328 lines
7.5 KiB
Plaintext
328 lines
7.5 KiB
Plaintext
|
|
enum weaponseq_m4a1{
|
|
idle,
|
|
reload,
|
|
draw,
|
|
shoot1,
|
|
shoot2,
|
|
sshoot1,
|
|
sshoot2,
|
|
idle2,
|
|
change,
|
|
rechange,
|
|
shoot3,
|
|
shoot4,
|
|
sshoot3,
|
|
sshoot4,
|
|
reload2,
|
|
coldcock
|
|
};
|
|
|
|
|
|
void weapon_m4a1_onPrimaryAttackRelease(player pl, weapondynamic_t arg_thisWeapon){
|
|
|
|
}
|
|
void weapon_m4a1_onSecondaryAttackRelease(player pl, weapondynamic_t arg_thisWeapon){
|
|
|
|
}
|
|
|
|
void weapon_m4a1_onThink(player pl, weapondynamic_t arg_thisWeapon){
|
|
weapon_gun_onThink(pl, (weapondata_gun_t*)ary_weaponData[WEAPON_ID::M4A1], arg_thisWeapon);
|
|
}
|
|
void weapon_m4a1_onColdCock(player pl, weapondynamic_t arg_thisWeapon){
|
|
|
|
if(pl.w_attack_next > 0){
|
|
return;
|
|
}
|
|
|
|
MELEE_HIT_RESPONSE hitRep = weapon_base_coldcock(pl, ary_weaponData[WEAPON_ID::M4A1], arg_thisWeapon, 40, 66);
|
|
weapon_base_setWholeAttackDelay(pl, 0.73f);
|
|
TS_Weapons_ViewAnimation_noLaserLock(weaponseq_m4a1::coldcock, 30.0f/40.0f);
|
|
arg_thisWeapon.iIronSight = 0; //disable, coldcock returns to non-ironsight look
|
|
|
|
if (hitRep == MELEE_HIT_RESPONSE::NONE ) {
|
|
TS_Weapons_PlaySoundDirect(pl, "player/closecombat.wav");
|
|
}else if(hitRep == MELEE_HIT_RESPONSE::SOFT){
|
|
TS_Weapons_PlaySoundDirect(pl, "player/closecombat.wav");
|
|
}else if(hitRep == MELEE_HIT_RESPONSE::METAL){
|
|
TS_Weapons_PlaySoundDirect(pl, "player/closecombat.wav");
|
|
}else if(hitRep == MELEE_HIT_RESPONSE::FLESH){
|
|
TS_Weapons_PlaySoundDirect(pl, "weapons/knife/knife_hitbody.wav");
|
|
}
|
|
|
|
}
|
|
|
|
|
|
weapondata_ironsight_t weapon_m4a1 =
|
|
{
|
|
WEAPONDATA_TYPEID_IRONSIGHT,
|
|
"M4A1",
|
|
"models/v_m4.mdl",
|
|
"models/p_m4.mdl",
|
|
"models/p_m4_sil.mdl",
|
|
"models/w_m4.mdl",
|
|
"sprites/weapons/m4.spr",
|
|
weapon_m4a1_onPrimaryAttackRelease,
|
|
weapon_m4a1_onSecondaryAttackRelease,
|
|
weapon_m4a1_onThink,
|
|
weapon_m4a1_onColdCock,
|
|
weaponseq_m4a1::idle,
|
|
weaponseq_m4a1::draw,
|
|
31.0f / 35.0f,
|
|
0.0625f, //fire delay.
|
|
7.0f, //dmg
|
|
TRUE,
|
|
BITS_WEAPONOPT_SILENCER | BITS_WEAPONOPT_LASERSIGHT | BITS_WEAPONOPT_FLASHLIGHT | BITS_WEAPONOPT_SCOPE,
|
|
BITS_WEAPONOPT_NONE,
|
|
4500,
|
|
40,
|
|
BUYCATEGORY_RIFLES,
|
|
4,
|
|
{0.007500, 2.750000, 0.000000},
|
|
WEAPON_AKIMBO_UPGRADE_ID::NONE,
|
|
BITS_FIREMODE_FULL | BITS_FIREMODE_SEMI,
|
|
BITS_FIREMODE_FULL,
|
|
AMMO_ID::_5P56NATO,
|
|
30, //clip
|
|
4096, //range
|
|
weaponseq_m4a1::reload,
|
|
96.0f / 35.0f,
|
|
1,
|
|
3,
|
|
2,
|
|
4,
|
|
{
|
|
weaponseq_m4a1::change,
|
|
21.0f/60.0f,
|
|
weaponseq_m4a1::rechange,
|
|
21.0f/60.0f,
|
|
weaponseq_m4a1::idle2,
|
|
weaponseq_m4a1::reload2,
|
|
96.0f / 35.0f,
|
|
{0.007500, 2.750000, 0.000000}
|
|
}
|
|
};
|
|
|
|
|
|
|
|
void
|
|
w_m4a1_precache(void)
|
|
{
|
|
weapon_precache(ary_weaponData[WEAPON_ID::M4A1]);
|
|
#ifdef SERVER
|
|
//precache_sound("weapons/m4/boltpull.wav");
|
|
//precache_sound("weapons/m4/clipin.wav");
|
|
//precache_sound("weapons/m4/clipout.wav");
|
|
precache_sound("weapons/m4/m4-fire-sil.wav");
|
|
precache_sound("weapons/m4/m4-fire.wav");
|
|
#else
|
|
|
|
#endif
|
|
}
|
|
|
|
void
|
|
w_m4a1_updateammo(player pl)
|
|
{
|
|
}
|
|
|
|
string
|
|
w_m4a1_wmodel(void)
|
|
{
|
|
return (*ary_weaponData[WEAPON_ID::M4A1]).sWorldModelPath;
|
|
}
|
|
|
|
string
|
|
w_m4a1_pmodel(void)
|
|
{
|
|
// Do we have the silencer?
