/* * 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_shotgun (0 0 1) (-16 -16 0) (16 16 32) "model" "models/w_shotgun.mdl" HALF-LIFE (1998) ENTITY Shotgun Weapon */ enum { SHOTGUN_IDLE1, SHOTGUN_FIRE1, SHOTGUN_FIRE2, SHOTGUN_RELOAD, SHOTGUN_PUMP, SHOTGUN_START_RELOAD, SHOTGUN_DRAW, SHOTGUN_HOLSTER, SHOTGUN_IDLE2, SHOTGUN_IDLE3 }; enum { SHOTTY_IDLE, SHOTTY_RELOAD_START, SHOTTY_RELOAD, SHOTTY_RELOAD_END, SHOTTY_COCKSOUND }; #ifdef CLIENT void w_shotgun_ejectshell(void) { static void w_shotgun_ejectshell_death(void) { remove(self); } static void w_shotgun_ejectshell_touch(void) { if (other == world) Sound_Play(self, CHAN_BODY, "modelevent_shotgunshell.land"); } entity eShell = spawn(); setmodel(eShell, "models/shotgunshell.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_shotgun_ejectshell_touch; eShell.avelocity = [0,45,900]; eShell.think = w_shotgun_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 * -8)); } #endif void w_shotgun_precache(void) { #ifdef SERVER Sound_Precache("weapon_shotgun.single"); Sound_Precache("weapon_shotgun.empty"); Sound_Precache("weapon_shotgun.double"); Sound_Precache("weapon_shotgun.reload"); Sound_Precache("weapon_shotgun.cock"); precache_model("models/w_shotgun.mdl"); precache_model("models/shotgunshell.mdl"); #else precache_model("models/v_shotgun.mdl"); precache_model("models/p_shotgun.mdl"); precache_model("models/shotgunshell.mdl"); Sound_Precache("modelevent_shotgunshell.land"); #endif } void w_shotgun_updateammo(player pl) { Weapons_UpdateAmmo(pl, pl.shotgun_mag, pl.ammo_buckshot, -1); } string w_shotgun_wmodel(void) { return "models/w_shotgun.mdl"; } string w_shotgun_pmodel(player pl) { return "models/p_shotgun.mdl"; } string w_shotgun_deathmsg(void) { return ""; } int w_shotgun_pickup(player pl, int new, int startammo) { #ifdef SERVER if (new) { pl.shotgun_mag = 8; return (1); } if (pl.ammo_buckshot < MAX_A_BUCKSHOT) { pl.ammo_buckshot = bound(0, pl.ammo_buckshot + 8, MAX_A_BUCKSHOT); } else { if (!new) return (0); } #endif return (1); } void w_shotgun_draw(player pl) { pl.mode_tempstate = 0; Weapons_SetModel("models/v_shotgun.mdl"); Weapons_ViewAnimation(pl, SHOTGUN_DRAW); } void w_shotgun_holster(player pl) { Weapons_ViewAnimation(pl, SHOTGUN_HOLSTER); } void w_shotgun_release(player pl); void w_shotgun_reload(player pl) { if (pl.shotgun_mag >= 8) { return; } if (pl.ammo_buckshot <= 0) { return; } if (pl.mode_tempstate > SHOTTY_IDLE) { return; } pl.mode_tempstate = SHOTTY_RELOAD_START; pl.w_idle_next = 0.0f; } void w_shotgun_primary(player pl) { if (pl.gflags & GF_SEMI_TOGGLED) return; /* Ammo check */ if ((pl.shotgun_mag <= 0) || (pl.WaterLevel() >= WATERLEVEL_SUBMERGED)) { #ifdef SERVER Sound_Play(pl, CHAN_AUTO, "weapon_shotgun.empty"); #endif pl.gflags |= GF_SEMI_TOGGLED; return; } if (pl.w_attack_next) { w_shotgun_release(pl); return; } /* interrupt reloading if no longer empty */ if (pl.mode_tempstate == SHOTTY_RELOAD && pl.shotgun_mag >= 1) { pl.mode_tempstate = SHOTTY_RELOAD_END; w_shotgun_release(pl); return; } else if (pl.mode_tempstate > SHOTTY_IDLE) { w_shotgun_release(pl); return; } /* Ammo check */ if (pl.shotgun_mag <= 0) { w_shotgun_release(pl); return; } #ifdef SERVER /* Singleplayer is more accurate */ if (serverkeyfloat("sv_playerslots") == 1) { TraceAttack_FireBulletsWithDecal(6, pl.origin + pl.view_ofs, Skill_GetValue("plr_buckshot", 5), [0.08716,0.08716], WEAPON_SHOTGUN, "Impact.BigShot"); } else { TraceAttack_FireBulletsWithDecal(4, pl.origin + pl.view_ofs, Skill_GetValue("plr_buckshot", 5), [0.08716,0.04362], WEAPON_SHOTGUN, "Impact.BigShot"); } Sound_Play(pl, CHAN_WEAPON, "weapon_shotgun.single"); #else View_SetMuzzleflash(MUZZLE_WEIRD); View_AddEvent(w_shotgun_ejectshell, 0.5f); #endif Weapons_ViewAnimation(pl, SHOTGUN_FIRE1); Weapons_ViewPunchAngle(pl, [-5,0,0]); if (pl.flags & FL_CROUCHING) Animation_PlayerTop(pl, ANIM_CR_SHOOTSHOTGUN, 0.41f); else Animation_PlayerTop(pl, ANIM_SHOOTSHOTGUN, 0.5f); pl.shotgun_mag--; /* after 1/2 a second, play the cocksound and eject shell */ pl.mode_tempstate = SHOTTY_COCKSOUND; pl.w_idle_next = 0.5f; pl.w_attack_next = 0.75; } void w_shotgun_secondary(player pl) { if (pl.gflags & GF_SEMI_TOGGLED) return; /* Ammo check */ if ((pl.shotgun_mag <= 1) || (pl.WaterLevel() >= WATERLEVEL_SUBMERGED)) { #ifdef SERVER Sound_Play(pl, CHAN_AUTO, "weapon_shotgun.empty"); #endif pl.gflags |= GF_SEMI_TOGGLED; return; } if (pl.w_attack_next) { w_shotgun_release(pl); return; } /* interrupt reloading if no longer empty */ if (pl.mode_tempstate == SHOTTY_RELOAD && pl.shotgun_mag >= 2) { pl.mode_tempstate = SHOTTY_RELOAD_END; w_shotgun_release(pl); return; } else if (pl.mode_tempstate > SHOTTY_IDLE) { w_shotgun_release(pl); return; } /* Ammo check */ if (pl.shotgun_mag <= 1) { w_shotgun_reload(pl); return; } Weapons_ViewAnimation(pl, SHOTGUN_FIRE2); Weapons_ViewPunchAngle(pl, [-10,0,0]); if (pl.flags & FL_CROUCHING) Animation_PlayerTop(pl, ANIM_CR_SHOOTSHOTGUN, 0.41f); else Animation_PlayerTop(pl, ANIM_SHOOTSHOTGUN, 0.5f); #ifdef SERVER /* Singleplayer is more accurate */ if (serverkeyfloat("sv_playerslots") == 1) { TraceAttack_FireBulletsWithDecal(12, pl.origin + pl.view_ofs, 5, [0.08716,0.08716], WEAPON_SHOTGUN, "Impact.BigShot"); } else { TraceAttack_FireBulletsWithDecal(8, pl.origin + pl.view_ofs, 5, [0.17365,0.04362], WEAPON_SHOTGUN, "Impact.BigShot"); } Sound_Play(pl, CHAN_WEAPON, "weapon_shotgun.double"); #else View_SetMuzzleflash(MUZZLE_WEIRD); View_AddEvent(w_shotgun_ejectshell, 1.0f); #endif /* after 1 second, play the cocksound and eject shell */ pl.mode_tempstate = SHOTTY_COCKSOUND; pl.w_idle_next = 1.0f; pl.shotgun_mag -= 2; pl.w_attack_next = 1.5f; } void w_shotgun_release(player pl) { /* auto-reload if need be */ if (pl.w_attack_next <= 0.0) if (pl.mode_tempstate == SHOTTY_IDLE && pl.shotgun_mag == 0 && pl.ammo_buckshot > 0) { Weapons_Reload(pl); return; } if (pl.w_idle_next > 0.0) { return; } if (pl.mode_tempstate == SHOTTY_IDLE) { int r = floor(pseudorandom() * 3.0f); switch (r) { case 1: Weapons_ViewAnimation(pl, SHOTGUN_IDLE2); pl.w_idle_next = 2.222222f; break; case 2: Weapons_ViewAnimation(pl, SHOTGUN_IDLE3); pl.w_idle_next = 