ts/src/shared/weapons/weapon_contenderg2.qc

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//TODO - is "stock" a melee attack??
enum weaponseq_contenderg2{
idle,
draw,
reload,
shoot1,
shoot2,
stock
};
void weapon_contenderg2_onPrimaryAttackRelease(player pl, weapondynamic_t arg_thisWeapon){
}
void weapon_contenderg2_onSecondaryAttackRelease(player pl, weapondynamic_t arg_thisWeapon){
}
void weapon_contenderg2_onThink(player pl, weapondynamic_t arg_thisWeapon){
weapon_gun_onThink(pl, (weapondata_gun_t*)ary_weaponData[WEAPON_ID::CONTENDERG2], arg_thisWeapon);
}
void weapon_contenderg2_onColdCock(player pl, weapondynamic_t arg_thisWeapon){
}
weapondata_gun_t weapon_contenderg2 =
{
WEAPONDATA_TYPEID_GUN,
"Contender G2",
"models/v_contender.mdl",
"models/p_contender.mdl",
"",
"models/w_contender.mdl",
"sprites/weapons/contender.spr",
weapon_contenderg2_onPrimaryAttackRelease,
weapon_contenderg2_onSecondaryAttackRelease,
weapon_contenderg2_onThink,
weapon_contenderg2_onColdCock,
weaponseq_contenderg2::idle,
weaponseq_contenderg2::draw,
31.0f / 30.0f,
0.35f, //fire delay
60.0f,
TRUE,
BITS_WEAPONOPT_LASERSIGHT | BITS_WEAPONOPT_SCOPE,
BITS_WEAPONOPT_NONE,
1500,
15,
BUYCATEGORY_HANDGUNS,
2,
{0.001000, 12.000000, 0.000000},
WEAPON_AKIMBO_UPGRADE_ID::NONE,
BITS_FIREMODE_SEMI,
BITS_FIREMODE_SEMI,
AMMO_ID::_7P62X51MM,
1,
4096,
weaponseq_contenderg2::reload,
61.0f / 35.0f,
-1,
1,
-1,
2
};
void
w_contenderg2_precache(void)
{
weapon_precache(ary_weaponData[WEAPON_ID::CONTENDERG2]);
#ifdef SERVER
//precache_sound("weapons/contender/close.wav");
precache_sound("weapons/contender/fire.wav");
//precache_sound("weapons/contender/hammerback.wav");
//precache_sound("weapons/contender/insert-shell.wav");
//precache_sound("weapons/contender/open.wav");
//precache_sound("weapons/contender/shellout.wav");
#else
#endif
}
void
w_contenderg2_updateammo(player pl)
{
}
string
w_contenderg2_wmodel(void)
{
return (*ary_weaponData[WEAPON_ID::CONTENDERG2]).sWorldModelPath;
}
string
w_contenderg2_pmodel(void)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
return (*ary_weaponData[WEAPON_ID::CONTENDERG2]).sPlayerModelPath;
}
string
w_contenderg2_deathmsg(void)
{
return "";
}
void
w_contenderg2_draw(void)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
weapon_base_onEquip(pl, ary_weaponData[WEAPON_ID::CONTENDERG2], arg_thisWeapon);
}
void
w_contenderg2_holster(void)
{
}
void
w_contenderg2_primary(void)
{
float randomChoice;
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
if (pl.w_attack_next > 0.0) {
return;
}
if(arg_thisWeapon.iFireMode == BITS_FIREMODE_SEMI){
INPUT_PRIMARY_TAP_GATE
}
if (!arg_thisWeapon.iClipLeft || WEAPON_UNDERWATER_CHECK) {
PLAY_CLICK_SOUND
return;
}
SoundPitched_Send(pl, SNDP_CONTENDERG2_FIRE);
if ( random() <= 0.5 ) {
TS_Weapons_ViewAnimation(weaponseq_contenderg2::shoot1, 31.0f/30.0f);
} else {
TS_Weapons_ViewAnimation(weaponseq_contenderg2::shoot2, 31.0f/30.0f);
}
#ifdef CLIENT
View_ShowMuzzleflash(MUZZLE_SMALL);
View_AddEvent(w_ejectshell_pistol, 0.0f);
#endif
weapon_base_onAttack(pl, ary_weaponData[WEAPON_ID::CONTENDERG2], arg_thisWeapon, BITS_AKIMBOCHOICE_LEFT);
weapon_base_setWholeAttackDelay(pl, (*ary_weaponData[arg_thisWeapon.weaponID]).fAttackDelay);
if (self.flags & FL_CROUCHING){
Animation_PlayerTop(pl, ANIM_CR_SHOOT1HAND, 0.2f);
}else{
Animation_PlayerTop(pl, ANIM_SHOOT1HAND, 0.2f);
}
}
void
w_contenderg2_secondary(void)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
if(pl.w_attack_next > 0){
return;
}
INPUT_SECONDARY_TAP_GATE
if(arg_thisWeapon.iBitsUpgrade & BITS_WEAPONOPT_SCOPE){
// toggle through the zoom.
switch(pl.iZoomLevel){
case -1:{
//pl.viewzoom = 26/80;
pl.setZoom(0.325f);
pl.iZoomLevel++;
break;}
case 0:{
//pl.viewzoom = 0;
pl.setZoom(1.00f);
pl.iZoomLevel = -1;
break;}
}//END OF switch
}
}
void
w_contenderg2_reload(void)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
weapon_gun_Reload(pl, (weapondata_gun_t*)ary_weaponData[WEAPON_ID::CONTENDERG2], arg_thisWeapon);
}
float
w_contenderg2_aimanim(void)
{
return self.flags & FL_CROUCHING ? ANIM_CR_AIM1HAND : ANIM_AIM1HAND;
}
void
w_contenderg2_hud(void)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
weapon_gun_onDrawHUD(pl, (weapondata_gun_t*)ary_weaponData[WEAPON_ID::CONTENDERG2], arg_thisWeapon);
}
void
w_contenderg2_hudpic(int selected, vector pos, float a)
{
//
}
weapon_t w_contenderg2 =
{
.name = "contenderg2",
.id = 0, // not using this
.slot = 2, // ?
.slot_pos = 0, // not using this
.weight = 0, // not using this
.draw = w_contenderg2_draw,
.holster = w_contenderg2_holster,
.primary = w_contenderg2_primary,
.secondary = w_contenderg2_secondary,
.reload = w_contenderg2_reload,
.release = NULL,
.crosshair = w_contenderg2_hud,
.precache = w_contenderg2_precache,
.pickup = NULL,
.updateammo = w_contenderg2_updateammo,
.wmodel = w_contenderg2_wmodel,
.pmodel = w_contenderg2_pmodel,
.deathmsg = w_contenderg2_deathmsg,
.aimanim = w_contenderg2_aimanim,
.hudpic = NULL
};