303 lines
6.7 KiB
Plaintext
303 lines
6.7 KiB
Plaintext
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enum weaponseq_mp5k{
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idle,
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reload,
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draw,
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shoot1,
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shoot2,
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change,
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rechange,
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idleb,
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shoot1b,
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shoot2b,
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reload2
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};
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void weapon_mp5k_onPrimaryAttackRelease(player pl, weapondynamic_t arg_thisWeapon){
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}
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void weapon_mp5k_onSecondaryAttackRelease(player pl, weapondynamic_t arg_thisWeapon){
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}
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void weapon_mp5k_onThink(player pl, weapondynamic_t arg_thisWeapon){
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weapon_gun_onThink(pl, (weapondata_gun_t*)ary_weaponData[WEAPON_ID::MP5K], arg_thisWeapon);
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weapon_gun_onThink_burstFireLogic(pl, (weapondata_gun_t*)ary_weaponData[WEAPON_ID::MP5K], arg_thisWeapon);
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}
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void weapon_mp5k_onColdCock(player pl, weapondynamic_t arg_thisWeapon){
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}
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void weapon_mp5k_onSetZoomLevel(player pl){
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switch(pl.iZoomLevel){
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case 0:pl.flZoomTarget = 1.00f;break;
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case 1:pl.flZoomTarget = 0.40f;break;
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}
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}
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weapondata_ironsight_t weapon_mp5k =
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{
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WEAPONDATA_TYPEID_IRONSIGHT,
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"MP5K",
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"models/v_mp5k.mdl",
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"models/p_mp5k.mdl",
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"models/p_mp5k_sil.mdl",
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"models/w_mp5k.mdl",
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"sprites/weapons/mp5k.spr",
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weapon_mp5k_onPrimaryAttackRelease,
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weapon_mp5k_onSecondaryAttackRelease,
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weapon_mp5k_onThink,
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weapon_mp5k_onColdCock,
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weapon_mp5k_onSetZoomLevel,
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weaponseq_mp5k::idle,
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weaponseq_mp5k::draw,
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31.0f / 30.0f,
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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_SILENCER | BITS_WEAPONOPT_LASERSIGHT | BITS_WEAPONOPT_FLASHLIGHT | BITS_WEAPONOPT_SCOPE,
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BITS_WEAPONOPT_NONE,
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1500,
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20,
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BUYCATEGORY_SMGS,
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3,
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{0.010000, 2.300000, 0.005000},
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WEAPON_AKIMBO_UPGRADE_ID::NONE,
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BITS_FIREMODE_FULL | BITS_FIREMODE_SEMI | BITS_FIREMODE_BURST,
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BITS_FIREMODE_FULL,
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AMMO_ID::_9X19MM,
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30, //clip
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4096, //range
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weaponseq_mp5k::reload,
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71.0f / 30.0f,
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2,
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-1,
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-1,
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1,
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{
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weaponseq_mp5k::change,
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21.0f/40.0f,
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weaponseq_mp5k::rechange,
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21.0f/40.0f,
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weaponseq_mp5k::idleb,
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weaponseq_mp5k::reload2,
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76.0f/30.0f,
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{0.010000, 2.300000, 0.005000}
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}
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};
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void
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w_mp5k_precache(void)
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{
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weapon_precache(ary_weaponData[WEAPON_ID::MP5K]);
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#ifdef SERVER
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precache_sound("weapons/mp5k/mp5k-fire-sil.wav");
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precache_sound("weapons/mp5k/mp5k-fire.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_mp5k_updateammo(player pl)
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{
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}
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string
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w_mp5k_wmodel(void)
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{
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return (*ary_weaponData[WEAPON_ID::MP5K]).sWorldModelPath;
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}
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string
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w_mp5k_pmodel(player pl)
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{
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// Do we have the silencer?
