mirror of
https://github.com/nzp-team/quakec.git
synced 2024-11-26 22:02:20 +00:00
2278 lines
53 KiB
C++
2278 lines
53 KiB
C++
/*
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server/weapons/weapon_core.qc
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weapon logic
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Copyright (C) 2021-2024 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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void() W_PutOut;
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float(entity who, float weapon) Zombie_HeadCanGib;
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void(float side) W_Reload;
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void() GrenadeExplode;
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void() W_SprintStart;
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#ifdef FTE
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void() AI_SetAllEnemiesBBOX;
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void() AI_RevertEnemySolidState
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float() push_away_zombies;
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#endif // FTE
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//
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// W_HideCrosshair(person)
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// Toggles off the crosshair for provided client.
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// This is considered "nasty" by use of stuffcmd,
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// however non-FTE has no way of better controlling
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// cvars for individual clients.
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//
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void(entity person) W_HideCrosshair =
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{
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if (person == world)
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return;
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stuffcmd(person, "crosshair 0\n");
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}
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//
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// W_ShowCrosshair(person)
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// Toggles on the crosshair for provided client.
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// This is considered "nasty" by use of stuffcmd,
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// however non-FTE has no way of better controlling
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// cvars for individual clients.
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//
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void(entity person) W_ShowCrosshair =
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{
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if (person == world)
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return;
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// Grab the type of crosshair
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float crosshair_type;
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// Grenades have a special crosshair type that can pulse.
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if (person.grenade_delay) {
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crosshair_type = 4;
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} else
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crosshair_type = WepDef_GetWeaponCrosshairType(person.weapon);
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string crosshair_string = "crosshair ";
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crosshair_string = strzone(strcat(crosshair_string, ftos(crosshair_type)));
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stuffcmd(person, strcat(crosshair_string, "\n"));
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strunzone(crosshair_string);
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}
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void() ReturnWeaponModel =
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{
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self.weaponmodel = GetWeaponModel(self.weapon, 0);
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if (IsDualWeapon(self.weapon)) {
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self.weapon2model = GetLeftWeaponModel(self.weapon);
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} else if (self.weapon == W_KAR_SCOPE || self.weapon == W_HEADCRACKER) {
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self.weapon2model = "models/weapons/kar/v_karscope.mdl";
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UpdateV2model(self.weapon2model, 0);
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}
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UpdateVmodel(self.weaponmodel, GetWepSkin(self.weapon));
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UpdateV2model(self.weapon2model, GetWepSkin(self.weapon));
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// Always try to reload after any action.
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if (self.weapons[0].weapon_magazine == 0 && self.weapons[0].weapon_reserve != 0)
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W_Reload(S_RIGHT);
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if (IsDualWeapon(self.weapon) && self.weapons[0].weapon_magazine_left == 0 && self.weapons[0].weapon_reserve != 0)
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W_Reload(S_LEFT);
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// If the person is swapping, play the sprint anim if they're sprinting after swap. Otherwise it plays idle
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if (self.sprinting == TRUE)
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W_SprintStart();
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W_ShowCrosshair(self);
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}
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void() W_PlayTakeOut =
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{
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W_HideCrosshair(self);
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Weapon_PlayViewModelAnimation(ANIM_TAKE_OUT, ReturnWeaponModel, 0);
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}
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.float scopetime;
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void() W_AimIn =
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{
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if (WepDef_DoesNotADS(self.weapon))
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return;
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if (IsDualWeapon(self.weapon) ||
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self.reload_delay > time ||
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self.knife_delay > time ||
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self.sprinting ||
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self.new_anim_stop ||
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self.semiknife == true) {
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return;
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}
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float ads_frame = GetFrame(self.weapon, AIM_IN);
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if (ads_frame != 0 && self.fire_delay < time) {
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self.weaponframe_end = self.weaponframe = ads_frame;
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} else if (self.zoom) {
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return;
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}
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if (self.weapon == W_KAR_SCOPE || self.weapon == W_PTRS ||
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self.weapon == W_HEADCRACKER || self.weapon == W_PENETRATOR) {
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SetUpdate(self, UT_ZOOM2, 0, 0, 0);
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self.zoom = 2;
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self.scopetime = time + 0.3;
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} else {
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self.zoom = 1;
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}
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}
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void() W_AimOut =
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{
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if (!self.zoom ||
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self.new_anim_stop ||
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self.sprinting) {
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return;
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}
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if (self.weapon == W_KAR_SCOPE || self.weapon == W_PTRS ||
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self.weapon == W_HEADCRACKER || self.weapon == W_PENETRATOR) {
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ReturnWeaponModel();
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}
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#ifndef FTE
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self.zoom = 0;
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#endif // FTE
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}
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void() W_SprintStop =
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{
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if (self.sprinting)
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{
