2023-03-22 14:23:15 +00:00
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/*
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server/utilities/weapon_utilities.qc
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Contains some wrapped or easy access functions to streamline weapon
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behaviors a bit.
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Copyright (C) 2021-2023 NZ:P Team
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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*/
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2023-03-22 15:31:11 +00:00
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// TODO: Actually implement some of these..
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// Frame types, generalized.
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#define ANIM_FIRE 0
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#define ANIM_RELOAD 1
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#define ANIM_SPRINT_START 2
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#define ANIM_SPRINT 3
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#define ANIM_SPRINT_STOP 4
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#define ANIM_FIRST_TAKE 5
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#define ANIM_TAKE_OUT 6
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#define ANIM_PUT_AWAY 7
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#define ANIM_AIM 8
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2023-03-27 00:58:22 +00:00
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void() W_AimOut;
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2023-03-22 14:23:15 +00:00
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//
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// Weapon_GetPlayerAmmoInSlot(person, slot)
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// Returns the reserve ammo the player has in a weapon slot.
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//
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float(entity person, float slot) Weapon_GetPlayerAmmoInSlot =
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{
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switch(slot) {
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2023-03-29 14:49:58 +00:00
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case 1: return person.currentammo;
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case 2: return person.secondaryammo;
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case 3: return person.thirdammo;
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default: return 0;
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2023-03-22 14:23:15 +00:00
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}
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2023-03-22 15:31:11 +00:00
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};
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2023-03-22 14:23:15 +00:00
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//
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// Weapon_SetPlayerAmmoInSlot(person, slot, ammo)
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// Sets the player's reserve ammo in a slot to param3.
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//
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void(entity person, float slot, float ammo) Weapon_SetPlayerAmmoInSlot =
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{
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switch(slot) {
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case 1: person.currentammo = ammo; break;
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case 2: person.secondaryammo = ammo; break;
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case 3: person.thirdammo = ammo; break;
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default: return; break;
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}
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};
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//
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// Weapon_PlayerHasWeapon(peron, comparison, include_pap)
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// Checks to see if the Player is holding a weapon in any
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// of their three slots. `include_pap` dictates whether to
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// consider Pack-A-Punch'd varients. Returns 1, 2, 3 depending
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// on the slot the weapon is contained in.
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//
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float(entity person, float comparison, float include_pap) Weapon_PlayerHasWeapon =
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{
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// Storage.
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float first, second, third;
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// If we're including pap'd weapons, just convert the weapon set to the base
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// ones to save on comparison checks.
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if (include_pap == true) {
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first = EqualNonPapWeapon(person.weapon);
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second = EqualNonPapWeapon(person.secondaryweapon);
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third = EqualNonPapWeapon(person.thirdweapon);
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} else {
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first = person.weapon;
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second = person.secondaryweapon;
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third = person.thirdweapon;
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}
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// Now do the comparisons
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if (first == comparison)
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return 1;
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if (second == comparison)
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return 2;
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if (third == comparison)
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return 3;
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return 0;
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};
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//
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// Weapon_IsSemiAutomatic(float weapon)
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// Checks weapon firetypes and returns true if intended
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// to be semi-automatic.
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//
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float(float weapon) Weapon_IsSemiAutomatic =
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{
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float firetype = GetFiretype(weapon);
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// Valid firetypes
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if (firetype == FIRETYPE_SEMIAUTO || firetype == FIRETYPE_GRENADE ||
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firetype == FIRETYPE_TESLA)
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return true;
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return false;
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2023-03-22 15:31:11 +00:00
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};
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2023-03-22 14:23:15 +00:00
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//
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// Weapon_FiresTraceshot(weapon)
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// Simply returns true if given weapon's firetype requires a
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// firetrace to be used properly.
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//
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float(float weapon) Weapon_FiresTraceshot =
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{
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float firetype = GetFiretype(weapon);
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// Valid firetypes
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if (firetype == FIRETYPE_FULLAUTO || firetype == FIRETYPE_SEMIAUTO)
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return true;
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return false;
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2023-03-22 15:31:11 +00:00
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};
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//
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// Weapon_PlayViewModelAnimation(animation_type, end_function, playback_duration)
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// Sets up and plays the weapon sequence for you.
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//
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void (float animation_type, void(optional float t) end_function, float playback_duration) Weapon_PlayViewModelAnimation =
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{
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float start_frame = 0;
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float end_frame = 0;
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switch(animation_type) {
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case ANIM_SPRINT_START:
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start_frame = GetFrame(self.weapon, SPRINT_IN_START);
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end_frame = GetFrame(self.weapon, SPRINT_IN_END);
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break;
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case ANIM_SPRINT:
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start_frame = GetFrame(self.weapon, SPRINT_START);
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end_frame = GetFrame(self.weapon, SPRINT_END);
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break;
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case ANIM_SPRINT_STOP:
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start_frame = GetFrame(self.weapon, SPRINT_OUT_START);
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end_frame = GetFrame(self.weapon, SPRINT_OUT_END);
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break;
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case ANIM_TAKE_OUT:
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start_frame = GetFrame(self.weapon, TAKE_OUT_START);
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end_frame = GetFrame(self.weapon, TAKE_OUT_END);
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break;
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case ANIM_PUT_AWAY:
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start_frame = GetFrame(self.weapon, PUT_OUT_START);
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end_frame = GetFrame(self.weapon, PUT_OUT_END);
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break;
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case ANIM_FIRST_TAKE:
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start_frame = GetFrame(self.weapon, FIRST_TAKE_START);
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end_frame = GetFrame(self.weapon, FIRST_TAKE_END);
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break;
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default:
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break;
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}
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UpdateVmodel(self.weaponmodel, GetWepSkin(self.weapon));
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2023-07-20 17:08:39 +00:00
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self.weapon2model = GetWeapon2Model(self.weapon);
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2023-03-22 15:31:11 +00:00
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UpdateV2model(self.weapon2model, GetWepSkin(self.weapon));
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2023-03-27 00:58:22 +00:00
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W_AimOut();
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2023-03-22 15:31:11 +00:00
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Set_W_Frame(start_frame, end_frame, playback_duration, 0, 0, end_function, GetWeaponModel(self.weapon, 0), false, S_BOTH);
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};
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