valve/src/shared/w_glock.qc

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/*
* Copyright (c) 2016-2021 Marco Hladik <marco@icculus.org>
*
* Permission to use, copy, modify, and distribute this software for any
* purpose with or without fee is hereby granted, provided that the above
* copyright notice and this permission notice appear in all copies.
*
* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
/*QUAKED weapon_9mmhandgun (0 0 1) (-16 -16 0) (16 16 32)
"model" "models/w_9mmhandgun.mdl"
HALF-LIFE (1998) ENTITY
9mm Handgun/Glock Weapon
Same as weapon_glock
*/
/*QUAKED weapon_glock (0 0 1) (-16 -16 0) (16 16 32)
"model" "models/w_9mmhandgun.mdl"
HALF-LIFE (1998) ENTITY
9mm Handgun/Glock Weapon
Same as weapon_9mmhandgun
*/
enum
{
GLOCK_IDLE1,
GLOCK_IDLE2,
GLOCK_IDLE3,
GLOCK_SHOOT,
GLOCK_SHOOT_EMPTY,
GLOCK_RELOAD_EMPTY,
GLOCK_RELOAD,
GLOCK_DRAW,
GLOCK_HOLSTER
};
void
w_glock_precache(void)
{
#ifdef SERVER
Sound_Precache("weapon_glock.fire");
precache_model("models/w_9mmhandgun.mdl");
#else
precache_model("models/v_9mmhandgun.mdl");
precache_model("models/p_9mmhandgun.mdl");
#endif
}
void
w_glock_updateammo(player pl)
{
Weapons_UpdateAmmo(pl, pl.glock_mag, pl.ammo_9mm, -1);
}
string
w_glock_wmodel(void)
{
return "models/w_9mmhandgun.mdl";
}
string
w_glock_pmodel(void)
{
return "models/p_9mmhandgun.mdl";
}
string
w_glock_deathmsg(void)
{
return "";
}
int
w_glock_pickup(int new, int startammo)
{
#ifdef SERVER
player pl = (player)self;
if (new) {
pl.glock_mag = 18;
} else {
if (pl.ammo_9mm < MAX_A_9MM) {
pl.ammo_9mm = bound(0, pl.ammo_9mm + 18, MAX_A_9MM);
} else {
return FALSE;
}
}
#endif
return TRUE;
}
void
w_glock_draw(void)
{
#ifdef CLIENT
Weapons_SetModel("models/v_9mmhandgun.mdl");
Weapons_ViewAnimation(GLOCK_DRAW);
#endif
}
void
w_glock_holster(void)
{
#ifdef CLIENT
Weapons_ViewAnimation(GLOCK_HOLSTER);
#endif
}
void
w_glock_primary(void)
{
player pl = (player)self;
if (pl.w_attack_next > 0.0) {
return;
}
/* ammo check */
if (!pl.glock_mag) {
return;
}
/* actual firing */
pl.glock_mag--;
#ifdef CLIENT
View_SetMuzzleflash(MUZZLE_SMALL);
View_EjectShellPos(SHELL_DEFAULT, [26,8,-32], [0, 80, 100]);
Weapons_ViewPunchAngle([-2,0,0]);
if (pl.glock_mag) {
Weapons_ViewAnimation(GLOCK_SHOOT);
} else {
Weapons_ViewAnimation(GLOCK_SHOOT_EMPTY);
}
#else
TraceAttack_FireBullets(1, pl.origin + pl.view_ofs, Skill_GetValue("plr_9mm_bullet", 8), [0.01,0.01], WEAPON_GLOCK);
Sound_Play(pl, CHAN_WEAPON, "weapon_glock.fire");
if (self.flags & FL_CROUCHING)
Animation_PlayerTopTemp(ANIM_SHOOT1HAND, 0.45f);
else
Animation_PlayerTopTemp(ANIM_CR_SHOOT1HAND, 0.45f);
#endif
pl.w_attack_next = 0.3f;
pl.w_idle_next = 5.0f;
}
void
w_glock_secondary(void)
{
player pl = (player)self;
if (pl.w_attack_next > 0) {
return;
}
/* ammo check */
if (!pl.glock_mag) {
return;
}
pl.glock_mag--;
#ifdef CLIENT
View_SetMuzzleflash(MUZZLE_SMALL);
Weapons_ViewPunchAngle([-2,0,0]);
View_EjectShellPos(SHELL_DEFAULT, [26,8,-32], [0, 80, 100]);
if (pl.glock_mag) {
Weapons_ViewAnimation(GLOCK_SHOOT);
} else {