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self.sprint_stop_time = time;
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self.sprint_duration = self.sprint_timer;
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}
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if (self.isBuying || !self.sprinting)
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return;
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Weapon_PlayViewModelAnimation(ANIM_SPRINT_STOP, ReturnWeaponModel, 0);
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self.zoom = 0;
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self.tp_anim_time = 0;
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PAnim_Walk6(); // Run Walk for a few frames to simulate an ease in velocity
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self.sprinting = 0;
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self.into_sprint = 0;
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self.reload_delay2 = self.fire_delay2 = self.reload_delay = self.fire_delay = 0;
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}
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void W_SprintStart () {
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if (self.speed_penalty_time > time || self.zoom != 0)
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return;
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self.sprint_start_time = time;
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if (self.sprint_rest_time > sprint_max_time)
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self.sprint_duration = 0.0;
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else
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self.sprint_duration -= self.sprint_rest_time;
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if (!self.sprintflag) {
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return;
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}
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if (self.fire_delay > time ||
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self.fire_delay2 > time ||
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self.new_anim_stop ||
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self.new_anim2_stop ||
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self.isBuying ||
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self.downed ||
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!(self.flags & FL_ONGROUND) ||
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self.sprint_delay > time) {
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return;
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}
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Weapon_PlayViewModelAnimation(ANIM_SPRINT_START, ContinueRun, 0);
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self.zoom = 3;
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self.sprint_delay = time + 1;
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self.sprinting = true;
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self.reload_delay2 = self.fire_delay2 = self.reload_delay = self.fire_delay = 0;
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}
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void() W_PutOutHack =
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{
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Weapon_SwapWeapons(true);
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}
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void() W_PutOut =
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{
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// We don't hold more than one weapon
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if (self.weapons[1].weapon_id == 0 || self.downed)
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return;
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float duration = getWeaponDelay(self.weapon, PUTOUT);
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W_AimOut();
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W_HideCrosshair(self);
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if (self.stance == 2)
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PAnim_Swap();
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if (self.weapon_count != 1 && !self.new_anim_stop)
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Weapon_PlayViewModelAnimation(ANIM_PUT_AWAY, W_PutOutHack, duration);
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}
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void() W_TakeOut =
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{
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self.isBuying = false;
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float duration = getWeaponDelay(self.weapon, TAKEOUT);
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W_AimOut();
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W_HideCrosshair(self);
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Weapon_PlayViewModelAnimation(ANIM_TAKE_OUT, ReturnWeaponModel, duration);
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}
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//RELOAD
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void(float side) W_Give_Ammo =
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{
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float ammo_shot, max_mag, loadammo;
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max_mag = getWeaponMag(self.weapon);
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if (side == S_LEFT) {
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ammo_shot = max_mag - self.weapons[0].weapon_magazine_left;
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} else {
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ammo_shot = max_mag - self.weapons[0].weapon_magazine;
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}
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if (ammo_shot < self.weapons[0].weapon_reserve)
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{
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self.weapons[0].weapon_reserve = self.weapons[0].weapon_reserve - ammo_shot;
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loadammo = max_mag;
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}
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else
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{
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loadammo = self.weapons[0].weapon_magazine + self.weapons[0].weapon_reserve;
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self.weapons[0].weapon_reserve = 0;
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}
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if (side == S_LEFT) {
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self.weapons[0].weapon_magazine_left = loadammo;
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} else {
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self.weapons[0].weapon_magazine = loadammo;
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}
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};
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void () W_LoadAmmo;
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void() ContinueReload = //Special reloads
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{
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if (self.new_anim_stop)
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return;
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if (self.weapon == W_GUT && self.weapons[0].weapon_magazine == 10)
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return;
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W_HideCrosshair(self);
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float delay = 0;
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string modelname = GetWeaponModel(self.weapon, 0);
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float startframe = 0;
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float endframe = 0;
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void(optional float t) endanimfunc = SUB_Null;
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if (self.weapons[0].weapon_magazine >= getWeaponMag(self.weapon) || !self.weapons[0].weapon_reserve || self.reloadinterupted) {
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if (self.weapon == W_KAR_SCOPE || self.weapon == W_HEADCRACKER)
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{
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delay = 1;
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startframe = 24;
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endframe = 28;
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} else if (self.weapon == W_TRENCH || self.weapon == W_GUT) {
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delay = 0.5;
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startframe = 24;
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endframe = 26;
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endanimfunc = W_LoadAmmo;
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}
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self.reloadinterupted = FALSE;
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} else if (self.weapons[0].weapon_magazine < getWeaponMag(self.weapon)) {
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if (self.weapon == W_KAR_SCOPE || self.weapon == W_HEADCRACKER) {
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self.weapons[0].weapon_magazine++;
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self.weapons[0].weapon_reserve = self.weapons[0].weapon_reserve - 1;
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delay = 0.8;
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startframe = 19;
