Base Game: Adding some base weapon helper functions, will make dealing with

multi-state weapons like shotguns during reloads easier.
This commit is contained in:
Marco Cawthorne 2021-05-25 08:33:35 +02:00
parent 148c5f0e86
commit 19065e4810
7 changed files with 327 additions and 0 deletions

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@ -16,6 +16,11 @@ fx_impact.qc
items.h
weapons.h
weapon_basesemi.qc
weapon_baseshotgun.qc
weapon_baseautomatic.qc
weapons.qc
weapon_common.qc
input.qc

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@ -45,6 +45,8 @@ enumflags
noref int input_sequence;
class player:base_player
{
PREDICTED_INT(mode_tempstate);
#ifdef CLIENT
/* External model */
entity p_model;

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@ -0,0 +1,51 @@
/*
* Copyright (c) 2016-2020 Marco Hladik <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.
*/
enum
{
AUTO_FIRE_FAILED,
AUTO_FIRED,
AUTO_LAST,
AUTO_EMPTY
};
int
w_baseauto_fire(int w, .int mag, int d)
{
player pl = (player)self;
if (pl.w_attack_next > 0.0) {
return (AUTO_FIRE_FAILED);
}
if (pl.gflags & GF_SEMI_TOGGLED) {
return (AUTO_FIRE_FAILED);
}
if (pl.(mag) <= 0) {
pl.gflags |= GF_SEMI_TOGGLED;
return (AUTO_EMPTY);
}
pl.(mag)--;
#ifdef SERVER
TraceAttack_FireBullets(1, pl.origin + pl.view_ofs, d, [0.1,0.1], w);
#endif
if (pl.(mag) == 0)
return (AUTO_LAST);
else
return (AUTO_FIRED);
}

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@ -0,0 +1,43 @@
enum
{
MELEE_FAILED,
MELEE_MISS,
MELEE_HIT,
MELEE_HITBODY
};
int
w_basemelee_fire(int d, int w)
{
int anim = 0;
vector src;
player pl = (player)self;
if (pl.w_attack_next > 0.0) {
return (MELEE_FAILED);
}
Weapons_MakeVectors();
src = pl.origin + pl.view_ofs;
/* make sure we can gib corpses */
int oldhitcontents = self.hitcontentsmaski;
self.hitcontentsmaski = CONTENTBITS_POINTSOLID | CONTENTBIT_CORPSE;
traceline(src, src + (v_forward * 32), FALSE, pl);
self.hitcontentsmaski = oldhitcontents;
pl.w_attack_next = 0.5f;
pl.w_idle_next = 2.5f;
if (trace_fraction >= 1.0) {
return (MELEE_MISS);
}
#ifdef SERVER
if (trace_ent.takedamage) {
Damage_Apply(trace_ent, pl, d, w, DMG_BLUNT);
}
#endif
return (MELEE_HIT);
}

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@ -0,0 +1,50 @@
/*
* Copyright (c) 2016-2021 Marco Hladik <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.
*/
enum
{
SEMI_FIRE_FAILED,
SEMI_FIRED,
SEMI_LAST,
SEMI_EMPTY
};
int
w_baseprojectile_fire(int w, .int mag, void() spawnfunc)
{
player pl = (player)self;
if (pl.w_attack_next > 0.0) {
return (SEMI_FIRE_FAILED);
}
if (pl.gflags & GF_SEMI_TOGGLED) {
return (SEMI_FIRE_FAILED);
}
if (pl.(mag) <= 0) {
return (SEMI_EMPTY);
}
pl.(mag)--;
#ifdef SERVER
spawnfunc();
#endif
if (pl.(mag) == 0)
return (SEMI_LAST);
else
return (SEMI_FIRED);
}

