ts/src/shared/weapons/weapon_ak47.qc

260 lines
5.4 KiB
Plaintext

enum weaponseq_ak47{
idle,
reload,
draw,
shoot,
idle2,
change,
rechange,
shoot2,
reloadb
};
void weapon_ak47_onPrimaryAttackRelease(player pl, weapondynamic_t arg_thisWeapon){
}
void weapon_ak47_onSecondaryAttackRelease(player pl, weapondynamic_t arg_thisWeapon){
}
void weapon_ak47_onThink(player pl, weapondynamic_t arg_thisWeapon){
weapon_gun_onThink(pl, (weapondata_gun_t*)ary_weaponData[WEAPON_ID::AK47], arg_thisWeapon);
}
void weapon_ak47_onColdCock(player pl, weapondynamic_t arg_thisWeapon){
}
weapondata_ironsight_t weapon_ak47 =
{
WEAPONDATA_TYPEID_IRONSIGHT,
"AK47",
"models/v_ak47.mdl",
"models/p_ak47.mdl",
"",
"models/w_ak47.mdl",
"sprites/weapons/ak47.spr",
weapon_ak47_onPrimaryAttackRelease,
weapon_ak47_onSecondaryAttackRelease,
weapon_ak47_onThink,
weapon_ak47_onColdCock,
weaponseq_ak47::idle,
weaponseq_ak47::draw,
31.0f / 35.0f,
0.0625f, //fire delay.
7.0f, //dmg
TRUE,
BITS_WEAPONOPT_SCOPE,
BITS_WEAPONOPT_NONE,
3000,
40,
BUYCATEGORY_RIFLES,
4,
{0.003000, 3.000000, 0.000000},
WEAPON_AKIMBO_UPGRADE_ID::NONE,
BITS_FIREMODE_FULL | BITS_FIREMODE_SEMI,
BITS_FIREMODE_FULL,
AMMO_ID::_7P62X39MM,
30, //clip
4096, //range
weaponseq_ak47::reload,
81.0f / 35.0f,
-1,
-1,
-1,
1,
{
weaponseq_ak47::change,
21.0f/60.0f,
weaponseq_ak47::rechange,
21.0f/60.0f,
weaponseq_ak47::idle2,
weaponseq_ak47::reloadb,
84.0f / 35.0f,
{0.003000, 3.000000, 0.000000}
}
};
void
w_ak47_precache(void)
{
weapon_precache(ary_weaponData[WEAPON_ID::AK47]);
#ifdef SERVER
//precache_sound("weapons/ak47/clipin.wav");
//precache_sound("weapons/ak47/clipout.wav");
precache_sound("weapons/ak47/fire.wav");
//precache_sound("weapons/ak47/slideback.wav");
#else
#endif
}
void
w_ak47_updateammo(player pl)
{
}
string
w_ak47_wmodel(void)
{
return (*ary_weaponData[WEAPON_ID::AK47]).sWorldModelPath;
}
string
w_ak47_pmodel(void)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
return (*ary_weaponData[WEAPON_ID::AK47]).sPlayerModelPath;
}
string
w_ak47_deathmsg(void)
{
return "";
}
void
w_ak47_draw(void)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
weapon_base_onEquip(pl, ary_weaponData[WEAPON_ID::AK47], arg_thisWeapon);
}
void
w_ak47_holster(void)
{
}
void
w_ak47_primary(void)
{
float randomChoice;
player pl = (player)self;
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_AK47_FIRE); /* get around protocol limits */
if(!arg_thisWeapon.iIronSight){
TS_Weapons_ViewAnimation(weaponseq_ak47::shoot, 31.0f/30.0f);
}else{
TS_Weapons_ViewAnimation(weaponseq_ak47::shoot2, 31.0f/30.0f);
}
weapon_ClientEffects(MUZZLEFLASH_ID::RIFLE, SHELLEJECT_ID::_56);
weapon_base_onAttack(pl, ary_weaponData[WEAPON_ID::AK47], 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_ak47_secondary(void)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
if(pl.w_attack_next > 0){
return;
}
INPUT_SECONDARY_TAP_GATE
if(arg_thisWeapon.iBitsUpgrade & BITS_WEAPONOPT_SCOPE){
// toggle through the zoom.
pl.iZoomLevel = (pl.iZoomLevel + 1) % 3;
switch(pl.iZoomLevel){
case 0:{
pl.setZoom(1.00f);
break;}
case 1:{
pl.setZoom(0.40f);
break;}
case 2:{
pl.setZoom(0.1625f);
break;}
}
}else{
// no scope? we use ironsights then.
weapon_ironsight_ToggleIronsight(pl, (weapondata_ironsight_t*)ary_weaponData[WEAPON_ID::AK47], arg_thisWeapon);
}
}
void
w_ak47_reload(void)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
weapon_ironsight_Reload(pl, (weapondata_ironsight_t*)ary_weaponData[WEAPON_ID::AK47], arg_thisWeapon);
}
float
w_ak47_aimanim(void)
{
return self.flags & FL_CROUCHING ? ANIM_CR_AIM1HAND : ANIM_AIM1HAND;
}
void
w_ak47_hud(void)
{
player pl = (player)self;
weapondynamic_t arg_thisWeapon = pl.ary_myWeapons[pl.inventoryEquippedIndex];
weapon_gun_onDrawHUD(pl, (weapondata_gun_t*)ary_weaponData[WEAPON_ID::AK47], arg_thisWeapon);
}
weapon_t w_ak47 =
{
.name = "ak47",
.id = 0, // not using this
.slot = 2, // ?
.slot_pos = 0, // not using this
.weight = 0, // not using this
.draw = w_ak47_draw,
.holster = w_ak47_holster,
.primary = w_ak47_primary,
.secondary = w_ak47_secondary,
.reload = w_ak47_reload,
.release = NULL,
.crosshair = w_ak47_hud,
.precache = w_ak47_precache,
.pickup = NULL,
.updateammo = w_ak47_updateammo,
.wmodel = w_ak47_wmodel,
.pmodel = w_ak47_pmodel,
.deathmsg = w_ak47_deathmsg,
.aimanim = w_ak47_aimanim,
.hudpic = NULL
};