448 lines
8.4 KiB
Plaintext
448 lines
8.4 KiB
Plaintext
/*
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* Copyright (c) 2016-2021 Marco Cawthorne <marco@icculus.org>
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*
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* Permission to use, copy, modify, and distribute this software for any
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* purpose with or without fee is hereby granted, provided that the above
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* copyright notice and this permission notice appear in all copies.
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*
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* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
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* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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/*QUAKED weapon_9mmhandgun (0 0 1) (-16 -16 0) (16 16 32)
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"model" "models/w_9mmhandgun.mdl"
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HALF-LIFE (1998) ENTITY
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9mm Handgun/Glock Weapon
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Same as weapon_glock
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*/
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/*QUAKED weapon_glock (0 0 1) (-16 -16 0) (16 16 32)
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"model" "models/w_9mmhandgun.mdl"
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HALF-LIFE (1998) ENTITY
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9mm Handgun/Glock Weapon
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Same as weapon_9mmhandgun
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*/
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enum
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{
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GLOCK_IDLE1,
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GLOCK_IDLE2,
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GLOCK_IDLE3,
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GLOCK_SHOOT,
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GLOCK_SHOOT_EMPTY,
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GLOCK_RELOAD_EMPTY,
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GLOCK_RELOAD,
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GLOCK_DRAW,
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GLOCK_HOLSTER
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};
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#ifdef CLIENT
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void w_glock_ejectshell(void)
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{
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static void w_glock_ejectshell_death(void) {
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remove(self);
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}
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static void w_glock_ejectshell_touch(void) {
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if (other == world)
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Sound_Play(self, CHAN_BODY, "modelevent_shell.land");
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}
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entity eShell = spawn();
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setmodel(eShell, "models/shell.mdl");
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eShell.solid = SOLID_BBOX;
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eShell.movetype = MOVETYPE_BOUNCE;
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eShell.drawmask = MASK_ENGINE;
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eShell.angles = [pSeat->m_eViewModel.angles[0], pSeat->m_eViewModel.angles[1], 0];
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eShell.velocity = pSeat->m_vecPredictedVelocity;
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makevectors(pSeat->m_eViewModel.angles);
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eShell.velocity += (v_forward * 0);
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eShell.velocity += (v_right * 80);
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eShell.velocity += (v_up * 100);
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eShell.touch = w_glock_ejectshell_touch;
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eShell.avelocity = [0,45,900];
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eShell.think = w_glock_ejectshell_death;
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eShell.nextthink = time + 2.5f;
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setsize(eShell, [0,0,0], [0,0,0]);
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setorigin(eShell, pSeat->m_eViewModel.origin + (v_forward * 26) + (v_right * 8) + (v_up * -4));
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}
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#endif
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void
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w_glock_precache(void)
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{
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#ifdef SERVER
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Sound_Precache("weapon_glock.fire");
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Sound_Precache("weapon_glock.empty");
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precache_model("models/w_9mmhandgun.mdl");
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precache_model("models/shell.mdl");
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#else
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precache_model("models/v_9mmhandgun.mdl");
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precache_model("models/p_9mmhandgun.mdl");
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precache_model("models/shell.mdl");
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Sound_Precache("modelevent_shell.land");
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#endif
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}
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void
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w_glock_updateammo(player pl)
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{
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Weapons_UpdateAmmo(pl, pl.glock_mag, pl.ammo_9mm, -1);
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}
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string
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w_glock_wmodel(void)
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{
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return "models/w_9mmhandgun.mdl";
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}
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string
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w_glock_pmodel(player pl)
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{
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return "models/p_9mmhandgun.mdl";
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}
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string
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w_glock_deathmsg(void)
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{
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return "";
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}
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int
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w_glock_pickup(player pl, int new, int startammo)
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{
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#ifdef SERVER
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if (new) {
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pl.glock_mag = 18;
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return (1);
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}
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if (pl.ammo_9mm < MAX_A_9MM) {
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pl.ammo_9mm = bound(0, pl.ammo_9mm + 18, MAX_A_9MM);
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} else {
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if (!new)
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return (0);
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}
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#endif
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return (1);
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}
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void
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w_glock_draw(player pl)
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{
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Weapons_SetModel("models/v_9mmhandgun.mdl");
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Weapons_ViewAnimation(pl, GLOCK_DRAW);
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}
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void
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w_glock_holster(player pl)
