbs_primary, .secondary = w_dbs_release, .reload = w_dbs_reload, .release = w_dbs_release, .crosshair = 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 };