5.0f; break; default: Weapons_ViewAnimation(pl, SHOTGUN_IDLE1); pl.w_idle_next = 2.222222f; break; } } else if (pl.mode_tempstate == SHOTTY_RELOAD_START) { Weapons_ViewAnimation(pl, SHOTGUN_START_RELOAD); pl.mode_tempstate = SHOTTY_RELOAD; pl.w_idle_next = 0.65f; } else if (pl.mode_tempstate == SHOTTY_RELOAD) { Weapons_ViewAnimation(pl, SHOTGUN_RELOAD); pl.shotgun_mag++; pl.ammo_buckshot--; #ifdef SERVER Sound_Play(pl, CHAN_WEAPON, "weapon_shotgun.reload"); #endif if (pl.ammo_buckshot <= 0 || pl.shotgun_mag >= 8) { pl.mode_tempstate = SHOTTY_RELOAD_END; } Weapons_UpdateAmmo(pl, pl.shotgun_mag, pl.ammo_buckshot, pl.mode_tempstate); pl.w_idle_next = 0.5f; } else if (pl.mode_tempstate == SHOTTY_RELOAD_END) { Weapons_ViewAnimation(pl, SHOTGUN_PUMP); #ifdef SERVER Sound_Play(pl, CHAN_WEAPON, "weapon_shotgun.cock"); #endif pl.mode_tempstate = SHOTTY_IDLE; pl.w_idle_next = 10.0f; pl.w_attack_next = 0.5f; } else if (pl.mode_tempstate == SHOTTY_COCKSOUND) { #ifdef CLIENT #else Sound_Play(pl, CHAN_AUTO, "weapon_shotgun.cock"); #endif pl.mode_tempstate = SHOTTY_IDLE; pl.w_idle_next = 10.0f; pl.w_attack_next = 0.5f; } } void w_shotgun_crosshair(player pl) { #ifdef CLIENT static vector cross_pos; cross_pos = g_hudmins + (g_hudres / 2) + [-12,-12]; drawsubpic(cross_pos, [24,24], g_cross_spr, [48/128,24/128], [0.1875, 0.1875], [1,1,1], 1, DRAWFLAG_NORMAL); HUD_DrawAmmo1(); HUD_DrawAmmo2(); vector aicon_pos = g_hudmins + [g_hudres[0] - 48, g_hudres[1] - 42]; drawsubpic(aicon_pos, [24,24], g_hud7_spr, [72/256,72/128], [24/256, 24/128], g_hud_color, pSeatLocal->m_flAmmo2Alpha, DRAWFLAG_ADDITIVE); #endif } float w_shotgun_aimanim(player pl) { return pl.flags & FL_CROUCHING ? ANIM_CR_AIMSHOTGUN : ANIM_AIMSHOTGUN; } void w_shotgun_hudpic(player pl, int selected, vector pos, float a) { #ifdef CLIENT vector hud_col; if (pl.shotgun_mag == 0 && pl.ammo_buckshot == 0) hud_col = [1,0,0]; else hud_col = g_hud_color; if (selected) { drawsubpic(pos, [170,45], g_hud4_spr, [0,180/256], [170/256,45/256], hud_col, a, DRAWFLAG_ADDITIVE); } else { drawsubpic(pos, [170,45], g_hud1_spr, [0,180/256], [170/256,45/256], hud_col, a, DRAWFLAG_ADDITIVE); } HUD_DrawAmmoBar(pos, pl.ammo_buckshot, MAX_A_BUCKSHOT, a); #endif } int w_shotgun_isempty(player pl) { if (pl.shotgun_mag <= 0 && pl.ammo_buckshot <= 0) return 1; return 0; } weapontype_t w_shotgun_type(player pl) { return WPNTYPE_RANGED; } weapon_t w_shotgun = { .name = "shotgun", .id = ITEM_SHOTGUN, .slot = 2, .slot_pos = 1, .weight = 15, .draw = w_shotgun_draw, .holster = w_shotgun_holster, .primary = w_shotgun_primary, .secondary = w_shotgun_secondary, .reload = w_shotgun_reload, .release = w_shotgun_release, .postdraw = w_shotgun_crosshair, .precache = w_shotgun_precache, .pickup = w_shotgun_pickup, .updateammo = w_shotgun_updateammo, .wmodel = w_shotgun_wmodel, .pmodel = w_shotgun_pmodel, .deathmsg = w_shotgun_deathmsg, .aimanim = w_shotgun_aimanim, .isempty = w_shotgun_isempty, .type = w_shotgun_type, .hudpic = w_shotgun_hudpic }; #ifdef SERVER void weapon_shotgun(void) { Weapons_InitItem(WEAPON_SHOTGUN); } #endif