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endframe = 24;
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endanimfunc = ContinueReload;
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} else if (self.weapon == W_TRENCH || self.weapon == W_GUT) {
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if (self.weapon == W_GUT && self.weapons[0].weapon_reserve >= 2 && self.weapons[0].weapon_magazine < 9) {
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self.weapons[0].weapon_magazine = self.weapons[0].weapon_magazine + 2;
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self.weapons[0].weapon_reserve = self.weapons[0].weapon_reserve - 2;
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} else {
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self.weapons[0].weapon_magazine++;
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self.weapons[0].weapon_reserve = self.weapons[0].weapon_reserve - 1;
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}
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delay = 0.5;
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startframe = 18;
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endframe = 23;
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endanimfunc = ContinueReload;
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}
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}
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if (delay) {
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if (self.perks & P_SPEED) {
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delay *= 0.5;
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}
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self.reload_delay = time + delay;
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Set_W_Frame (startframe, endframe, delay, 0, RELOAD, endanimfunc, modelname, false, S_RIGHT);
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}
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}
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void(float side) W_AdvanceAnim =
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{
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float startframe, endframe, delay, reloadcancelframe;
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string modelname;
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startframe = GetFrame(self.weapon, RELOAD_START);
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endframe = GetFrame(self.weapon, RELOAD_END);
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delay = getWeaponDelay(self.weapon, RELOAD);
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reloadcancelframe = GetFrame(self.weapon, RELOAD_CANCEL);
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if (self.perks & P_SPEED) delay *= 0.5;
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modelname = GetWeaponModel(self.weapon, 0);
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self.reload_delay = self.reload_delay2 = delay + time;
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Set_W_Frame (startframe, endframe, delay, reloadcancelframe, RELOAD, W_Give_Ammo, modelname, false, side);
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}
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void(float side) W_Reload =
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{
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if (self.zoom == 2)
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return;
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if (GetFiretype(self.weapon) == FIRETYPE_FLAME)
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return;
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if (side == S_BOTH) {
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W_Reload(S_RIGHT);
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if (IsDualWeapon(self.weapon)) {
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W_Reload(S_LEFT);
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}
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return;
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}
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if (side == S_RIGHT &&
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(self.reload_delay > time ||
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self.new_anim_stop ||
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!self.weapons[0].weapon_reserve ||
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self.weapons[0].weapon_magazine >= getWeaponMag(self.weapon))){
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return;
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}
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if (side == S_LEFT &&
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(self.reload_delay2 > time ||
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self.new_anim2_stop ||
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!self.weapons[0].weapon_reserve ||
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self.weapons[0].weapon_magazine_left >= getWeaponMag(self.weapon))) {
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return;
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}
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self.zoom = false;
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W_AimOut();
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W_SprintStop();
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// If it's a dual wielded weapon, we don't want to hide the crosshair
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// unless both weapons are being reloaded.
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if (!IsDualWeapon(self.weapon) || (self.reload_delay > time || self.reload_delay2 > time))
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W_HideCrosshair(self);
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float endframe, startframe, reloadcancelframe, delay;
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string modelname = "";
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if (side == S_RIGHT) {
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modelname = GetWeaponModel(self.weapon, 0);
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} else {
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if (IsDualWeapon(self.weapon)) {
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modelname = GetLeftWeaponModel(self.weapon);
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}
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}
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if (self.weapons[0].weapon_reserve)
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{
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switch(self.stance) {
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case 2: PAnim_Reload(); break;
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case 1: PAnim_CrReload(); break;
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case 0: if (!self.downed) PAnim_PrReload(); break;
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}
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startframe = GetFrame(self.weapon,RELOAD_START);
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endframe = GetFrame(self.weapon,RELOAD_END);
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reloadcancelframe = GetFrame(self.weapon,RELOAD_CANCEL);
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delay = getWeaponDelay(self.weapon,RELOAD);
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void(optional float t) endanimfunc = SUB_Null;
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if (self.weapon == W_KAR_SCOPE || self.weapon == W_HEADCRACKER ){
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startframe = 14;
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endframe = 18;
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reloadcancelframe = 0;
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delay = 0.8;
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endanimfunc = ContinueReload;
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}
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// Check for special reload type
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else if (GetFrame(self.weapon, RELOAD_EMPTY_START) != 0) {
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if (self.weapons[0].weapon_magazine > 0) {
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startframe = GetFrame(self.weapon, RELOAD_PART_START);
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endframe = GetFrame(self.weapon, RELOAD_PART_END);
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delay = getWeaponDelay(self.weapon, RELOAD_PAR);
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} else {
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startframe = GetFrame(self.weapon, RELOAD_EMPTY_START);
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endframe = GetFrame(self.weapon, RELOAD_EMPTY_END);
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delay = getWeaponDelay(self.weapon, RELOAD_EMP);
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}
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endanimfunc = W_AdvanceAnim;
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}
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else if (self.weapon == W_TRENCH || self.weapon == W_GUT) {
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// cypress -- world at war depicts the trench gun as needing to
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// pump after reload regardless of context, so i removed a reference
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// that would only do it if the mag was empty. tradeoff: now we're
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// pumping 2 shells away instead of 1 if not empty. oh well.
