mirror of
https://github.com/nzp-team/quakec.git
synced 2024-11-26 22:02:20 +00:00
123 lines
3.2 KiB
C++
123 lines
3.2 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
|
|
|
|
*/
|
|
|
|
//
|
|
// 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;
|
|
}
|