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{
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Weapons_ViewAnimation(pl, GLOCK_HOLSTER);
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}
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int
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w_glock_isempty(player pl)
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{
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if (pl.glock_mag <= 0 && pl.ammo_9mm <= 0)
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return 1;
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return 0;
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}
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void
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w_glock_primary(player pl)
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{
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if (pl.w_attack_next > 0.0)
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return;
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if (pl.gflags & GF_SEMI_TOGGLED)
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return;
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/* ammo check */
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if ((pl.glock_mag <= 0i) ? true : false) {
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#ifdef SERVER
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Sound_Play(pl, CHAN_AUTO, "weapon_glock.empty");
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#endif
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pl.gflags |= GF_SEMI_TOGGLED;
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return;
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}
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/* actual firing */
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pl.glock_mag--;
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#ifdef CLIENT
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View_SetMuzzleflash(MUZZLE_SMALL);
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View_AddEvent(w_glock_ejectshell, 0.0f);
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#else
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TraceAttack_FireBulletsWithDecal(1, pl.origin + pl.view_ofs, Skill_GetValue("plr_9mm_bullet", 8), [0.01,0.01], WEAPON_GLOCK, "Impact.BigShot");
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Sound_Play(pl, CHAN_WEAPON, "weapon_glock.fire");
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#endif
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Weapons_ViewPunchAngle(pl, [-2,0,0]);
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if (pl.glock_mag) {
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Weapons_ViewAnimation(pl, GLOCK_SHOOT);
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} else {
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Weapons_ViewAnimation(pl, GLOCK_SHOOT_EMPTY);
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}
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if (pl.flags & FL_CROUCHING)
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Animation_PlayerTop(pl, ANIM_CR_SHOOT1HAND, 0.2f);
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else
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Animation_PlayerTop(pl, ANIM_SHOOT1HAND, 0.2f);
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pl.w_attack_next = 0.3f;
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pl.w_idle_next = 5.0f;
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}
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void
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w_glock_secondary(player pl)
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{
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if (pl.w_attack_next > 0.0)
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return;
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if (pl.gflags & GF_SEMI_TOGGLED)
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return;
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/* ammo check */
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if ((pl.glock_mag <= 0i) ? true : false) {
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#ifdef SERVER
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Sound_Play(pl, CHAN_AUTO, "weapon_glock.empty");
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#endif
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pl.gflags |= GF_SEMI_TOGGLED;
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return;
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}
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pl.glock_mag--;
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#ifdef CLIENT
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View_SetMuzzleflash(MUZZLE_SMALL);
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View_AddEvent(w_glock_ejectshell, 0.0f);
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#else
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TraceAttack_FireBulletsWithDecal(1, pl.origin + pl.view_ofs, Skill_GetValue("plr_9mm_bullet", 8), [0.1,0.1], WEAPON_GLOCK, "Impact.BigShot");
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Sound_Play(pl, CHAN_WEAPON, "weapon_glock.fire");
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#endif
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Weapons_ViewPunchAngle(pl, [-2,0,0]);
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if (pl.glock_mag) {
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Weapons_ViewAnimation(pl, GLOCK_SHOOT);
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} else {
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Weapons_ViewAnimation(pl, GLOCK_SHOOT_EMPTY);
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}
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if (pl.flags & FL_CROUCHING)
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Animation_PlayerTop(pl, ANIM_CR_SHOOT1HAND, 0.2f);
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else
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Animation_PlayerTop(pl, ANIM_SHOOT1HAND, 0.2f);
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pl.w_attack_next = 0.2f;
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pl.w_idle_next = 5.0f;
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}
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void
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w_glock_reload(player pl)
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{
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if (pl.w_attack_next > 0.0) {
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return;
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}
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if (pl.glock_mag >= 18) {
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return;
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}
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if (pl.ammo_9mm <= 0) {
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return;
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}
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if (pl.glock_mag) {
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Weapons_ViewAnimation(pl, GLOCK_RELOAD);
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} else {
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Weapons_ViewAnimation(pl, GLOCK_RELOAD_EMPTY);
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}
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#ifdef SERVER
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static void w_glock_reload_done(void) {
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player pl = (player)self;
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Weapons_ReloadWeapon(pl, player::glock_mag, player::ammo_9mm, 18);
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}
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pl.think = w_glock_reload_done;
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pl.nextthink = time + 1.9f;
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#endif
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pl.w_attack_next = 2.0f;
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pl.w_idle_next = 10.0f;
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}
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void
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w_glock_release(player pl)
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{
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int r;
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/* auto-reload if need be */
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if (pl.w_attack_next <= 0.0)
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if (pl.glock_mag == 0 && pl.ammo_9mm > 0) {
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Weapons_Reload(pl);
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return;
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}
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if (w_glock_isempty(pl))
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return;