Weapons_ViewAnimation(GLOCK_SHOOT_EMPTY);
}
#else
TraceAttack_FireBullets(1, pl.origin + pl.view_ofs, Skill_GetValue("plr_9mm_bullet", 8), [0.1,0.1], WEAPON_GLOCK);
Sound_Play(pl, CHAN_WEAPON, "weapon_glock.fire");
if (self.flags & FL_CROUCHING)
Animation_PlayerTopTemp(ANIM_SHOOT1HAND, 0.45f);
else
Animation_PlayerTopTemp(ANIM_CR_SHOOT1HAND, 0.45f);
#endif
pl.w_attack_next = 0.2f;
pl.w_idle_next = 5.0f;
}
void
w_glock_reload(void)
{
player pl = (player)self;
if (pl.w_attack_next > 0.0) {
return;
}
if (pl.glock_mag >= 18) {
return;
}
if (pl.ammo_9mm <= 0) {
return;
}
if (pl.glock_mag) {
Weapons_ViewAnimation(GLOCK_RELOAD);
} else {
Weapons_ViewAnimation(GLOCK_RELOAD_EMPTY);
}
#ifdef SERVER
Weapons_ReloadWeapon(pl, player::glock_mag, player::ammo_9mm, 18);
#endif
pl.w_attack_next = 2.0f;
pl.w_idle_next = 10.0f;
}
void
w_glock_release(void)
{
player pl = (player)self;
int r;
/* auto-reload if need be */
if (pl.w_attack_next <= 0.0)
if (pl.glock_mag == 0 && pl.ammo_9mm > 0) {
Weapons_Reload();
return;
}
if (pl.w_idle_next > 0.0) {
return;
}
r = (float)input_sequence % 3;
switch (r) {
case 1:
Weapons_ViewAnimation(GLOCK_IDLE2);
pl.w_idle_next = 2.5f;
break;
case 2:
Weapons_ViewAnimation(GLOCK_IDLE3);
pl.w_idle_next = 3.5f;
break;
default:
Weapons_ViewAnimation(GLOCK_IDLE1);
pl.w_idle_next = 3.75f;
break;
}
}
float
w_glock_aimanim(void)
{
return self.flags & FL_CROUCHING ? ANIM_CR_AIM1HAND : ANIM_AIM1HAND;
}
void
w_glock_hud(void)
{
#ifdef CLIENT
vector cross_pos;
vector aicon_pos;
cross_pos = g_hudmins + (g_hudres / 2) + [-12,-12];
aicon_pos = g_hudmins + [g_hudres[0] - 48, g_hudres[1] - 42];
drawsubpic(
cross_pos,
[24,24],
g_cross_spr,
[0.1875,0],
[0.1875, 0.1875],
[1,1,1],
1.0f,
DRAWFLAG_NORMAL
);
HUD_DrawAmmo1();
HUD_DrawAmmo2();
drawsubpic(
aicon_pos,
[24,24],
g_hud7_spr,
[0,72/128],
[24/256, 24/128],
g_hud_color,
pSeat->m_flAmmo2Alpha,
DRAWFLAG_ADDITIVE
);
#endif
}
void
w_glock_hudpic(int selected, vector pos, float a)
{
#ifdef CLIENT
player pl = (player)self;
vector hud_col;
if (pl.glock_mag == 0 && pl.ammo_9mm == 0)
hud_col = [1,0,0];
else
hud_col = g_hud_color;
if (selected) {
drawsubpic(
pos,
[170,45],
g_hud4_spr,
[0,45/256],
[170/256,45/256],
hud_col,
a,
DRAWFLAG_ADDITIVE
);
} else {
drawsubpic(
pos,
[170,45],
g_hud1_spr,
[0,45/256],
[170/256,45/256],
hud_col,
a,
DRAWFLAG_ADDITIVE
);
}
HUD_DrawAmmoBar(pos, pl.ammo_9mm, MAX_A_9MM, a);
#endif
}
weapon_t w_glock =
{
.name = "9mmhandgun",
.id = ITEM_GLOCK,
.slot = 1,
.slot_pos = 0,
.draw = w_glock_draw,
.holster = w_glock_holster,
.primary = w_glock_primary,
.secondary = w_glock_secondary,
.reload = w_glock_reload,
.release = w_glock_release,
.crosshair = w_glock_hud,
.precache = w_glock_precache,
.pickup = w_glock_pickup,
.updateammo = w_glock_updateammo,
.wmodel = w_glock_wmodel,
.pmodel = w_glock_pmodel,
.deathmsg = w_glock_deathmsg,
.aimanim = w_glock_aimanim,
.hudpic = w_glock_hudpic
};
/* pickups */
#ifdef SERVER
void
weapon_9mmhandgun(void)
{
Weapons_InitItem(WEAPON_GLOCK);
}
void
weapon_glock(void)
{
Weapons_InitItem(WEAPON_GLOCK);
}
#endif