quakec/source/server/utilities/weapon_utilities.qc

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5.3 KiB
C++

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