331 lines
9.2 KiB
Plaintext
331 lines
9.2 KiB
Plaintext
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enum weaponseq_akimbocolts{
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idle,
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reload,
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draw,
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rightshoot,
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leftshoot,
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rightshootlast,
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leftshootlast,
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linkedshoot,
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linkedshootlast
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};
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void weapon_akimbocolts_akimbo_onPrimaryAttackRelease(player pl, weapondynamic_t arg_thisWeapon){
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}
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void weapon_akimbocolts_akimbo_onSecondaryAttackRelease(player pl, weapondynamic_t arg_thisWeapon){
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}
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void weapon_akimbocolts_akimbo_onThink(player pl, weapondynamic_t arg_thisWeapon){
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weapon_gun_onThink(pl, (weapondata_gun_t*)ary_weaponData[WEAPON_ID::AKIMBOCOLTS], arg_thisWeapon);
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}
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void weapon_akimbocolts_akimbo_onColdCock(player pl, weapondynamic_t arg_thisWeapon){
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}
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weapondata_gun_t weapon_akimbocolts =
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{
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WEAPONDATA_TYPEID_GUN,
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"Golden Colts",
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"models/v_gold.mdl",
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"models/p_gold.mdl",
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"",
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"models/w_gold.mdl",
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"sprites/weapons/gold.spr",
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weapon_akimbocolts_akimbo_onPrimaryAttackRelease,
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weapon_akimbocolts_akimbo_onSecondaryAttackRelease,
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weapon_akimbocolts_akimbo_onThink,
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weapon_akimbocolts_akimbo_onColdCock,
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NULL,
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weaponseq_akimbocolts::idle,
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weaponseq_akimbocolts::draw,
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31.0f / 30.0f,
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0.19f, //fire delay
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15.0f, //dmg
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TRUE,
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BITS_WEAPONOPT_AKIMBO,
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BITS_WEAPONOPT_AKIMBO,
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2600, //for use if bought straight-off akimbo, not upgraded.
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20,
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BUYCATEGORY_HANDGUNS,
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5,
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{0.015000, 2.000000, 0.000000},
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// No singular variant, so this stays as it is.
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WEAPON_AKIMBO_UPGRADE_ID::NONE,
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BITS_FIREMODE_AKIMBO_SEMI_AUTO | BITS_FIREMODE_AKIMBO_FREE_SEMI,
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BITS_FIREMODE_AKIMBO_SEMI_AUTO,
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AMMO_ID::_45ACP,
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16, //clip
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4096, //range
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weaponseq_akimbocolts::reload,
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101.0f / 35.0f,
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1,
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-1,
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2,
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-1
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};
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void
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w_akimbocolts_precache(void)
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{
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weapon_precache(ary_weaponData[WEAPON_ID::AKIMBOCOLTS]);
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#ifdef SERVER
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//precache_sound("weapons/gold/clipin.wav");
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//precache_sound("weapons/gold/clipout.wav");
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precache_sound("weapons/gold/gold-fire.wav");
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//precache_sound("weapons/gold/sliderelease.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_akimbocolts_updateammo(player pl)
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{
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}
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string
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w_akimbocolts_wmodel(void)
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{
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return (*ary_weaponData[WEAPON_ID::AKIMBOCOLTS]).sWorldModelPath;
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}
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string
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w_akimbocolts_pmodel(player pl)
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{
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weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
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return (*ary_weaponData[WEAPON_ID::AKIMBOCOLTS]).sPlayerModelPath;
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}
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string
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w_akimbocolts_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_akimbocolts_draw(player pl)
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{
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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::AKIMBOCOLTS], arg_thisWeapon);
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}
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void
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w_akimbocolts_holster(player pl)
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{
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}
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// General attack method to be called by primary or secondary fire as needed.
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// The firemode used determines whether only pressing primary fire works (alternate b/w
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// the Akimbo weapons with each shot), or primary & secondary control the left/right
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// Akimbo weapons consistently.
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// Putting it here avoids duplicating a bunch of code.
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// Also, "attackTypeUsed" is whether primary (FALSE) or secondary (TRUE) lead to this point.
