tfc/src/shared/weapon_baseshotgun.qc

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/*
* 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);
}