/* * Copyright (c) 2016-2021 Marco Cawthorne * * 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 }; #ifdef CLIENT void w_glock_ejectshell(void) { static void w_glock_ejectshell_death(void) { remove(self); } static void w_glock_ejectshell_touch(void) { if (other == world) Sound_Play(self, CHAN_BODY, "modelevent_shell.land"); } entity eShell = spawn(); setmodel(eShell, "models/shell.mdl"); eShell.solid = SOLID_BBOX; eShell.movetype = MOVETYPE_BOUNCE; eShell.drawmask = MASK_ENGINE; eShell.angles = [pSeat->m_eViewModel.angles[0], pSeat->m_eViewModel.angles[1], 0]; eShell.velocity = pSeat->m_vecPredictedVelocity; makevectors(pSeat->m_eViewModel.angles); eShell.velocity += (v_forward * 0); eShell.velocity += (v_right * 80); eShell.velocity += (v_up * 100); eShell.touch = w_glock_ejectshell_touch; eShell.avelocity = [0,45,900]; eShell.think = w_glock_ejectshell_death; eShell.nextthink = time + 2.5f; setsize(eShell, [0,0,0], [0,0,0]); setorigin(eShell, pSeat->m_eViewModel.origin + (v_forward * 26) + (v_right * 8) + (v_up * -4)); } #endif void w_glock_precache(void) { #ifdef SERVER Sound_Precache("weapon_glock.fire"); Sound_Precache("weapon_glock.empty"); precache_model("models/w_9mmhandgun.mdl"); precache_model("models/shell.mdl"); #else precache_model("models/v_9mmhandgun.mdl"); precache_model("models/p_9mmhandgun.mdl"); precache_model("models/shell.mdl"); Sound_Precache("modelevent_shell.land"); #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(player pl) { return "models/p_9mmhandgun.mdl"; } string w_glock_deathmsg(void) { return ""; } int w_glock_pickup(player pl, int new, int startammo) { #ifdef SERVER if (new) { pl.glock_mag = 18; return (1); } if (pl.ammo_9mm < MAX_A_9MM) { pl.ammo_9mm = bound(0, pl.ammo_9mm + 18, MAX_A_9MM); } else { if (!new) return (0); } #endif return (1); } void w_glock_draw(player pl) { Weapons_SetModel("models/v_9mmhandgun.mdl"); Weapons_ViewAnimation(pl, GLOCK_DRAW); } void w_glock_holster(player pl) { Weapons_ViewAnimation(pl, GLOCK_HOLSTER); } int w_glock_isempty(player pl) { if (pl.glock_mag <= 0 && pl.ammo_9mm <= 0) return 1; return 0; } void w_glock_primary(player pl) { if (pl.w_attack_next > 0.0) return; if (pl.gflags & GF_SEMI_TOGGLED) return; /* ammo check */ if ((pl.glock_mag <= 0i) ? true : false) { #ifdef SERVER Sound_Play(pl, CHAN_AUTO, "weapon_glock.empty"); #endif pl.gflags |= GF_SEMI_TOGGLED; return; } /* actual firing */ pl.glock_mag--; #ifdef CLIENT View_SetMuzzleflash(MUZZLE_SMALL); View_AddEvent(w_glock_ejectshell, 0.0f); #else TraceAttack_FireBulletsWithDecal(1, pl.origin + pl.view_ofs, Skill_GetValue("plr_9mm_bullet", 8), [0.01,0.01], WEAPON_GLOCK, "Impact.BigShot"); Sound_Play(pl, CHAN_WEAPON, "weapon_glock.fire"); #endif Weapons_ViewPunchAngle(pl, [-2,0,0]); if (pl.glock_mag) { Weapons_ViewAnimation(pl, GLOCK_SHOOT); } else { Weapons_ViewAnimation(pl, GLOCK_SHOOT_EMPTY); } if (pl.flags & FL_CROUCHING) Animation_PlayerTop(pl, ANIM_CR_SHOOT1HAND, 