312 lines
7.6 KiB
Plaintext
312 lines
7.6 KiB
Plaintext
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enum weaponseq_sawedoff{
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idle,
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draw,
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reload,
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shoot1,
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shoot2,
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idleb,
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reloadb,
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shoot1b,
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shoot2b,
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reload_sigle,
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reloadb_sigle,
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change,
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rechange,
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coldcock
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};
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void weapon_sawedoff_onPrimaryAttackRelease(player pl, weapondynamic_t arg_thisWeapon){
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}
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void weapon_sawedoff_onSecondaryAttackRelease(player pl, weapondynamic_t arg_thisWeapon){
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}
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void weapon_sawedoff_onThink(player pl, weapondynamic_t arg_thisWeapon){
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// not weapon_shotgun_onThink_reloadLogic! Pushes the clip to max in one go like
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// any other weapon
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weapon_gun_onThink(pl, (weapondata_gun_t*)ary_weaponData[WEAPON_ID::SAWEDOFF], arg_thisWeapon);
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}
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void weapon_sawedoff_onColdCock(player pl, weapondynamic_t arg_thisWeapon){
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if(pl.w_attack_next > 0){
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return;
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}
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MELEE_HIT_RESPONSE hitRep = weapon_base_coldcock(pl, ary_weaponData[WEAPON_ID::SAWEDOFF], arg_thisWeapon, 40, 66);
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weapon_base_setWholeAttackDelay(pl, 0.73f);
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TS_Weapons_ViewAnimation_noLaserLock(weaponseq_sawedoff::coldcock, (30.0f/30.0f) );
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arg_thisWeapon.iIronSight = 0; // disable, coldcock returns to non-ironsight look
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if (hitRep == MELEE_HIT_RESPONSE::NONE ) {
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TS_Weapons_PlaySoundDirect(pl, "player/closecombat.wav");
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}else if(hitRep == MELEE_HIT_RESPONSE::SOFT){
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TS_Weapons_PlaySoundDirect(pl, "player/closecombat.wav");
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}else if(hitRep == MELEE_HIT_RESPONSE::METAL){
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TS_Weapons_PlaySoundDirect(pl, "player/closecombat.wav");
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}else if(hitRep == MELEE_HIT_RESPONSE::FLESH){
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TS_Weapons_PlaySoundDirect(pl, "weapons/knife/knife_hitbody.wav");
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}
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}
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weapondata_ironsight_t weapon_sawedoff =
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{
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WEAPONDATA_TYPEID_IRONSIGHT,
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"Sawed-off",
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"models/v_sawedoff.mdl",
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"models/p_sawedoff.mdl",
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"",
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"models/w_sawedoff.mdl",
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"sprites/weapons/sawedoff.spr",
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weapon_sawedoff_onPrimaryAttackRelease,
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weapon_sawedoff_onSecondaryAttackRelease,
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weapon_sawedoff_onThink,
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weapon_sawedoff_onColdCock,
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weaponseq_sawedoff::idle,
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weaponseq_sawedoff::draw,
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31.0f / 33.0f,
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0.0625f, //fire delay.
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7.0f, //dmg
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TRUE,
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BITS_WEAPONOPT_LASERSIGHT,
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BITS_WEAPONOPT_NONE,
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1900,
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20,
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BUYCATEGORY_SHOTGUNS,
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4,
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{0.070000, 7.000000, 0.000000},
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WEAPON_AKIMBO_UPGRADE_ID::NONE,
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BITS_FIREMODE_SEMI,
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BITS_FIREMODE_SEMI,
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AMMO_ID::_SHELLS,
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2, //clip
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4096, //range
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weaponseq_sawedoff::reload_sigle,
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61/30, //delay.
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-1,
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-1,
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-1,
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-1,
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{
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weaponseq_sawedoff::change,
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21.0f/40.0f,
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weaponseq_sawedoff::rechange,
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21.0f/40.0f,
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weaponseq_sawedoff::idleb,
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weaponseq_sawedoff::reloadb_sigle,
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61/30, //delay.
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{0.070000, 7.000000, 0.000000}
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}
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};
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void
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w_sawedoff_precache(void)
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{
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weapon_precache(ary_weaponData[WEAPON_ID::SAWEDOFF]);
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#ifdef SERVER
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//precache_sound("weapons/sawedoff/close.wav");
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precache_sound("weapons/sawedoff/fire.wav");
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// the ak47 fire sound is copied in the as-is files. Why?
