valve/src/shared/w_glock.qc

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/*
* Copyright (c) 2016-2021 Marco Cawthorne <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
};
#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