valve/src/shared/w_mp5.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_9mmAR (0 0 1) (-16 -16 0) (16 16 32)
"model" "models/w_9mmar.mdl"
HALF-LIFE (1998) ENTITY
MP5/9mmAR Weapon
Same as weapon_mp5
*/
/*QUAKED weapon_mp5 (0 0 1) (-16 -16 0) (16 16 32)
"model" "models/w_9mmar.mdl"
HALF-LIFE (1998) ENTITY
MP5/9mmAR Weapon
Same as weapon_9mmAR
*/
/* Animations */
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
if (new) {
#ifdef GEARBOX
pl.mp5_mag = 50;
#else
pl.mp5_mag = 25;
#endif
return (1);
}
if (pl.ammo_9mm < MAX_A_9MM) {
pl.ammo_9mm = bound(0, pl.ammo_9mm + 25, 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
static void Grenade_ExplodeTouch(void) {
float dmg = Skill_GetValue("plr_9mmAR_grenade", 100);
FX_Explosion(self.origin);
Damage_Radius(self.origin, self.owner, dmg, dmg * 2.5f, TRUE, WEAPON_HANDGRENADE);
if (random() < 0.5) {
sound(self, 1, "weapons/explode3.wav", 1, ATTN_NORM);
} else {
sound(self, 1, "weapons/explode4.wav", 1, ATTN_NORM);
}
remove(self);
}
Weapons_MakeVectors(pl);
entity gren = spawn();
setmodel(gren, "models/grenade.mdl");
setorigin(gren, Weapons_GetCameraPos(pl) + (v_forward * 16.0f));
gren.owner = pl;
gren.velocity = v_forward * 800.0f;
gren.angles = vectoangles(gren.velocity);
gren.avelocity[0] = random(-100.0f, -500.0f);
gren.gravity = 0.5f;
gren.movetype = MOVETYPE_BOUNCE;
//gren.flags |= FL_LAGGEDMOVE;
gren.solid = SOLID_BBOX;
setsize(gren, [0,0,0], [0,0,0]);
gren.touch = Grenade_ExplodeTouch;
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 cross_pos;
vector aicon_pos;
cross_pos = g_hudmins + (g_hudres / 2) + [-12,-12];
drawsubpic(
cross_pos,
[24,24],
g_cross_spr,
[0,48/128],
[0.1875, 0.1875],
[1,1,1],
1.0f,
DRAWFLAG_NORMAL
);
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
};
#ifdef SERVER
void
weapon_9mmAR(void)
{
Weapons_InitItem(WEAPON_MP5);
}
void
weapon_mp5(void)
{
Weapons_InitItem(WEAPON_MP5);
}
#endif