valve/src/shared/w_shotgun.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_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