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weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
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if(!(arg_thisWeapon.iBitsUpgrade & BITS_WEAPONOPT_SILENCER) ){
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return (*ary_weaponData[WEAPON_ID::MP5K]).sPlayerModelPath;
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} else {
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return (*ary_weaponData[WEAPON_ID::MP5K]).sPlayerSilencerModelPath;
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}
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}
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string
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w_mp5k_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_mp5k_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::MP5K], arg_thisWeapon);
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}
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void
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w_mp5k_holster(player pl)
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{
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}
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void
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w_mp5k_primary(player pl)
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{
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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 || arg_thisWeapon.iFireMode == BITS_FIREMODE_BURST){
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INPUT_PRIMARY_TAP_GATE
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}
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if(
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pl.aryNextBurstShotTime_listenIndex != -1 &&
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arg_thisWeapon.iFireMode != BITS_FIREMODE_NONE
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){
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// the player is trying to manually fire while burst-fire is in the middle
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// of sending shots? STOP
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return;
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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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if(!(arg_thisWeapon.iBitsUpgrade & BITS_WEAPONOPT_SILENCER) ){
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SoundPitched_Send(pl, SNDP_MP5K_FIRE);
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} else {
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SoundPitched_Send(pl, SNDP_MP5K_FIRE_SIL);
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}
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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(pl, weaponseq_mp5k::shoot1, 31.0f/30.0f);
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}else{
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TS_Weapons_ViewAnimation(pl, weaponseq_mp5k::shoot2, 31.0f/30.0f);
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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(pl, weaponseq_mp5k::shoot1b, 31.0f/30.0f);
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}else{
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TS_Weapons_ViewAnimation(pl, weaponseq_mp5k::shoot2b, 31.0f/30.0f);
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}
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}
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if(!(arg_thisWeapon.iBitsUpgrade & BITS_WEAPONOPT_SILENCER) ){
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weapon_ClientEffects(MUZZLEFLASH_ID::SMALL, SHELLEJECT_ID::_9MM);
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} else {
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weapon_EjectShell(SHELLEJECT_ID::_9MM);
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}
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if(arg_thisWeapon.iFireMode == BITS_FIREMODE_BURST)
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{
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weapon_gun_burstFire(pl, (weapondata_gun_t*)ary_weaponData[WEAPON_ID::MP5SD], arg_thisWeapon, BITS_AKIMBOCHOICE_LEFT, 3, 0.02, 0.18);
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}
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else if(arg_thisWeapon.iFireMode == BITS_FIREMODE_SEMI || arg_thisWeapon.iFireMode == BITS_FIREMODE_FULL)
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{
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// Semi or AUTO, normal behavior.
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weapon_base_onAttack(pl, ary_weaponData[WEAPON_ID::MP5SD], arg_thisWeapon, BITS_AKIMBOCHOICE_LEFT);
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weapon_base_setWholeAttackDelay(pl, (*ary_weaponData[arg_thisWeapon.weaponID]).fAttackDelay);
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}else if(arg_thisWeapon.iFireMode == BITS_FIREMODE_NONE)
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{
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// !!! Burst-fire automatics only
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weapon_base_onAttack(pl, ary_weaponData[WEAPON_ID::MP5SD], arg_thisWeapon, BITS_AKIMBOCHOICE_LEFT);
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//weapon_base_setWholeAttackDelay(pl, 0.5);
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}
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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_mp5k_secondary(player pl)
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{
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weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
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INPUT_SECONDARY_TAP_GATE
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if(arg_thisWeapon.iBitsUpgrade & BITS_WEAPONOPT_SCOPE){
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// toggle through the zoom.
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int newZoomLevel = ((float)pl.iZoomLevel + 1) % 2;
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pl.setZoomLevel(newZoomLevel);
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}else{
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if(pl.w_attack_next > 0){
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return;
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}
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// no scope? we use ironsights then.
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weapon_ironsight_ToggleIronsight(pl, (weapondata_ironsight_t*)ary_weaponData[WEAPON_ID::MP5K], arg_thisWeapon);
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}
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}
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void
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w_mp5k_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_ironsight_Reload(pl, (weapondata_ironsight_t*)ary_weaponData[WEAPON_ID::MP5K], arg_thisWeapon);
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}
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float
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w_mp5k_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_mp5k_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::MP5K], arg_thisWeapon);
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}
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void
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w_mp5k_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_mp5k =
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{
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.name = "mp5k",
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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_mp5k_draw,
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.holster = w_mp5k_holster,
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.primary = w_mp5k_primary,
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.secondary = w_mp5k_secondary,
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.reload = w_mp5k_reload,
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.release = NULL,
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.postdraw = w_mp5k_hud,
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.precache = w_mp5k_precache,
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.pickup = NULL,
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.updateammo = w_mp5k_updateammo,
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.wmodel = w_mp5k_wmodel,
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.pmodel = w_mp5k_pmodel,
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.deathmsg = w_mp5k_deathmsg,
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.aimanim = w_mp5k_aimanim,
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.hudpic = NULL
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};
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