299 lines
7.1 KiB
Plaintext
299 lines
7.1 KiB
Plaintext
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enum weaponseq_deserteagle{
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idle = 0,
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reload = 1,
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draw = 2,
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shoot1 = 3,
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shoot2 = 4,
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shootlast = 5,
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idleb = 6,
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shootb = 7,
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shootblast = 8,
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change = 9,
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rechange = 10,
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reloadb = 11
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};
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void weapon_deserteagle_onPrimaryAttackRelease(player pl, weapondynamic_t arg_thisWeapon){
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}
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void weapon_deserteagle_onSecondaryAttackRelease(player pl, weapondynamic_t arg_thisWeapon){
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}
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void weapon_deserteagle_onThink(player pl, weapondynamic_t arg_thisWeapon){
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weapon_gun_onThink(pl, (weapondata_gun_t*)ary_weaponData[WEAPON_ID::DESERTEAGLE], arg_thisWeapon);
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}
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void weapon_deserteagle_onColdCock(player pl, weapondynamic_t arg_thisWeapon){
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}
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void weapon_deserteagle_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 = 0.75f;break;
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}
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}
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weapondata_ironsight_t weapon_deserteagle =
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{
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WEAPONDATA_TYPEID_IRONSIGHT,
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"Desert Eagle",
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"models/v_desert.mdl",
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"models/p_desert.mdl",
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"models/p_desert.mdl",
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"models/w_desert.mdl",
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"sprites/weapons/desert.spr",
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weapon_deserteagle_onPrimaryAttackRelease,
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weapon_deserteagle_onSecondaryAttackRelease,
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weapon_deserteagle_onThink,
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weapon_deserteagle_onColdCock,
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weapon_deserteagle_onSetZoomLevel,
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weaponseq_deserteagle::idle,
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weaponseq_deserteagle::draw,
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31.0f / 50.0f,
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0.35f, //fire delay
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27.0f,
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TRUE,
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BITS_WEAPONOPT_SILENCER | BITS_WEAPONOPT_LASERSIGHT | BITS_WEAPONOPT_SCOPE,
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BITS_WEAPONOPT_NONE,
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1050,
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15,
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BUYCATEGORY_HANDGUNS,
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2,
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{0.010000, 2.900000, 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::_P50AE,
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7,
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4096,
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weaponseq_deserteagle::reload,
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93.0f / 42.0f,
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1,
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-1,
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-1,
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2,
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//ironsightdata_t
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{
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weaponseq_deserteagle::change,
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21.0f / 35.0f,
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weaponseq_deserteagle::rechange,
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21.0f / 35.0f,
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weaponseq_deserteagle::idleb,
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weaponseq_deserteagle::reloadb,
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93.0f / 42.0f,
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//can have different firestats from ordinary firing. Dbn't know yet though.
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{0.010000, 2.900000, 0.000000}
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}
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};
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void
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w_deserteagle_precache(void)
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{
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weapon_precache(ary_weaponData[WEAPON_ID::DESERTEAGLE]);
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#ifdef SERVER
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//precache_sound("weapons/deagle/clipin.wav");
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//precache_sound("weapons/deagle/clipout.wav");
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precache_sound("weapons/deagle/fire-sil.wav");
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precache_sound("weapons/deagle/fire.wav");
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//precache_sound("weapons/deagle/slideback.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_deserteagle_updateammo(player pl)
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{
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}
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string
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w_deserteagle_wmodel(void)
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{
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return (*ary_weaponData[WEAPON_ID::DESERTEAGLE]).sWorldModelPath;
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}
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string
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w_deserteagle_pmodel(void)
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{
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// Do we have the silencer?
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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(!(arg_thisWeapon.iBitsUpgrade & BITS_WEAPONOPT_SILENCER) ){
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return (*ary_weaponData[WEAPON_ID::DESERTEAGLE]).sPlayerModelPath;
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} else {
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return (*ary_weaponData[WEAPON_ID::DESERTEAGLE]).sPlayerSilencerModelPath;
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}
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}
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string
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w_deserteagle_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_deserteagle_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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weapondata_basic_t* basicP = ary_weaponData[WEAPON_ID::DESERTEAGLE];
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weapon_base_onEquip(pl, basicP, arg_thisWeapon);
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}
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void
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w_deserteagle_holster(void)
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{
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}
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void
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w_deserteagle_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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if(!(arg_thisWeapon.iBitsUpgrade & BITS_WEAPONOPT_SILENCER) ){
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SoundPitched_Send(pl, SNDP_DESERTEAGLE_FIRE);
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} else {
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SoundPitched_Send(pl, SNDP_DESERTEAGLE_FIRE_SIL);
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}
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int r;
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if(!arg_thisWeapon.iIronSight){
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if(arg_thisWeapon.iClipLeft > 0){
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r = (float)input_sequence % 2;
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if (r == 0) {
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TS_Weapons_ViewAnimation(weaponseq_deserteagle::shoot1, 31.0f/30.0f);
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} else {
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TS_Weapons_ViewAnimation(weaponseq_deserteagle::shoot2, 31.0f/30.0f);
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}
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}else{
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// DONT "EndIdle" THIS ONE!
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TS_Weapons_ViewAnimation(weaponseq_deserteagle::shootlast, 31.0f/30.0f);
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}
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}else{
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if(arg_thisWeapon.iClipLeft > 0){
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TS_Weapons_ViewAnimation(weaponseq_deserteagle::shootb, 31.0f/30.0f);
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} else {
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// DONT "EndIdle" THIS ONE!
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TS_Weapons_ViewAnimation(weaponseq_deserteagle::shootblast, 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::GENERIC);
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} else {
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weapon_EjectShell(SHELLEJECT_ID::GENERIC);
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}
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weapon_base_onAttack(pl, ary_weaponData[WEAPON_ID::DESERTEAGLE], 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_deserteagle_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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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::DESERTEAGLE], arg_thisWeapon);
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}
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}
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void
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w_deserteagle_reload(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_Reload(pl, (weapondata_ironsight_t*)ary_weaponData[WEAPON_ID::DESERTEAGLE], arg_thisWeapon);
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}
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float
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w_deserteagle_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_deserteagle_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::DESERTEAGLE], arg_thisWeapon);
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}
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void
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w_deserteagle_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_deserteagle =
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{
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.name = "deserteagle",
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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_deserteagle_draw,
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.holster = w_deserteagle_holster,
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.primary = w_deserteagle_primary,
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.secondary = w_deserteagle_secondary,
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.reload = w_deserteagle_reload,
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.release = NULL,
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.crosshair = w_deserteagle_hud,
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.precache = w_deserteagle_precache,
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.pickup = NULL,
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.updateammo = w_deserteagle_updateammo,
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.wmodel = w_deserteagle_wmodel,
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.pmodel = w_deserteagle_pmodel,
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.deathmsg = w_deserteagle_deathmsg,
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.aimanim = w_deserteagle_aimanim,
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.hudpic = NULL
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};
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