ts/src/shared/weapons/weapon_barrettm82.qc

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enum weaponseq_barrettm82{
idle,
reload,
draw,
shoot,
shoot2
};
void weapon_barrettm82_onPrimaryAttackRelease(player pl, weapondynamic_t arg_thisWeapon){
}
void weapon_barrettm82_onSecondaryAttackRelease(player pl, weapondynamic_t arg_thisWeapon){
}
void weapon_barrettm82_onThink(player pl, weapondynamic_t arg_thisWeapon){
weapon_gun_onThink(pl, (weapondata_gun_t*)ary_weaponData[WEAPON_ID::BARRETTM82], arg_thisWeapon);
}
void weapon_barrettm82_onColdCock(player pl, weapondynamic_t arg_thisWeapon){
}
void weapon_barrettm82_onSetZoomLevel(player pl){
switch(pl.iZoomLevel){
case 0:pl.flZoomTarget = 1.00f;break;
case 1:pl.flZoomTarget = 0.40f;break;
case 2:pl.flZoomTarget = 0.10f;break;
}
}
weapondata_gun_t weapon_barrettm82 =
{
WEAPONDATA_TYPEID_GUN,
"Barrett M82A1",
"models/v_m82.mdl",
"models/p_m82.mdl",
"",
"models/w_m82.mdl",
"sprites/weapons/m82.spr",
weapon_barrettm82_onPrimaryAttackRelease,
weapon_barrettm82_onSecondaryAttackRelease,
weapon_barrettm82_onThink,
weapon_barrettm82_onColdCock,
weapon_barrettm82_onSetZoomLevel,
weaponseq_barrettm82::idle,
weaponseq_barrettm82::draw,
31.0f / 30.0f,
0.0625f, //fire delay.
7.0f, //dmg
FALSE,
BITS_WEAPONOPT_LASERSIGHT | BITS_WEAPONOPT_SCOPE,
BITS_WEAPONOPT_SCOPE,
9000,
70,
BUYCATEGORY_RIFLES,
4,
{0.001000, 10.000000, 0.100000},
WEAPON_AKIMBO_UPGRADE_ID::NONE,
BITS_FIREMODE_SEMI,
BITS_FIREMODE_SEMI,
AMMO_ID::_50BMG,
5, //clip
4096, //range
weaponseq_barrettm82::reload,
57.0f / 30.0f,
-1,
-1,
-1,
-1
};
void
w_barrettm82_precache(void)
{
weapon_precache(ary_weaponData[WEAPON_ID::BARRETTM82]);
#ifdef SERVER
//precache_sound("weapons/barrett/clipin.wav");
//precache_sound("weapons/barrett/clipout.wav");
precache_sound("weapons/barrett/fire.wav");
//precache_sound("weapons/barrett/slideback.wav");
#else
#endif
}
void
w_barrettm82_updateammo(player pl)
{
}
string
w_barrettm82_wmodel(void)
{
return (*ary_weaponData[WEAPON_ID::BARRETTM82]).sWorldModelPath;
}
string
w_barrettm82_pmodel(player pl)
{
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
return (*ary_weaponData[WEAPON_ID::BARRETTM82]).sPlayerModelPath;
}
string
w_barrettm82_deathmsg(void)
{
return "";
}
void
w_barrettm82_draw(player pl)
{
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
weapondata_basic_t* basicP = ary_weaponData[WEAPON_ID::BARRETTM82];
weapon_base_onEquip(pl, basicP, arg_thisWeapon);
}
void
w_barrettm82_holster(player pl)
{
}
void
w_barrettm82_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;
}
SoundPitched_Send(pl, SNDP_BARRETTM82_FIRE);
int r = (float)input_sequence % 2;
if(r == 0){
TS_Weapons_ViewAnimation(pl, weaponseq_barrettm82::shoot, 31.0f/30.0f);
}else{
TS_Weapons_ViewAnimation(pl, weaponseq_barrettm82::shoot2, 31.0f/30.0f);
}
weapon_ClientEffects(MUZZLEFLASH_ID::RIFLE, SHELLEJECT_ID::_56);
weapon_base_onAttack(pl, ary_weaponData[WEAPON_ID::BARRETTM82], 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_barrettm82_secondary(player pl)
{
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
INPUT_SECONDARY_TAP_GATE
if(arg_thisWeapon.iBitsUpgrade & BITS_WEAPONOPT_SCOPE){
// toggle through the zoom.
int newZoomLevel = ((float)pl.iZoomLevel + 1) % 3;
pl.setZoomLevel(newZoomLevel);
}
}
void
w_barrettm82_reload(player pl)
{
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
weapon_gun_Reload(pl, (weapondata_gun_t*)ary_weaponData[WEAPON_ID::BARRETTM82], arg_thisWeapon);
}
float
w_barrettm82_aimanim(player pl)
{
return self.flags & FL_CROUCHING ? ANIM_CR_AIM1HAND : ANIM_AIM1HAND;
}
void
w_barrettm82_hud(player pl)
{
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
weapon_gun_onDrawHUD(pl, (weapondata_gun_t*)ary_weaponData[WEAPON_ID::BARRETTM82], arg_thisWeapon);
}
void
w_barrettm82_hudpic(player pl, int selected, vector pos, float a)
{
//
}
weapon_t w_barrettm82 =
{
.name = "barrettm82",
.id = 0, // not using this
.slot = 2, // ?
.slot_pos = 0, // not using this
.weight = 0, // not using this
.draw = w_barrettm82_draw,
.holster = w_barrettm82_holster,
.primary = w_barrettm82_primary,
.secondary = w_barrettm82_secondary,
.reload = w_barrettm82_reload,
.release = NULL,
.postdraw = w_barrettm82_hud,
.precache = w_barrettm82_precache,
.pickup = NULL,
.updateammo = w_barrettm82_updateammo,
.wmodel = w_barrettm82_wmodel,
.pmodel = w_barrettm82_pmodel,
.deathmsg = w_barrettm82_deathmsg,
.aimanim = w_barrettm82_aimanim,
.hudpic = NULL
};