ts/src/shared/weapons/weapon_glock18.qc

274 lines
6.8 KiB
Plaintext

enum weaponseq_glock18{
idle = 0,
reload = 1,
draw = 2,
shoot1 = 3,
shoot2 = 4,
shootempty = 5
};
void weapon_glock18_onPrimaryAttackRelease(player pl, weapondynamic_t arg_thisWeapon){
return FALSE;
}
void weapon_glock18_onSecondaryAttackRelease(player pl, weapondynamic_t arg_thisWeapon){
return FALSE;
}
void weapon_glock18_onThink(player pl, weapondynamic_t arg_thisWeapon){
weapon_gun_onThink(pl, (weapondata_gun_t*)ary_weaponData[WEAPON_ID::GLOCK18], arg_thisWeapon);
}
void weapon_glock18_onColdCock(player pl, weapondynamic_t arg_thisWeapon){
}
weapondata_gun_t weapon_glock18 =
{
WEAPONDATA_TYPEID_GUN,
"Glock-18",
"models/v_glock18.mdl",
"models/p_glock18.mdl",
"models/p_glock18_sil.mdl",
"models/w_glock18.mdl",
"sprites/weapons/glock18.spr",
weapon_glock18_onPrimaryAttackRelease,
weapon_glock18_onSecondaryAttackRelease,
weapon_glock18_onThink,
weapon_glock18_onColdCock,
NULL,
weaponseq_glock18::idle,
weaponseq_glock18::draw,
31.0f / 30.0f,
0.06, //fire delay.
10.0f,
TRUE,
BITS_WEAPONOPT_SILENCER | BITS_WEAPONOPT_LASERSIGHT | BITS_WEAPONOPT_FLASHLIGHT,
BITS_WEAPONOPT_NONE,
850,
10,
BUYCATEGORY_HANDGUNS,
2,
{0.022000, 1.500000, 0.007000},
//{0.02000, 0, 0.500000},
WEAPON_AKIMBO_UPGRADE_ID::NONE,
BITS_FIREMODE_SEMI | BITS_FIREMODE_FULL,
BITS_FIREMODE_FULL,
AMMO_ID::_9X19MM,
17,
4096,
weaponseq_glock18::reload,
54.0f / 26.0f,
1,
2,
2,
-1
};
// WEAPON_GLOCK -> WEAPON_ID::GLOCK18
// .glockmag -> .ary_ammoTotal[AMMO_ID::_9x19mm]
void
w_glock18_precache(void)
{
weapon_precache(ary_weaponData[WEAPON_ID::GLOCK18]);
#ifdef SERVER
//precache_sound("weapons/glock/clipin.wav");
//precache_sound("weapons/glock/clipout.wav");
precache_sound("weapons/glock/glock-fire-sil.wav");
precache_sound("weapons/glock/glock-fire.wav");
//precache_sound("weapons/glock/slideback.wav");
#else
#endif
}
// Should FreeTS even use updateammo? Example of how to use it if so:
void
w_glock18_updateammo(player pl)
{
// FreeHL's way for reference:
//Weapons_UpdateAmmo(pl, pl.glock_mag, pl.ammo_9mm, -1);
// FreeTS way to use weapondata stats to make that call:
//weapon_gun_updateAmmo(pl, WEAPON_ID::GLOCK18);
}
string
w_glock18_wmodel(void)
{
return (*ary_weaponData[WEAPON_ID::GLOCK18]).sWorldModelPath;
}
string
w_glock18_pmodel(player pl)
{
// 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::GLOCK18]).sPlayerModelPath;
} else {
return (*ary_weaponData[WEAPON_ID::GLOCK18]).sPlayerSilencerModelPath;
}
}
string
w_glock18_deathmsg(void)
{
return "";
}
void
w_glock18_draw(player pl)
{
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
weapon_base_onEquip(pl, ary_weaponData[WEAPON_ID::GLOCK18], arg_thisWeapon);
}
void
w_glock18_holster(player pl)
{
}
void
w_glock18_primary(player pl)
{
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;
}
//TAGGG - TODO - make sndshd files to contain lists for these instead.