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void weapon_akimbocolts_akimbo_attack(player pl, weapondynamic_t arg_thisWeapon, int attackTypeUsed){
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//weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
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//special case
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int finalAkimboChoice = BITS_AKIMBOCHOICE_NONE; //default
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// NOTE! weapon_akimbo_semiAttackChoice already handles telling to skip firing if
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// pl.recentAttackHadAmmo == FALSE or finalAkimboChoice is 0 or -1, no need
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// to keep track of w_attack_next per variant.
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// Also,
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//TODO - CRITICAL!
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// Muzzle flashes and shell ejections for akimbo pending!
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// because I am not copy/pasting this monstrosity 5 times.
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finalAkimboChoice = weapon_akimbo_semiAttackChoice(pl, ary_weaponData[WEAPON_ID::AKIMBOCOLTS], arg_thisWeapon, attackTypeUsed);
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if(finalAkimboChoice == -1){
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//pl.akimboFirePrev = 0;
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return;
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}
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if(pl.recentAttackHadAmmo == FALSE){
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if((finalAkimboChoice & BITS_AKIMBOCHOICE_LEFT)){
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PLAY_CLICK_SOUND_LEFT
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}
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if((finalAkimboChoice & BITS_AKIMBOCHOICE_RIGHT)){
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PLAY_CLICK_SOUND_RIGHT
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}
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return;
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}
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// ?? Is this even possible?
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if(finalAkimboChoice == 0){
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//pl.akimboFirePrev = 0;
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return;
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}
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// Use me for things the recent firing round already did to avoid redundancy.
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// That is, if left-click was pressed a fraction of a second ago and then right-click
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// to force leading here to play the dual-fire anim, no need to do the muzzle flash,
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// shell ejection and traceattack call for the left weapon.
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// Viewmodel anims (the whole point) and fire delays are OK to set based off the
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// sudden dual-fire request though.
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int effectiveAkimboChoice = finalAkimboChoice & ~pl.akimboTest; //finalAkimboChoice;//BITS_AKIMBOCHOICE_NONE & ~pl.akimboTest
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weapon_base_onAttack(pl, ary_weaponData[WEAPON_ID::AKIMBOCOLTS], arg_thisWeapon, effectiveAkimboChoice);
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if(effectiveAkimboChoice & BITS_AKIMBOCHOICE_LEFT){
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SoundPitched_Send(pl, SNDP_AKIMBOCOLTS_FIRE);
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}
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if(effectiveAkimboChoice & BITS_AKIMBOCHOICE_RIGHT){
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SoundPitched_Send(pl, SNDP_AKIMBOCOLTS_FIRE);
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}
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if(pl.akimboTest == 0 && !(finalAkimboChoice == BITS_AKIMBOCHOICE_BOTH)){
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// Not both fire types chosen
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// Firing the opposite way within this time will let the dual animation play.
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pl.akimboDualFireToleranceTime = 0.06f; //3.0f; //0.07f;
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if(finalAkimboChoice == BITS_AKIMBOCHOICE_LEFT){
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//printfline("VM: LEFT");
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if(!arg_thisWeapon.iIronSight){
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if(arg_thisWeapon.iClipLeft > 0 ){
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TS_Weapons_ViewAnimation(pl, weaponseq_akimbocolts::leftshoot, 31.0f/30.0f);
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}else{
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TS_Weapons_ViewAnimation(pl, weaponseq_akimbocolts::leftshootlast, 31.0f/30.0f);
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}
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}else{
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// ...
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}
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weapon_base_setLeftAttackDelay(pl, (*ary_weaponData[pl.activeweapon]).fAttackDelay);
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if(arg_thisWeapon.iFireModeAkimbo == BITS_FIREMODE_AKIMBO_SEMI_AUTO){
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// in semi fire, set the opposite delay a little too.
