/* * 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. */ enum { MP5_IDLE1, MP5_IDLE2, MP5_GRENADE, MP5_RELOAD, MP5_DRAW, #ifdef GEARBOX MP5_DEPLOY, /* not sure what this is about */ #endif MP5_FIRE1, MP5_FIRE2, MP5_FIRE3 }; #ifdef CLIENT void w_mp5_ejectshell(void) { static void w_mp5_ejectshell_death(void) { remove(self); } static void w_mp5_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; float r = random(0.0, 50.0); makevectors(pSeat->m_eViewModel.angles); eShell.velocity += (v_forward * 0); eShell.velocity += (v_right * 45); eShell.velocity += (v_up * (145 + r)); eShell.touch = w_mp5_ejectshell_touch; eShell.avelocity = [0,45,900]; eShell.think = w_mp5_ejectshell_death; eShell.nextthink = time + 2.5f; setsize(eShell, [0,0,0], [0,0,0]); setorigin(eShell, pSeat->m_eViewModel.origin + (v_forward * 30) + (v_right * 8) + (v_up * -15)); } #endif void w_mp5_precache(void) { #ifdef SERVER Sound_Precache("weapon_mp5.shoot"); Sound_Precache("weapon_mp5.gl"); Sound_Precache("weapon_mp5.empty"); precache_model("models/w_9mmar.mdl"); precache_model("models/grenade.mdl"); #else precache_model("models/v_9mmar.mdl"); precache_model("models/p_9mmar.mdl"); Sound_Precache("modelevent_shell.land"); #endif } int w_mp5_pickup(player pl, int new, int startammo) { #ifdef SERVER #ifdef GEARBOX int addAmmo = (startammo == -1) ? 50 : startammo; #else int addAmmo = (startammo == -1) ? 25 : startammo; #endif if (new) { pl.mp5_mag = addAmmo; return (1); } if (pl.ammo_9mm < MAX_A_9MM) { pl.ammo_9mm = bound(0, pl.ammo_9mm + addAmmo, MAX_A_9MM); } else { if (!new) return (0); } #endif return (1); } void w_mp5_updateammo(player pl) { Weapons_UpdateAmmo(pl, pl.mp5_mag, pl.ammo_9mm, pl.ammo_m203_grenade); } string w_mp5_wmodel(void) { return "models/w_9mmar.mdl"; } string w_mp5_pmodel(player pl) { return "models/p_9mmar.mdl"; } string w_mp5_deathmsg(void) { return ""; } void w_mp5_draw(player pl) { Weapons_SetModel("models/v_9mmar.mdl"); Weapons_ViewAnimation(pl, MP5_DRAW); } void w_mp5_holster(player pl) { Weapons_ViewAnimation(pl, MP5_DRAW); } void w_mp5_primary(player pl) { if (pl.w_attack_next > 0.0f) return; if (pl.gflags & GF_SEMI_TOGGLED) return; /* Ammo check */ bool out_of_ammo = (pl.mp5_mag <= 0i) ? true : false; if (out_of_ammo || (pl.WaterLevel() >= WATERLEVEL_SUBMERGED)) { #ifdef SERVER Sound_Play(pl, CHAN_AUTO, "weapon_mp5.empty"); #endif pl.gflags |= GF_SEMI_TOGGLED; return; } pl.mp5_mag--; /* Actual firing */ int r = floor(pseudorandom() * 3.0f); switch (r) { case 1: Weapons_ViewAnimation(pl, MP5_FIRE1); break; case 2: Weapons_ViewAnimation(pl, MP5_FIRE2); break; default: Weapons_ViewAnimation(pl, MP5_FIRE3); break; } Weapons_ViewPunchAngle(pl, [-2,0,0]); #ifdef CLIENT View_SetMuzzleflash(MUZZLE_RIFLE); View_AddEvent(w_mp5_ejectshell, 0.0f); #else /* singleplayer is more accurate */ if (cvar("sv_playerslots") == 1) { TraceAttack_FireBulletsWithDecal(1, Weapons_GetCameraPos(pl), Skill_GetValue("plr_9mmAR_bullet", 5), [0.025,0.025], WEAPON_MP5, "Impact.BigShot"); } else { TraceAttack_FireBulletsWithDecal(1, Weapons_GetCameraPos(pl), Skill_GetValue("plr_9mmAR_bullet", 5), [0.05,0.05], WEAPON_MP5, "Impact.BigShot"); } Sound_Play(pl, CHAN_WEAPON, "weapon_mp5.shoot"); #endif if (pl.flags & FL_CROUCHING) Animation_PlayerTop(pl, ANIM_CR_SHOOTMP5, 0.1f); else Animation_PlayerTop(pl, ANIM_SHOOTMP5, 0.1f); pl.w_attack_next = 0.085f; pl.w_idle_next = 10.0f; } void w_mp5_secondary(player pl) { if (pl.w_attack_next > 0.0f) return; if (pl.gflags & GF_SEMI_TOGGLED) return; /* Ammo check */ bool out_of_ammo = (pl.ammo_m203_grenade <= 0i) ? true : false; if (out_of_ammo || pl.WaterLevel() >= WATERLEVEL_SUBMERGED) { #ifdef SERVER Sound_Play(pl, CHAN_AUTO, "weapon_mp5.empty"); #endif pl.gflags |= GF_SEMI_TOGGLED; return; } pl.ammo_m203_grenade--; #ifdef SERVER NSProjectile_SpawnDef("projectile_ARgrenade", pl); Sound_Play(pl, CHAN_WEAPON, "weapon_mp5.gl"); #endif Weapons_ViewPunchAngle(pl, [-10.0f, 0.0f, 0.0f]); Weapons_ViewAnimation(pl, MP5_GRENADE); if (pl.flags & FL_CROUCHING) Animation_PlayerTop(pl, ANIM_CR_SHOOTMP5, 0.45f); else Animation_PlayerTop(pl, ANIM_SHOOTMP5, 0.45f); pl.w_attack_next = 1.0f; pl.w_idle_next = 10.0f; } void w_mp5_reload(player pl) { if (pl.w_attack_next) { return; } /* Ammo check */ if (pl.mp5_mag >= 50) { return; } if (pl.ammo_9mm <= 0) { return; } Weapons_ViewAnimation(pl, MP5_RELOAD); #ifdef SERVER static void w_mp5_reload_done(void) { player pl = (player)self; Weapons_ReloadWeapon(pl, player::mp5_mag, player::ammo_9mm, 50); } pl.think = w_mp5_reload_done; pl.nextthink = time + 1.4f; #endif pl.w_attack_next = 1.5f; pl.w_idle_next = 10.0f; } void w_mp5_release(player pl) { /* auto-reload if need be */ if (pl.w_attack_next <= 0.0) if (pl.mp5_mag == 0 && pl.ammo_9mm > 0) { Weapons_Reload(pl); return; } if (pl.w_idle_next > 0.0) { return; } int r = floor(pseudorandom() * 3.0f); if (r == 1) { Weapons_ViewAnimation(pl, MP5_IDLE1); } else { Weapons_ViewAnimation(pl, MP5_IDLE2); } pl.w_idle_next = 15.0f; } void w_mp5_crosshair(player pl) { #ifdef CLIENT vector aicon_pos; Cross_DrawSub(g_cross_spr, [24,24], [0,48/128], [0.1875, 0.1875]); HUD_DrawAmmo1(); HUD_DrawAmmo2(); HUD_DrawAmmo3(); aicon_pos = g_hudmins + [g_hudres[0] - 48, g_hudres[1] - 42]; drawsubpic( aicon_pos, [24,24], g_hud7_spr, [0,72/128], [24/256, 24/128], g_hud_color, pSeatLocal->m_flAmmo2Alpha, DRAWFLAG_ADDITIVE ); aicon_pos = g_hudmins + [g_hudres[0] - 48, g_hudres[1] - 74]; drawsubpic( aicon_pos, [24,24], g_hud7_spr, [48/256,72/128], [24/256, 24/128], g_hud_color, pSeatLocal->m_flAmmo3Alpha, DRAWFLAG_ADDITIVE ); #endif } float w_mp5_aimanim(player pl) { return pl.flags & ANIM_CR_AIMMP5 ? ANIM_CR_AIMCROWBAR : ANIM_AIMMP5; } void w_mp5_hudpic(player pl, int selected, vector pos, float a) { #ifdef CLIENT vector hud_col; if (pl.mp5_mag == 0 && pl.ammo_9mm == 0 && pl.ammo_m203_grenade == 0) hud_col = [1,0,0]; else hud_col = g_hud_color; if (selected) { drawsubpic( pos, [170,45], g_hud4_spr, [0,135/256], [170/256,45/256], hud_col, a, DRAWFLAG_ADDITIVE ); } else { drawsubpic( pos, [170,45], g_hud1_spr, [0,135/256], [170/256,45/256], hud_col, a, DRAWFLAG_ADDITIVE ); } HUD_DrawAmmoBar(pos, pl.ammo_9mm, MAX_A_9MM, a); HUD_DrawAmmoBar(pos + [25, 0], pl.ammo_m203_grenade, MAX_A_M203_GRENADE, a); #endif } int w_mp5_isempty(player pl) { if (pl.mp5_mag <= 0 && pl.ammo_9mm <= 0 && pl.ammo_m203_grenade <= 0) return 1; return 0; } weapontype_t w_mp5_type(player pl) { return WPNTYPE_RANGED; } weapon_t w_mp5 = { .name = "9mmAR", .id = ITEM_MP5, .slot = 2, .slot_pos = 0, .weight = 15, .draw = w_mp5_draw, .holster = w_mp5_holster, .primary = w_mp5_primary, .secondary = w_mp5_secondary, .reload = w_mp5_reload, .release = w_mp5_release, .postdraw = w_mp5_crosshair, .precache = w_mp5_precache, .pickup = w_mp5_pickup, .updateammo = w_mp5_updateammo, .wmodel = w_mp5_wmodel, .pmodel = w_mp5_pmodel, .deathmsg = w_mp5_deathmsg, .aimanim = w_mp5_aimanim, .isempty = w_mp5_isempty, .type = w_mp5_type, .hudpic = w_mp5_hudpic };