if(!(arg_thisWeapon.iBitsUpgrade & BITS_WEAPONOPT_SILENCER) ){
SoundPitched_Send(pl, SNDP_GLOCK18_FIRE);
} else {
SoundPitched_Send(pl, SNDP_GLOCK18_FIRE_SIL);
}
if(arg_thisWeapon.iClipLeft > 1){
// more than 1 bullet left? Typical
int r = (float)input_sequence % 2;
if (r == 0) {
TS_Weapons_ViewAnimation(weaponseq_glock18::shoot1, (31.0f/30.0f));
} else {
TS_Weapons_ViewAnimation(weaponseq_glock18::shoot2, (31.0f/30.0f));
}
}else{
// Only 1 left? Assume it's about to be gone
TS_Weapons_ViewAnimation(weaponseq_glock18::shootempty, (31.0f/30.0f) );
}
// TODO.
// For now using lazy HL defaults for muzzle flashes, I'll leave
// TS's own muzzle flashes, whichever ones are even used, for another time
//weapon_ShowMuzzleFlash(MUZZLEFLASH_ID::SMALL);
//weapon_EjectShell(SHELLEJECT_ID::_9MM);
// Nope! Doing both in the same event for now, not sure if any other options
// to not have issues with packet delays.
// The old way in ShowMuzzleFlash didn't use the event system, so it being called
// every single frame until a server update (force packet delays) resets the muzzle
// flash to full until the ping-time is reached. It appears to stay solid the whole
// time. But doing two events at the same time is not an option because there is
// only one event at a time that can be stored, see Nuclide's src/cleint/view.qc,
// m_pEventCall. Being set before it is reached, exact same 0.0 time or not, overwrites
// the previous value so only the most recent call has any effect.
// One method, "weapon_ViewModelEffects" that accepts both will do, since NONE are also
// choices for any oddballs out there
if(!(arg_thisWeapon.iBitsUpgrade & BITS_WEAPONOPT_SILENCER) ){
weapon_ClientEffects(MUZZLEFLASH_ID::SMALL, SHELLEJECT_ID::_9MM);
} else {
weapon_EjectShell(SHELLEJECT_ID::_9MM);
}
weapon_base_onAttack(pl, ary_weaponData[WEAPON_ID::GLOCK18], arg_thisWeapon, BITS_AKIMBOCHOICE_LEFT);
// nothing too special for that.
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_glock18_reload(player pl)
{
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
weapon_gun_Reload(pl, (weapondata_gun_t*)ary_weaponData[WEAPON_ID::GLOCK18], arg_thisWeapon);
}
// ???
float
w_glock18_aimanim(player pl)
{
return self.flags & FL_CROUCHING ? ANIM_CR_AIM1HAND : ANIM_AIM1HAND;
}
void
w_glock18_hud(player pl)
{
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
weapon_gun_onDrawHUD(pl, (weapondata_gun_t*)ary_weaponData[WEAPON_ID::GLOCK18], arg_thisWeapon);
}
// NOPE! Handled by the BuyMenu, could make this give the instructions for drawing the
// button with the icon if really wanted
void
w_glock18_hudpic(player pl, int selected, vector pos, float a)
{
//
}
weapon_t w_glock18 =
{
.name = "glock18",
.id = 0, // not using this
.slot = 2, // ?
.slot_pos = 0, // not using this
.weight = 0, // not using this
.draw = w_glock18_draw,
.holster = w_glock18_holster,
.primary = w_glock18_primary,
.secondary = NULL,
.reload = w_glock18_reload,
.release = NULL,
.postdraw = w_glock18_hud,
.precache = w_glock18_precache,
.pickup = NULL,
.updateammo = w_glock18_updateammo,
.wmodel = w_glock18_wmodel,
.pmodel = w_glock18_pmodel,
.deathmsg = w_glock18_deathmsg,
.aimanim = w_glock18_aimanim,
.hudpic = NULL
};