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