tfc/src/shared/w_dbs.qc

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/*
* Copyright (c) 2016-2020 Marco Cawthorne <marco@icculus.org>
*
* 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
};
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)
{
Weapons_UpdateAmmo(pl, pl.mag_dbs, pl.m_iAmmoShells, __NULL__);
}
string
w_dbs_wmodel(void)
{
return "models/w_shot2.mdl";
}
string
w_dbs_pmodel(player pl)
{
return "models/p_shot2.mdl";
}
string
w_dbs_deathmsg(void)
{
return "";
}
int
w_dbs_pickup(player pl, int new, int startammo)
{
#ifdef SERVER
pl.mag_dbs = bound(0, pl.mag_dbs + 16, 16);
#endif
return (1);
}
void
w_dbs_draw(player pl)
{
Weapons_SetModel("models/v_tfc_shotgun.mdl");
Weapons_ViewAnimation(pl, DBS_DRAW);
}
void
w_dbs_holster(player pl)
{
Weapons_ViewAnimation(pl, DBS_HOLSTER);
}
void
w_dbs_primary(player pl)
{
int s;
if (pl.mag_dbs != 1)
s = w_baseshotgun_fire(WEAPON_DBS, player::mag_dbs, 14, 4, [0.14, 0.08, 0]);
else
s = w_baseshotgun_fire(WEAPON_DBS, player::mag_dbs, 6, 4, [0.14, 0.08, 0]);
switch (s) {
case AUTO_FIRE_FAILED:
return;
break;
case AUTO_FIRED:
pl.mag_dbs--;
Weapons_ViewAnimation(pl, DBS_FIRE1);
Weapons_ViewPunchAngle(pl, [-2,0,0]);
//Weapons_Sound(pl, CHAN_WEAPON, "weapon_mossberg.fire");
pl.w_attack_next = 0.7f;
break;
case AUTO_LAST:
Weapons_ViewAnimation(pl, DBS_FIRE1);
Weapons_ViewPunchAngle(pl, [-2,0,0]);
//Weapons_Sound(pl, CHAN_WEAPON, "weapon_mossberg.fire");
pl.w_attack_next = 0.7f;
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_dbs_reload(player pl)
{
w_baseshotgun_reload(player::mag_dbs, player::m_iAmmoShells, 16);
}
void
w_dbs_release(player pl)
{
int s = w_baseshotgun_release(player::mag_dbs, player::m_iAmmoShells, 16);
switch (s) {
case SHOTGUN_IDLE:
int r = (float)input_sequence % 3;
if (r == 1) {
Weapons_ViewAnimation(pl, DBS_IDLE1);
} else if (r == 2) {
Weapons_ViewAnimation(pl, DBS_IDLE2);
} else {
Weapons_ViewAnimation(pl, DBS_IDLE3);
}
pl.w_idle_next = 5.0f;
break;
case SHOTGUN_BUSY:
break;
case SHOTGUN_START_RELOAD:
Weapons_ViewAnimation(pl, DBS_START_RELOAD);
break;
case SHOTGUN_RELOAD:
Weapons_ViewAnimation(pl, DBS_ADDSHELL);
break;
case SHOTGUN_END_RELOAD:
Weapons_ViewAnimation(pl, DBS_PUMP);
break;
}
}
void
w_dbs_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_dbs_aimanim(player pl)
{
return self.flags & FL_CROUCHING ? ANIM_CR_AIMSHOTGUN : ANIM_AIMSHOTGUN;
}
void
w_dbs_hudpic(player pl, 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,
.postdraw = 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
};