/* * 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 { SBS_IDLE1, SBS_FIRE1, SBS_FIRE2, SBS_ADDSHELL, SBS_PUMP, SBS_START_RELOAD, SBS_DRAW, SBS_HOLSTER, SBS_IDLE2, SBS_IDLE3 }; 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) { Weapons_UpdateAmmo(pl, pl.mag_sbs, pl.m_iAmmoShells, __NULL__); } string w_sbs_wmodel(void) { return "models/ball.mdl"; } string w_sbs_pmodel(player pl) { return "models/p_shotgun.mdl"; } string w_sbs_deathmsg(void) { return ""; } int w_sbs_pickup(player pl, int new, int startammo) { #ifdef SERVER pl.mag_sbs = bound(0, pl.mag_sbs + 8, 8); #endif return (1); } void w_sbs_draw(player pl) { Weapons_SetModel("models/v_tfc_12gauge.mdl"); Weapons_ViewAnimation(pl, SBS_DRAW); } void w_sbs_holster(player pl) { Weapons_ViewAnimation(pl, SBS_HOLSTER); } void w_sbs_primary(player pl) { int s = w_baseshotgun_fire(WEAPON_SBS, player::mag_sbs, 6, 4, [0.04, 0.04, 0]); switch (s) { case AUTO_FIRE_FAILED: return; break; case AUTO_FIRED: Weapons_ViewAnimation(pl, SBS_FIRE1); Weapons_ViewPunchAngle(pl, [-2,0,0]); //Weapons_Sound(pl, CHAN_WEAPON, "weapon_mossberg.fire"); pl.w_attack_next = 0.5f; break; case AUTO_LAST: Weapons_ViewAnimation(pl, SBS_FIRE1); Weapons_ViewPunchAngle(pl, [-2,0,0]); //Weapons_Sound(pl, CHAN_WEAPON, "weapon_mossberg.fire"); pl.w_attack_next = 0.5f; break; case AUTO_EMPTY: //Weapons_Sound(pl, CHAN_WEAPON, "weapon_mossberg.fire_empty"); pl.w_attack_next = 0.2f; break; } pl.w_idle_next = 1.5f; } void w_sbs_reload(player pl) { w_baseshotgun_reload(player::mag_sbs, player::m_iAmmoShells, 8); } void w_sbs_release(player pl) { int s = w_baseshotgun_release(player::mag_sbs, player::m_iAmmoShells, 8); switch (s) { case SHOTGUN_IDLE: int r = (float)input_sequence % 3; if (r == 1) { Weapons_ViewAnimation(pl, SBS_IDLE1); } else if (r == 2) { Weapons_ViewAnimation(pl, SBS_IDLE2); } else { Weapons_ViewAnimation(pl, SBS_IDLE3); } pl.w_idle_next = 5.0f; break; case SHOTGUN_BUSY: break; case SHOTGUN_START_RELOAD: Weapons_ViewAnimation(pl, SBS_START_RELOAD); break; case SHOTGUN_RELOAD: Weapons_ViewAnimation(pl, SBS_ADDSHELL); break; case SHOTGUN_END_RELOAD: Weapons_ViewAnimation(pl, SBS_PUMP); break; } } void w_sbs_crosshair(player pl) { #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, pSeatLocal->m_flAmmo2Alpha, DRAWFLAG_ADDITIVE); #endif } float w_sbs_aimanim(player pl) { return self.flags & FL_CROUCHING ? ANIM_CR_AIMSHOTGUN : ANIM_AIMSHOTGUN; } void w_sbs_hudpic(player pl, 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, .postdraw = 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 };