/* * 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 { SBS_IDLE1, SBS_FIRE1, SBS_FIRE2, SBS_ADDSHELL, SBS_PUMP, SBS_START_RELOAD, SBS_DRAW, SBS_HOLSTER, SBS_IDLE2, SBS_IDLE3 }; enum { SBS_IDLE, SBS_RELOAD_START, SBS_RELOAD, SBS_RELOAD_END }; void w_sbs_precache(void) { #ifdef SERVER Sound_Precache("weapon_sbs.cock"); Sound_Precache("weapon_sbs.fire"); Sound_Precache("weapon_sbs.reload"); #endif precache_model("models/v_tfc_12gauge.mdl"); precache_model("models/p_shotgun.mdl"); precache_sound("weapons/dbarrel1.wav"); } void w_sbs_updateammo(player pl) { #ifdef SERVER Weapons_UpdateAmmo(pl, pl.shotgun_mag, pl.ammo_shells, __NULL__); #endif } string w_sbs_wmodel(void) { return "models/ball.mdl"; } string w_sbs_pmodel(void) { return "models/p_shotgun.mdl"; } string w_sbs_deathmsg(void) { return ""; } int w_sbs_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_sbs_draw(void) { Weapons_SetModel("models/v_tfc_12gauge.mdl"); Weapons_ViewAnimation(SBS_DRAW); #ifdef SERVER player pl = (player)self; Weapons_UpdateAmmo(pl, pl.shotgun_mag, pl.ammo_shells, __NULL__); #endif } void w_sbs_holster(void) { Weapons_ViewAnimation(SBS_HOLSTER); } void w_sbs_primary(void) { player pl = (player)self; if (pl.w_attack_next) { return; } if (pl.a_ammo3 > SBS_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, 6, [0.17365,0.04362], WEAPON_SBS); Sound_Play(pl, CHAN_WEAPON, "weapon_sbs.fire"); 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(SBS_FIRE1); pl.w_attack_next = 0.75; pl.w_idle_next = 2.5f; } void w_sbs_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 > SBS_IDLE) { return; } pl.a_ammo3 = SBS_RELOAD_START; pl.w_idle_next = 0.0f; } void w_sbs_release(void) { player pl = (player)self; if (pl.w_idle_next > 0.0) { return; } if (pl.a_ammo3 == SBS_IDLE) { int r = floor(random(0,3)); switch (r) { case 0: Weapons_ViewAnimation(SBS_IDLE1); break; case 1: Weapons_ViewAnimation(SBS_IDLE2); break; case 2: Weapons_ViewAnimation(SBS_IDLE3); break; } pl.w_idle_next = 15.0f; } else if (pl.a_ammo3 == SBS_RELOAD_START) { Weapons_ViewAnimation(SBS_START_RELOAD); pl.a_ammo3 = SBS_RELOAD; pl.w_idle_next = 0.65f; } else if (pl.a_ammo3 == SBS_RELOAD) { Weapons_ViewAnimation(SBS_ADDSHELL); #ifdef CLIENT pl.a_ammo1++; pl.a_ammo2--; if (pl.a_ammo2 <= 0 || pl.a_ammo1 >= 8) { pl.a_ammo3 = SBS_RELOAD_END; } #else pl.shotgun_mag++; pl.ammo_shells--; Weapons_UpdateAmmo(pl, pl.shotgun_mag, pl.ammo_shells, pl.a_ammo3); Sound_Play(pl, CHAN_WEAPON, "weapon_sbs.reload"); if (pl.ammo_shells <= 0 || pl.shotgun_mag >= 8) { pl.a_ammo3 = SBS_RELOAD_END; } #endif pl.w_idle_next = 0.5f; } else if (pl.a_ammo3 == SBS_RELOAD_END) { Weapons_ViewAnimation(SBS_PUMP); #ifdef SERVER Sound_Play(pl, CHAN_WEAPON, "weapon_sbs.cock"); #endif pl.a_ammo3 = SBS_IDLE; pl.w_idle_next = 10.0f; pl.w_attack_next = 0.5f; } } void w_sbs_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_sbs_aimanim(void) { return self.flags & FL_CROUCHING ? ANIM_CR_AIMSHOTGUN : ANIM_AIMSHOTGUN; } void w_sbs_hudpic(int s, vector pos, float a) { #ifdef CLIENT if (s) { drawsubpic(pos, [170,45], "sprites/tfchud02.spr_0.tga", [0,180/256], [170/256,45/256], g_hud_color, a, DRAWFLAG_ADDITIVE); } else { drawsubpic(pos, [170,45], "sprites/tfchud01.spr_0.tga", [0,180/256], [170/256,45/256], g_hud_color, a, DRAWFLAG_ADDITIVE); } #endif } weapon_t w_sbs = { .name = "sbs", .id = ITEM_SBS, .slot = 1, .slot_pos = 0, .draw = w_sbs_draw, .holster = w_sbs_holster, .primary = w_sbs_primary, .secondary = w_sbs_release, .reload = w_sbs_reload, .release = w_sbs_release, .crosshair = w_sbs_crosshair, .precache = w_sbs_precache, .pickup = w_sbs_pickup, .updateammo = w_sbs_updateammo, .wmodel = w_sbs_wmodel, .pmodel = w_sbs_pmodel, .deathmsg = w_sbs_deathmsg, .aimanim = w_sbs_aimanim, .hudpic = w_sbs_hudpic };