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weapon_base_setRightAttackDelay_AtLeast(pl, (*ary_weaponData[pl.activeweapon]).fAttackDelay * 0.5);
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}else if(arg_thisWeapon.iFireModeAkimbo == BITS_FIREMODE_AKIMBO_FREE_SEMI){
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weapon_base_setRightAttackDelay_AtLeast(pl, (*ary_weaponData[pl.activeweapon]).fAttackDelay * 0.3);
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}
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}else if(finalAkimboChoice == BITS_AKIMBOCHOICE_RIGHT){
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//printfline("VM: RIGHT");
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if(!arg_thisWeapon.iIronSight){
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if(arg_thisWeapon.iClipAkimboLeft > 0 ){
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TS_Weapons_ViewAnimation(pl, weaponseq_akimbocolts::rightshoot, 31.0f/30.0f);
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}else{
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TS_Weapons_ViewAnimation(pl, weaponseq_akimbocolts::rightshootlast, 31.0f/30.0f);
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}
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}else{
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// ...
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}
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weapon_base_setRightAttackDelay(pl, (*ary_weaponData[pl.activeweapon]).fAttackDelay);
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if(arg_thisWeapon.iFireModeAkimbo == BITS_FIREMODE_AKIMBO_SEMI_AUTO){
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weapon_base_setLeftAttackDelay_AtLeast(pl, (*ary_weaponData[pl.activeweapon]).fAttackDelay * 0.5);
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}else if(arg_thisWeapon.iFireModeAkimbo == BITS_FIREMODE_AKIMBO_FREE_SEMI){
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weapon_base_setLeftAttackDelay_AtLeast(pl, (*ary_weaponData[pl.activeweapon]).fAttackDelay * 0.3);
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}
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}
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}else{
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//printfline("VM: BOTH");
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// dual fire'd? Don't use it for doing this again.
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pl.akimboDualFireToleranceTime = 0;
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// both fire types?
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if(!arg_thisWeapon.iIronSight){
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if(arg_thisWeapon.iClipLeft > 0 || arg_thisWeapon.iClipAkimboLeft > 0 ){
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TS_Weapons_ViewAnimation(pl, weaponseq_akimbocolts::linkedshoot, 31.0f/30.0f);
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}else{
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TS_Weapons_ViewAnimation(pl, weaponseq_akimbocolts::linkedshootlast, 31.0f/30.0f);
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}
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}else{
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// ...
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}
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weapon_base_setWholeAttackDelay(pl, (*ary_weaponData[pl.activeweapon]).fAttackDelay * 1);
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}
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if(!(arg_thisWeapon.iBitsUpgrade & BITS_WEAPONOPT_SILENCER) ){
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weapon_ClientEffectsAkimbo(MUZZLEFLASH_ID::SMALL, SHELLEJECT_ID::GENERIC, finalAkimboChoice);
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} else {
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weapon_EjectShellAkimbo(SHELLEJECT_ID::GENERIC, finalAkimboChoice);
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}
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}// weapon_akimbocolts_akimbo_attack
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void
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w_akimbocolts_primary(player pl)
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{
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weapon_gun_akimbo_semi_primaryAttack(weapon_akimbocolts_akimbo_attack);
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}
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void
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w_akimbocolts_secondary(player pl)
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{
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weapon_gun_akimbo_semi_secondaryAttack(weapon_akimbocolts_akimbo_attack);
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}
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void
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w_akimbocolts_reload(player pl)
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{
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weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
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weapon_gun_Reload(pl, (weapondata_gun_t*)ary_weaponData[WEAPON_ID::AKIMBOCOLTS], arg_thisWeapon);
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}
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float
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w_akimbocolts_aimanim(player pl)
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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_akimbocolts_hud(player pl)
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{
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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::AKIMBOCOLTS], arg_thisWeapon);
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}
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void
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w_akimbocolts_hudpic(player pl, 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_akimbocolts =
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{
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.name = "akimbocolts",
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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_akimbocolts_draw,
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.holster = w_akimbocolts_holster,
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.primary = w_akimbocolts_primary,
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.secondary = w_akimbocolts_secondary,
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.reload = w_akimbocolts_reload,
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.release = NULL,
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.postdraw = w_akimbocolts_hud,
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.precache = w_akimbocolts_precache,
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.pickup = NULL,
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.updateammo = w_akimbocolts_updateammo,
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.wmodel = w_akimbocolts_wmodel,
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.pmodel = w_akimbocolts_pmodel,
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.deathmsg = w_akimbocolts_deathmsg,
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.aimanim = w_akimbocolts_aimanim,
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.hudpic = NULL
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};
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