|
|
player pl = (player)self;
|
|
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
|
|
if(!(arg_thisWeapon.iBitsUpgrade & BITS_WEAPONOPT_SILENCER) ){
|
|
return (*ary_weaponData[WEAPON_ID::M4A1]).sPlayerModelPath;
|
|
} else {
|
|
return (*ary_weaponData[WEAPON_ID::M4A1]).sPlayerSilencerModelPath;
|
|
}
|
|
}
|
|
|
|
string
|
|
w_m4a1_deathmsg(void)
|
|
{
|
|
return "";
|
|
}
|
|
|
|
void
|
|
w_m4a1_draw(void)
|
|
{
|
|
player pl = (player)self;
|
|
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
|
|
|
|
weapon_base_onEquip(pl, ary_weaponData[WEAPON_ID::M4A1], arg_thisWeapon);
|
|
}
|
|
|
|
void
|
|
w_m4a1_holster(void)
|
|
{
|
|
}
|
|
|
|
void
|
|
w_m4a1_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;
|
|
}
|
|
|
|
if(!(arg_thisWeapon.iBitsUpgrade & BITS_WEAPONOPT_SILENCER) ){
|
|
SoundPitched_Send(pl, SNDP_M4A1_FIRE);
|
|
} else {
|
|
SoundPitched_Send(pl, SNDP_M4A1_FIRE_SIL);
|
|
}
|
|
|
|
if(!arg_thisWeapon.iIronSight){
|
|
randomChoice = random();
|
|
if(randomChoice < 1/4){
|
|
TS_Weapons_ViewAnimation(weaponseq_m4a1::shoot1, (31.0f/30.0f) );
|
|
}else if(randomChoice < 2/4){
|
|
TS_Weapons_ViewAnimation(weaponseq_m4a1::shoot2, (31.0f/30.0f) );
|
|
}else if(randomChoice < 3/4){
|
|
TS_Weapons_ViewAnimation(weaponseq_m4a1::sshoot1, (31.0f/30.0f) );
|
|
}else{
|
|
TS_Weapons_ViewAnimation(weaponseq_m4a1::sshoot2, (31.0f/30.0f) );
|
|
}
|
|
}else{
|
|
randomChoice = random();
|
|
if(randomChoice < 1/4){
|
|
TS_Weapons_ViewAnimation(weaponseq_m4a1::shoot3, (31.0f/30.0f) );
|
|
}else if(randomChoice < 2/4){
|
|
TS_Weapons_ViewAnimation(weaponseq_m4a1::shoot4, (31.0f/30.0f) );
|
|
}else if(randomChoice < 3/4){
|
|
TS_Weapons_ViewAnimation(weaponseq_m4a1::sshoot3, (31.0f/30.0f) );
|
|
}else{
|
|
TS_Weapons_ViewAnimation(weaponseq_m4a1::sshoot4, (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::M4A1], 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_m4a1_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
|
|
|
|
}else{
|
|
// no scope? we use ironsights then.
|
|
weapon_ironsight_ToggleIronsight(pl, (weapondata_ironsight_t*)ary_weaponData[WEAPON_ID::M4A1], arg_thisWeapon);
|
|
}
|
|
|
|
}
|
|
|
|
|
|
void
|
|
w_m4a1_reload(void)
|
|
{
|
|
player pl = (player)self;
|
|
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
|
|
|
|
weapon_ironsight_Reload(pl, (weapondata_ironsight_t*)ary_weaponData[WEAPON_ID::M4A1], arg_thisWeapon);
|
|
}
|
|
|
|
float
|
|
w_m4a1_aimanim(void)
|
|
{
|
|
return self.flags & FL_CROUCHING ? ANIM_CR_AIM1HAND : ANIM_AIM1HAND;
|
|
}
|
|
|
|
void
|
|
w_m4a1_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::M4A1], arg_thisWeapon);
|
|
|
|
}
|
|
|
|
void
|
|
w_m4a1_hudpic(int selected, vector pos, float a)
|
|
{
|
|
//
|
|
}
|
|
|
|
weapon_t w_m4a1 =
|
|
{
|
|
|
|
.name = "m4a1",
|
|
.id = 0, // not using this
|
|
.slot = 2, // ?
|
|
.slot_pos = 0, // not using this
|
|
.weight = 0, // not using this
|
|
.draw = w_m4a1_draw,
|
|
.holster = w_m4a1_holster,
|
|
.primary = w_m4a1_primary,
|
|
.secondary = w_m4a1_secondary,
|
|
.reload = w_m4a1_reload,
|
|
.release = NULL,
|
|
.crosshair = w_m4a1_hud,
|
|
.precache = w_m4a1_precache,
|
|
.pickup = NULL,
|
|
.updateammo = w_m4a1_updateammo,
|
|
.wmodel = w_m4a1_wmodel,
|
|
.pmodel = w_m4a1_pmodel,
|
|
.deathmsg = w_m4a1_deathmsg,
|
|
.aimanim = w_m4a1_aimanim,
|
|
.hudpic = NULL
|
|
|
|
};
|
|
|