299 lines
6.7 KiB
Plaintext
299 lines
6.7 KiB
Plaintext
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enum weaponseq_mac10{
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idle,
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reload,
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draw,
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shoot,
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shoot2,
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shoot3,
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sshoot,
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sshoot2,
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sshoot3,
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idle2,
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change,
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rechange,
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shootb,
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shootb2,
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shootb3,
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sshootb,
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sshootb2,
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sshootb3,
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reload_2 //RENAMED. Identical sequence name in model
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};
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void weapon_mac10_onPrimaryAttackRelease(player pl, weapondynamic_t arg_thisWeapon){
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}
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void weapon_mac10_onSecondaryAttackRelease(player pl, weapondynamic_t arg_thisWeapon){
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}
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void weapon_mac10_onThink(player pl, weapondynamic_t arg_thisWeapon){
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weapon_gun_onThink(pl, (weapondata_gun_t*)ary_weaponData[WEAPON_ID::MAC10], arg_thisWeapon);
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}
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void weapon_mac10_onColdCock(player pl, weapondynamic_t arg_thisWeapon){
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}
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weapondata_ironsight_t weapon_mac10 =
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{
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WEAPONDATA_TYPEID_IRONSIGHT,
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"MAC10",
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"models/v_mac10.mdl",
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"models/p_mac10.mdl",
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"models/p_mac10_sil.mdl",
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"models/w_mac10.mdl",
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"sprites/weapons/mac10.spr",
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weapon_mac10_onPrimaryAttackRelease,
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weapon_mac10_onSecondaryAttackRelease,
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weapon_mac10_onThink,
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weapon_mac10_onColdCock,
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NULL,
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weaponseq_mac10::idle,
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weaponseq_mac10::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,
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BITS_WEAPONOPT_NONE,
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2300,
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25,
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BUYCATEGORY_SMGS,
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3,
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{0.015000, 2.550000, 0.005000},
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WEAPON_AKIMBO_UPGRADE_ID::NONE,
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BITS_FIREMODE_FULL | BITS_FIREMODE_SEMI,
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BITS_FIREMODE_FULL,
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AMMO_ID::_45ACP,
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32, //clip
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4096, //range
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weaponseq_mac10::reload,
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87.0f / 40.0f,
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1,
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-1,
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-1,
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-1,
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{
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weaponseq_mac10::change,
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21.0f/40.0f,
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weaponseq_mac10::rechange,
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21.0f/40.0f,
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weaponseq_mac10::idle2,
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weaponseq_mac10::reload_2,
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103.0f/40.0f,
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{0.015000, 2.550000, 0.005000}
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}
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};
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void
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w_mac10_precache(void)
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{
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weapon_precache(ary_weaponData[WEAPON_ID::MAC10]);
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#ifdef SERVER
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//precache_sound("weapons/mac10/clipin.wav");
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//precache_sound("weapons/mac10/clipout.wav");
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precache_sound("weapons/mac10/mac10-fire-sil.wav");
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precache_sound("weapons/mac10/mac10-fire.wav");
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//precache_sound("weapons/mac10/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_mac10_updateammo(player pl)
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{
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}
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string
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w_mac10_wmodel(void)
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{
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return (*ary_weaponData[WEAPON_ID::MAC10]).sWorldModelPath;
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}
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string
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w_mac10_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::MAC10]).sPlayerModelPath;
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} else {
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return (*ary_weaponData[WEAPON_ID::MAC10]).sPlayerSilencerModelPath;
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}
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}
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string
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w_mac10_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_mac10_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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weapon_base_onEquip(pl, ary_weaponData[WEAPON_ID::MAC10], arg_thisWeapon);
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}
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void
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w_mac10_holster(void)
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{
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}
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void
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w_mac10_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_MAC10_FIRE);
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} else {
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SoundPitched_Send(pl, SNDP_MAC10_FIRE_SIL);
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}
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int r = (float)input_sequence % 6;
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if(!arg_thisWeapon.iIronSight){
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if(r == 0){
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TS_Weapons_ViewAnimation(weaponseq_mac10::shoot, 31.0f/30.0f);
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}else if(r == 1){
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TS_Weapons_ViewAnimation(weaponseq_mac10::shoot2, 31.0f/30.0f);
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}else if(r == 2){
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TS_Weapons_ViewAnimation(weaponseq_mac10::shoot3, 31.0f/30.0f);
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}else if(r == 3){
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TS_Weapons_ViewAnimation(weaponseq_mac10::sshoot, 31.0f/30.0f);
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}else if(r == 4){
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TS_Weapons_ViewAnimation(weaponseq_mac10::sshoot2, 31.0f/30.0f);
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}else{
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TS_Weapons_ViewAnimation(weaponseq_mac10::sshoot3, 31.0f/30.0f);
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}
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}else{
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r = (float)input_sequence % 6;
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if(r == 1){
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TS_Weapons_ViewAnimation(weaponseq_mac10::shootb, 31.0f/30.0f);
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}else if(r == 2){
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TS_Weapons_ViewAnimation(weaponseq_mac10::shootb2, 31.0f/30.0f);
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}else if(r == 3){
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TS_Weapons_ViewAnimation(weaponseq_mac10::shootb3, 31.0f/30.0f);
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}else if(r == 4){
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TS_Weapons_ViewAnimation(weaponseq_mac10::sshootb, 31.0f/30.0f);
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}else if(r == 5){
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TS_Weapons_ViewAnimation(weaponseq_mac10::sshootb2, 31.0f/30.0f);
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}else{
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TS_Weapons_ViewAnimation(weaponseq_mac10::sshootb3, 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::MAC10], 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_mac10_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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if(pl.w_attack_next > 0){
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return;
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}
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INPUT_SECONDARY_TAP_GATE
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weapon_ironsight_ToggleIronsight(pl, (weapondata_ironsight_t*)ary_weaponData[WEAPON_ID::MAC10], arg_thisWeapon);
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}
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void
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w_mac10_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::MAC10], arg_thisWeapon);
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}
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float
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w_mac10_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_mac10_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::MAC10], arg_thisWeapon);
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}
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void
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w_mac10_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_mac10 =
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{
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.name = "mac10",
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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_mac10_draw,
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.holster = w_mac10_holster,
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.primary = w_mac10_primary,
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.secondary = w_mac10_secondary,
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.reload = w_mac10_reload,
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.release = NULL,
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.crosshair = w_mac10_hud,
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.precache = w_mac10_precache,
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.pickup = NULL,
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.updateammo = w_mac10_updateammo,
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.wmodel = w_mac10_wmodel,
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.pmodel = w_mac10_pmodel,
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.deathmsg = w_mac10_deathmsg,
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.aimanim = w_mac10_aimanim,
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.hudpic = NULL
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};
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