284 lines
5.1 KiB
Plaintext
284 lines
5.1 KiB
Plaintext
/*
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* Copyright (c) 2016-2020 Marco Hladik <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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#ifdef SERVER
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void Decals_Init(void);
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#endif
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void Weapons_Init(void)
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{
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/* in the future we'll have no internal weapon table, then this will fill
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* one up... */
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/*searchhandle sh;
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filestream fh;
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string line;
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sh = search_begin("scripts/weapon_*.txt", TRUE, TRUE);
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for (int i = 0; i < search_getsize(sh); i++) {
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fh = fopen(search_getfilename(sh, i), FILE_READ);
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if (fh < 0) {
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continue;
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}
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while ((line = fgets(fh))) {
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int w = tokenize(line);
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switch (argv(0)) {
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case "name":
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break;
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case "slot":
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break;
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case "slot_pos":
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break;
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}
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}
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fclose(fh);
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}*/
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for (int i = 0; i < g_weapons.length; i++) {
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if (g_weapons[i].precache != __NULL__) {
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g_weapons[i].precache();
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}
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}
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}
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void Weapons_SetModel(string mdl)
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{
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#ifdef CLIENT
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setmodel(pSeat->m_eViewModel, mdl);
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#endif
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}
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void Weapons_SetGeomset(string set)
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{
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#ifdef CLIENT
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setcustomskin(pSeat->m_eViewModel, "", set);
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#endif
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}
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void Weapons_Draw(void)
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{
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player pl = (player)self;
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int i = pl.activeweapon;
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pl.w_attack_next = 0.5f;
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pl.w_idle_next = 2.5f;
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pl.viewzoom = 1.0f;
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/* make sure this is all wiped */
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pl.a_ammo1 = pl.a_ammo2 = pl.a_ammo3 = 0;
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if (g_weapons[i].draw != __NULL__) {
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g_weapons[i].draw();
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}
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#ifdef SERVER
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if (g_weapons[i].updateammo != __NULL__) {
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g_weapons[i].updateammo(pl);
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}
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#endif
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}
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void Weapons_Holster(void)
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{
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player pl = (player)self;
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int i = pl.activeweapon;
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if (g_weapons[i].holster != __NULL__) {
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g_weapons[i].holster();
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}
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}
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void Weapons_Primary(void)
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{
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player pl = (player)self;
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int i = pl.activeweapon;
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if (pl.flags & FL_NOATTACK)
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return;
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if (g_weapons[i].primary != __NULL__) {
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g_weapons[i].primary();
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}
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#ifdef SERVER
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if (g_weapons[i].updateammo != __NULL__) {
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g_weapons[i].updateammo(pl);
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}
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#endif
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}
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void Weapons_Secondary(void)
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{
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player pl = (player)self;
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int i = pl.activeweapon;
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if (pl.flags & FL_NOATTACK)
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return;
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if (g_weapons[i].secondary != __NULL__) {
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g_weapons[i].secondary();
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}
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#ifdef SERVER
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if (g_weapons[i].updateammo != __NULL__) {
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g_weapons[i].updateammo(pl);
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}
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#endif
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}
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void Weapons_Reload(void)
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{
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player pl = (player)self;
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int i = pl.activeweapon;
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if (pl.flags & FL_NOATTACK)
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return;
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if (g_weapons[i].reload != __NULL__) {
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g_weapons[i].reload();
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}
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#ifdef SERVER
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if (g_weapons[i].updateammo != __NULL__) {
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g_weapons[i].updateammo(pl);
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}
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#endif
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}
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void Weapons_Release(void)
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{
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player pl = (player)self;
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int i = pl.activeweapon;
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if (g_weapons[i].release != __NULL__) {
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g_weapons[i].release();
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}
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pl.gflags &= ~GF_SEMI_TOGGLED;
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}
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void Weapons_DrawCrosshair(void)
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{
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player pl = (player)self;
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int i = pl.activeweapon;
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if (g_weapons[i].crosshair != __NULL__) {
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g_weapons[i].crosshair();
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}
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}
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string Weapons_GetWorldmodel(int id)
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{
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if (g_weapons[id].wmodel != __NULL__) {
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return g_weapons[id].wmodel();
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}
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return "";
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}
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string Weapons_GetPlayermodel(int id)
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{
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if (g_weapons[id].pmodel != __NULL__) {
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return g_weapons[id].pmodel();
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}
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return "";
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}
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string Weapons_GetDeathmessage(int id)
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{
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if (g_weapons[id].deathmsg != __NULL__) {
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return g_weapons[id].deathmsg();
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}
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return "";
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}
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#ifdef SERVER
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float Weapons_GetAim(int id)
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{
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if (g_weapons[id].aimanim != __NULL__) {
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return g_weapons[id].aimanim();
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}
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return 0;
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}
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#endif
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#ifdef CLIENT
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void Weapons_HUDPic(int id, int s, vector pos, float a)
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{
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if (g_weapons[id].hudpic != __NULL__) {
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g_weapons[id].hudpic(s, pos, a);
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}
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}
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#endif
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void Weapons_MakeVectors(void)
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{
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#ifdef SERVER
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player pl = (player)self;
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makevectors(pl.v_angle);
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#else
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makevectors(view_angles);
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#endif
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}
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vector Weapons_GetCameraPos(void)
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{
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#ifdef SERVER
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return self.origin + self.view_ofs;
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#else
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return getproperty(VF_ORIGIN);
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#endif
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}
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void Weapons_ViewAnimation(int i)
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{
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#ifdef CLIENT
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player pl = (player)pSeat->m_ePlayer;
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View_PlayAnimation(i);
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#else
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player pl = (player)self;
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#endif
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pl.weapontime = 0.0f;
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}
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#ifdef CLIENT
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int View_GetAnimation(void);
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int Weapons_GetAnimation(void)
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{
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return View_GetAnimation();
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}
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#endif
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void Weapons_ViewPunchAngle(vector add)
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{
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#ifdef CLIENT
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player pl = (player)self;
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pl.punchangle += add;
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#endif
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}
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void Weapons_PlaySound(entity t, float ch, string s, float vol, float at)
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{
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#ifdef SERVER
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sound(t, ch, s, vol, at);
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#endif
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}
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int Weapons_IsPresent(player pl, int w)
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{
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if (pl.g_items & g_weapons[w].id) {
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return TRUE;
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} else {
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return FALSE;
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}
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}
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