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@ -0,0 +1,53 @@
/*
* Copyright (c) 2016-2021 Marco Hladik <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.
*/
enum
{
SEMI_FIRE_FAILED,
SEMI_FIRED,
SEMI_LAST,
SEMI_EMPTY
};
int
w_basesemi_fire(int w, .int mag, int d)
{
player pl = (player)self;
if (pl.w_attack_next > 0.0) {
return (SEMI_FIRE_FAILED);
}
if (pl.gflags & GF_SEMI_TOGGLED) {
return (SEMI_FIRE_FAILED);
}
if (pl.(mag) <= 0) {
pl.gflags |= GF_SEMI_TOGGLED;
return (SEMI_EMPTY);
}
pl.(mag)--;
#ifdef SERVER
TraceAttack_FireBullets(1, pl.origin + pl.view_ofs, d, [0,0,0], w);
#endif
pl.gflags |= GF_SEMI_TOGGLED;
if (pl.(mag) == 0)
return (SEMI_LAST);
else
return (SEMI_FIRED);
}

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@ -0,0 +1,123 @@
/*
* Copyright (c) 2016-2020 Marco Hladik <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.
*/
enum
{
SHOTGUN_FIRE_FAILED,
SHOTGUN_FIRED,
SHOTGUN_LAST,
SHOTGUN_EMPTY
};
int
w_baseshotgun_fire(int w, .int mag, int c, int d, vector bs)
{
player pl = (player)self;
if (pl.w_attack_next > 0.0) {
return (SHOTGUN_FIRE_FAILED);
}
if (pl.gflags & GF_SEMI_TOGGLED) {
return (SHOTGUN_FIRE_FAILED);
}
if (pl.(mag) <= 0) {
pl.gflags |= GF_SEMI_TOGGLED;
return (SHOTGUN_EMPTY);
}
pl.(mag)--;
#ifdef SERVER
TraceAttack_FireBullets(c, pl.origin + pl.view_ofs, d, bs, w);
#endif
pl.gflags |= GF_SEMI_TOGGLED;
if (pl.(mag) == 0)
return (SHOTGUN_LAST);
else
return (SHOTGUN_FIRED);
}
enum
{
SHOTTY_IDLE,
SHOTTY_RELOAD_START,
SHOTTY_RELOAD,
SHOTTY_RELOAD_END,
SHOTTY_COCKSOUND
};
void
w_baseshotgun_reload(.int mag, .int ammo, int max)
{
player pl = (player)self;
if (pl.(mag) >= max) {
return;
}
if (pl.(ammo) <= 0) {
return;
}
if (pl.mode_tempstate > SHOTTY_IDLE) {
return;
}
pl.mode_tempstate = SHOTTY_RELOAD_START;
pl.w_idle_next = 0.0f;
}
enum
{
SHOTGUN_IDLE,
SHOTGUN_BUSY,
SHOTGUN_START_RELOAD,
SHOTGUN_RELOAD,
SHOTGUN_END_RELOAD
};
int
w_baseshotgun_release(.int mag, .int ammo, int max)
{
player pl = (player)self;
if (pl.w_idle_next > 0.0) {
return (SHOTGUN_BUSY);
}
if (pl.mode_tempstate == SHOTTY_RELOAD_START) {
pl.mode_tempstate = SHOTTY_RELOAD;
pl.w_idle_next = 0.65f;
return (SHOTGUN_START_RELOAD);
} else if (pl.mode_tempstate == SHOTTY_RELOAD) {
pl.(mag)++;
pl.(ammo)--;
if (pl.(ammo) <= 0 || pl.(mag) >= max) {
pl.mode_tempstate = SHOTTY_RELOAD_END;
}
Weapons_UpdateAmmo(pl, pl.(mag), pl.(ammo), pl.mode_tempstate);
pl.w_idle_next = 0.5f;
return (SHOTGUN_RELOAD);
} else if (pl.mode_tempstate == SHOTTY_RELOAD_END) {
pl.mode_tempstate = SHOTTY_IDLE;
pl.w_idle_next = 10.0f;
pl.w_attack_next = 0.5f;
return (SHOTGUN_END_RELOAD);
}
return (SHOTGUN_IDLE);
}