122 lines
2.6 KiB
Plaintext
122 lines
2.6 KiB
Plaintext
/*
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* Copyright (c) 2016-2022 Vera Visions LLC.
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*
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* Permission to use, copy, modify, and distribute this software for any
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* purpose with or without fee is hereby granted, provided that the above
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* copyright notice and this permission notice appear in all copies.
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*
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* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
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* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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enum
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{
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SHOTGUN_FIRE_FAILED,
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SHOTGUN_FIRED,
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SHOTGUN_LAST,
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SHOTGUN_EMPTY
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};
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int
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w_baseshotgun_fire(int w, .int mag, int c, int d, vector bs)
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{
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player pl = (player)self;
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if (pl.w_attack_next > 0.0) {
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return (SHOTGUN_FIRE_FAILED);
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}
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if (pl.gflags & GF_SEMI_TOGGLED) {
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return (SHOTGUN_FIRE_FAILED);
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}
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if (pl.(mag) <= 0) {
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pl.gflags |= GF_SEMI_TOGGLED;
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return (SHOTGUN_EMPTY);
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}
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pl.(mag)--;
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#ifdef SERVER
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TraceAttack_FireBullets(c, pl.origin + pl.view_ofs, d, bs, w);
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#endif
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if (pl.(mag) == 0)
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return (SHOTGUN_LAST);
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else
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return (SHOTGUN_FIRED);
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}
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enum
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{
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SHOTTY_IDLE,
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SHOTTY_RELOAD_START,
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SHOTTY_RELOAD,
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SHOTTY_RELOAD_END,
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SHOTTY_COCKSOUND
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};
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void
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w_baseshotgun_reload(.int mag, .int ammo, int max)
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{
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player pl = (player)self;
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if (pl.(mag) >= max) {
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return;
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}
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if (pl.(ammo) <= 0) {
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return;
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}
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if (pl.mode_tempstate > SHOTTY_IDLE) {
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return;
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}
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pl.mode_tempstate = SHOTTY_RELOAD_START;
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pl.w_idle_next = 0.0f;
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}
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enum
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{
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SHOTGUN_IDLE,
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SHOTGUN_BUSY,
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SHOTGUN_START_RELOAD,
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SHOTGUN_RELOAD,
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SHOTGUN_END_RELOAD
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};
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int
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w_baseshotgun_release(.int mag, .int ammo, int max)
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{
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player pl = (player)self;
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if (pl.w_idle_next > 0.0) {
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return (SHOTGUN_BUSY);
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}
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if (pl.mode_tempstate == SHOTTY_RELOAD_START) {
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pl.mode_tempstate = SHOTTY_RELOAD;
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pl.w_idle_next = 0.65f;
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return (SHOTGUN_START_RELOAD);
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} else if (pl.mode_tempstate == SHOTTY_RELOAD) {
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pl.(mag)++;
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pl.(ammo)--;
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if (pl.(ammo) <= 0 || pl.(mag) >= max) {
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pl.mode_tempstate = SHOTTY_RELOAD_END;
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}
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Weapons_UpdateAmmo(pl, pl.(mag), pl.(ammo), pl.mode_tempstate);
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pl.w_idle_next = 0.5f;
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return (SHOTGUN_RELOAD);
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} else if (pl.mode_tempstate == SHOTTY_RELOAD_END) {
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pl.mode_tempstate = SHOTTY_IDLE;
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pl.w_idle_next = 10.0f;
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pl.w_attack_next = 0.5f;
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return (SHOTGUN_END_RELOAD);
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}
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return (SHOTGUN_IDLE);
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}
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