0.2f); else Animation_PlayerTop(pl, ANIM_SHOOT1HAND, 0.2f); pl.w_attack_next = 0.3f; pl.w_idle_next = 5.0f; } void w_glock_secondary(player pl) { if (pl.w_attack_next > 0.0) return; if (pl.gflags & GF_SEMI_TOGGLED) return; /* ammo check */ if ((pl.glock_mag <= 0i) ? true : false) { #ifdef SERVER Sound_Play(pl, CHAN_AUTO, "weapon_glock.empty"); #endif pl.gflags |= GF_SEMI_TOGGLED; return; } pl.glock_mag--; #ifdef CLIENT View_SetMuzzleflash(MUZZLE_SMALL); View_AddEvent(w_glock_ejectshell, 0.0f); #else TraceAttack_FireBulletsWithDecal(1, pl.origin + pl.view_ofs, Skill_GetValue("plr_9mm_bullet", 8), [0.1,0.1], WEAPON_GLOCK, "Impact.BigShot"); Sound_Play(pl, CHAN_WEAPON, "weapon_glock.fire"); #endif Weapons_ViewPunchAngle(pl, [-2,0,0]); if (pl.glock_mag) { Weapons_ViewAnimation(pl, GLOCK_SHOOT); } else { Weapons_ViewAnimation(pl, GLOCK_SHOOT_EMPTY); } if (pl.flags & FL_CROUCHING) Animation_PlayerTop(pl, ANIM_CR_SHOOT1HAND, 0.2f); else Animation_PlayerTop(pl, ANIM_SHOOT1HAND, 0.2f); pl.w_attack_next = 0.2f; pl.w_idle_next = 5.0f; } void w_glock_reload(player pl) { 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(pl, GLOCK_RELOAD); } else { Weapons_ViewAnimation(pl, GLOCK_RELOAD_EMPTY); } #ifdef SERVER static void w_glock_reload_done(void) { player pl = (player)self; Weapons_ReloadWeapon(pl, player::glock_mag, player::ammo_9mm, 18); } pl.think = w_glock_reload_done; pl.nextthink = time + 1.9f; #endif pl.w_attack_next = 2.0f; pl.w_idle_next = 10.0f; } void w_glock_release(player pl) { 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(pl); return; } if (w_glock_isempty(pl)) return; if (pl.w_idle_next > 0.0) return; r = floor(pseudorandom() * 3.0f); switch (r) { case 1: Weapons_ViewAnimation(pl, GLOCK_IDLE2); pl.w_idle_next = 2.5f; break; case 2: Weapons_ViewAnimation(pl, GLOCK_IDLE3); pl.w_idle_next = 3.5f; break; default: Weapons_ViewAnimation(pl, GLOCK_IDLE1); pl.w_idle_next = 3.75f; break; } } float w_glock_aimanim(player pl) { return pl.flags & FL_CROUCHING ? ANIM_CR_AIM1HAND : ANIM_AIM1HAND; } void w_glock_hud(player pl) { #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, pSeatLocal->m_flAmmo2Alpha, DRAWFLAG_ADDITIVE ); #endif } void w_glock_hudpic(player pl, int selected, vector pos, float a) { #ifdef CLIENT 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 } weapontype_t w_glock_type(player pl) { return WPNTYPE_RANGED; } weapon_t w_glock = { .name = "9mmhandgun", .id = ITEM_GLOCK, .slot = 1, .slot_pos = 0, .weight = 10, .draw = w_glock_draw, .holster = w_glock_holster, .primary = w_glock_primary, .secondary = w_glock_secondary, .reload = w_glock_reload, .release = w_glock_release, .postdraw = 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, .isempty = w_glock_isempty, .type = w_glock_type, .hudpic = w_glock_hudpic }; /* pickups */ #ifdef SERVER void weapon_9mmhandgun(void) { Weapons_InitItem(WEAPON_GLOCK); } void weapon_glock(void) { Weapons_InitItem(WEAPON_GLOCK); } #endif