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if (pl.w_idle_next > 0.0)
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return;
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r = floor(pseudorandom() * 3.0f);
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switch (r) {
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case 1:
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Weapons_ViewAnimation(pl, GLOCK_IDLE2);
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pl.w_idle_next = 2.5f;
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break;
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case 2:
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Weapons_ViewAnimation(pl, GLOCK_IDLE3);
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pl.w_idle_next = 3.5f;
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break;
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default:
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Weapons_ViewAnimation(pl, GLOCK_IDLE1);
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pl.w_idle_next = 3.75f;
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break;
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}
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}
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float
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w_glock_aimanim(player pl)
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{
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return pl.flags & FL_CROUCHING ? ANIM_CR_AIM1HAND : ANIM_AIM1HAND;
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}
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void
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w_glock_hud(player pl)
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{
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#ifdef CLIENT
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vector cross_pos;
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vector aicon_pos;
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cross_pos = g_hudmins + (g_hudres / 2) + [-12,-12];
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aicon_pos = g_hudmins + [g_hudres[0] - 48, g_hudres[1] - 42];
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drawsubpic(
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cross_pos,
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[24,24],
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g_cross_spr,
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[0.1875,0],
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[0.1875, 0.1875],
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[1,1,1],
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1.0f,
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DRAWFLAG_NORMAL
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);
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HUD_DrawAmmo1();
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HUD_DrawAmmo2();
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drawsubpic(
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aicon_pos,
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[24,24],
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g_hud7_spr,
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[0,72/128],
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[24/256, 24/128],
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g_hud_color,
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pSeatLocal->m_flAmmo2Alpha,
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DRAWFLAG_ADDITIVE
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);
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#endif
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}
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void
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w_glock_hudpic(player pl, int selected, vector pos, float a)
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{
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#ifdef CLIENT
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vector hud_col;
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if (pl.glock_mag == 0 && pl.ammo_9mm == 0)
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hud_col = [1,0,0];
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else
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hud_col = g_hud_color;
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if (selected) {
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drawsubpic(
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pos,
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[170,45],
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g_hud4_spr,
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[0,45/256],
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[170/256,45/256],
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hud_col,
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a,
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DRAWFLAG_ADDITIVE
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);
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} else {
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drawsubpic(
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pos,
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[170,45],
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g_hud1_spr,
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[0,45/256],
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[170/256,45/256],
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hud_col,
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a,
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DRAWFLAG_ADDITIVE
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);
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}
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HUD_DrawAmmoBar(pos, pl.ammo_9mm, MAX_A_9MM, a);
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#endif
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}
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weapontype_t
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w_glock_type(player pl)
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{
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return WPNTYPE_RANGED;
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}
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weapon_t w_glock =
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{
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.name = "9mmhandgun",
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.id = ITEM_GLOCK,
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.slot = 1,
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.slot_pos = 0,
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.weight = 10,
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.draw = w_glock_draw,
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.holster = w_glock_holster,
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.primary = w_glock_primary,
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.secondary = w_glock_secondary,
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.reload = w_glock_reload,
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.release = w_glock_release,
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.postdraw = w_glock_hud,
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.precache = w_glock_precache,
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.pickup = w_glock_pickup,
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.updateammo = w_glock_updateammo,
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.wmodel = w_glock_wmodel,
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.pmodel = w_glock_pmodel,
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.deathmsg = w_glock_deathmsg,
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.aimanim = w_glock_aimanim,
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.isempty = w_glock_isempty,
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.type = w_glock_type,
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.hudpic = w_glock_hudpic
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};
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/* pickups */
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#ifdef SERVER
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void
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weapon_9mmhandgun(void)
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{
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Weapons_InitItem(WEAPON_GLOCK);
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}
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void
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weapon_glock(void)
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{
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Weapons_InitItem(WEAPON_GLOCK);
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}
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#endif
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