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//precache_sound("weapons/sawedoff/fire1.wav");
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//precache_sound("weapons/sawedoff/insert-shell.wav");
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//precache_sound("weapons/sawedoff/open.wav");
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//precache_sound("weapons/sawedoff/shelldrop.wav");
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//precache_sound("weapons/sawedoff/shellout.wav");
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//precache_sound("weapons/sawedoff/tapspan.wav");
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#else
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#endif
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}
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void
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w_sawedoff_updateammo(player pl)
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{
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}
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string
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w_sawedoff_wmodel(void)
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{
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return (*ary_weaponData[WEAPON_ID::SAWEDOFF]).sWorldModelPath;
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}
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string
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w_sawedoff_pmodel(void)
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{
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player pl = (player)self;
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weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
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return (*ary_weaponData[WEAPON_ID::SAWEDOFF]).sPlayerModelPath;
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}
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string
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w_sawedoff_deathmsg(void)
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{
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return "";
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}
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void
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w_sawedoff_draw(void)
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{
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player pl = (player)self;
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weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
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weapon_base_onEquip(pl, ary_weaponData[WEAPON_ID::SAWEDOFF], arg_thisWeapon);
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}
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void
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w_sawedoff_holster(void)
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{
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}
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void
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w_sawedoff_primary(void)
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{
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player pl = (player)self;
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weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
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if (pl.w_attack_next > 0.0) {
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return;
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}
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if(arg_thisWeapon.iFireMode == BITS_FIREMODE_SEMI){
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INPUT_PRIMARY_TAP_GATE
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}
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if (!arg_thisWeapon.iClipLeft || WEAPON_UNDERWATER_CHECK) {
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PLAY_CLICK_SOUND
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return;
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}
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SoundPitched_Send(pl, SNDP_SAWEDOFF_FIRE);
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int r;
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if(!arg_thisWeapon.iIronSight){
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r = (float)input_sequence % 2;
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if(r == 0){
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TS_Weapons_ViewAnimation(weaponseq_sawedoff::shoot1, 31.0f/33.0f);
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}else{
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TS_Weapons_ViewAnimation(weaponseq_sawedoff::shoot2, 31.0f/33.0f);
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}
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}else{
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r = (float)input_sequence % 2;
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if(r == 0){
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TS_Weapons_ViewAnimation(weaponseq_sawedoff::shoot1b, 31.0f/33.0f);
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}else{
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TS_Weapons_ViewAnimation(weaponseq_sawedoff::shoot2b, 31.0f/33.0f);
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}
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}
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// no shell eject
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weapon_ShowMuzzleFlash(MUZZLEFLASH_ID::SMALL);
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weapon_base_onAttack(pl, ary_weaponData[WEAPON_ID::SAWEDOFF], arg_thisWeapon, BITS_AKIMBOCHOICE_LEFT);
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weapon_base_setWholeAttackDelay(pl, (*ary_weaponData[arg_thisWeapon.weaponID]).fAttackDelay);
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if (self.flags & FL_CROUCHING){
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Animation_PlayerTop(pl, ANIM_CR_SHOOT1HAND, 0.2f);
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}else{
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Animation_PlayerTop(pl, ANIM_SHOOT1HAND, 0.2f);
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}
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}
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void
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w_sawedoff_secondary(void)
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{
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player pl = (player)self;
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weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
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weapon_ironsight_ToggleIronsight(pl, (weapondata_ironsight_t*)ary_weaponData[WEAPON_ID::SAWEDOFF], arg_thisWeapon);
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}
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// need custom reload logic, works more like a typical weapon
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void
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w_sawedoff_reload(void)
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{
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int reloadSeq;
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float reloadDur;
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player pl = (player)self;
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weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
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//weapon_ironsight_Reload(pl, (weapondata_ironsight_t*)ary_weaponData[WEAPON_ID::SAWEDOFF], arg_thisWeapon);
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// CHECK - we have two reload anims for ordinary and ironsight mode each.
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// One for if we have 1 clip left, another for if we have 0 clip left.
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if(arg_thisWeapon.iClipLeft == 0){
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// do the both-empty reload anim.
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if(!arg_thisWeapon.iIronSight){
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reloadSeq = weaponseq_sawedoff::reload;
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}else{
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reloadSeq = weaponseq_sawedoff::reloadb;
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}
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}else{
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// wasn't 0? must be 1. Otherwise we wouldn't have reached this point.
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if(!arg_thisWeapon.iIronSight){
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reloadSeq = weaponseq_sawedoff::reload_sigle;
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}else{
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reloadSeq = weaponseq_sawedoff::reloadb_sigle;
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}
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}
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reloadDur = 61.0f/30.0f;
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weapon_gun_Reload_CustomSequence(pl, (weapondata_gun_t*)ary_weaponData[WEAPON_ID::SAWEDOFF], arg_thisWeapon, reloadSeq, reloadDur);
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}
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float
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w_sawedoff_aimanim(void)
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{
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return self.flags & FL_CROUCHING ? ANIM_CR_AIM1HAND : ANIM_AIM1HAND;
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}
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void
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w_sawedoff_hud(void)
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{
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player pl = (player)self;
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weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
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weapon_gun_onDrawHUD(pl, (weapondata_gun_t*)ary_weaponData[WEAPON_ID::SAWEDOFF], arg_thisWeapon);
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}
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void
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w_sawedoff_hudpic(int selected, vector pos, float a)
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{
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//
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}
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weapon_t w_sawedoff =
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{
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.name = "sawedoff",
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.id = 0, // not using this
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.slot = 2, // ?
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.slot_pos = 0, // not using this
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.weight = 0, // not using this
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.draw = w_sawedoff_draw,
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.holster = w_sawedoff_holster,
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.primary = w_sawedoff_primary,
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.secondary = w_sawedoff_secondary,
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.reload = w_sawedoff_reload,
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.release = NULL,
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.crosshair = w_sawedoff_hud,
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.precache = w_sawedoff_precache,
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.pickup = NULL,
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.updateammo = w_sawedoff_updateammo,
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.wmodel = w_sawedoff_wmodel,
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.pmodel = w_sawedoff_pmodel,
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.deathmsg = w_sawedoff_deathmsg,
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.aimanim = w_sawedoff_aimanim,
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.hudpic = NULL
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};
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