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self.NeedLoad = true;
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startframe = 14;
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endframe = 17;
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reloadcancelframe = 0;
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delay = 0.8;
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endanimfunc = ContinueReload;
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} else {
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endanimfunc = W_Give_Ammo;
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}
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if (self.perks & P_SPEED)
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delay = delay*0.5;
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if (side == S_RIGHT) {
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self.reload_delay = delay + time;
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} else {
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self.reload_delay2 = delay + time;
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}
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Set_W_Frame (startframe, endframe, delay, reloadcancelframe, RELOAD, endanimfunc, modelname, false, side);
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}
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if (self.weapon != W_TRENCH) {
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self.NeedLoad = false;
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}
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};
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void () W_LoadAmmoDone =
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{
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self.NeedLoad = false;
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}
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void () W_LoadAmmo =
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{
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if (!self.NeedLoad)
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return;
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if (!self.weapons[0].weapon_magazine)
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{
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W_Reload(S_BOTH);
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return;
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}
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string modelname;
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float endframe, startframe, reloadcancelframe, delay;
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modelname = GetWeaponModel(self.weapon, 0);
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startframe = GetFrame(self.weapon,RELOAD_START);
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endframe = GetFrame(self.weapon,RELOAD_END);
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reloadcancelframe = GetFrame(self.weapon,RELOAD_CANCEL);
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delay = getWeaponDelay(self.weapon,RELOAD);
|
|
void(optional float t) endanimfunc = SUB_Null;
|
|
|
|
if (self.weapon == W_TRENCH || self.weapon == W_GUT)
|
|
{
|
|
startframe = 4;
|
|
endframe = 14;
|
|
reloadcancelframe = 12;
|
|
delay = 0.9;
|
|
endanimfunc = W_LoadAmmoDone;
|
|
}
|
|
else if (self.weapon == W_KAR || self.weapon == W_ARMAGEDDON || self.weapon == W_KAR_SCOPE || self.weapon == W_HEADCRACKER || self.weapon == W_SPRING || self.weapon == W_PULVERIZER)
|
|
{
|
|
startframe = 4;
|
|
endframe = 13;
|
|
reloadcancelframe = 9;
|
|
delay = 1.2;
|
|
endanimfunc = W_LoadAmmoDone;
|
|
}
|
|
|
|
if (delay) {
|
|
|
|
if (self.perks & P_DOUBLE)
|
|
delay *= 0.66;
|
|
|
|
Set_W_Frame (startframe, endframe, delay, reloadcancelframe, FIRE, W_LoadAmmoDone, modelname, false, S_RIGHT);
|
|
self.fire_delay = delay + time;
|
|
}
|
|
}
|
|
|
|
void () CheckReload =
|
|
{
|
|
if (!self.weapons[0].weapon_magazine_left && IsDualWeapon(self.weapon)) {
|
|
W_Reload(S_LEFT);
|
|
}
|
|
if (!self.weapons[0].weapon_magazine && self.weapons[0].weapon_reserve) {
|
|
W_Reload(S_RIGHT);
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
SpawnBlood
|
|
================
|
|
*/
|
|
void(vector org, vector vel, float damage) SpawnBlood =
|
|
{
|
|
local entity f;
|
|
|
|
#ifdef FTE
|
|
|
|
WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
|
|
WriteByte(MSG_MULTICAST, EVENT_BLOOD);
|
|
WriteCoord(MSG_MULTICAST, org_x);
|
|
WriteCoord(MSG_MULTICAST, org_y);
|
|
WriteCoord(MSG_MULTICAST, org_z);
|
|
msg_entity = self;
|
|
multicast('0 0 0', MULTICAST_ONE);
|
|
|
|
#else
|
|
|
|
particle (org, vel*0.1, 73, damage*2);
|
|
|
|
#endif // FTE
|
|
|
|
f = find (world, classname, "player");
|
|
f.hitcount = f.hitcount + 1;
|
|
};
|
|
|
|
void(vector where) spawn_gibs = {
|
|
|
|
#ifndef FTE
|
|
|
|
particle(where, where*0.1, 225, 1);
|
|
|
|
#else
|
|
|
|
WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
|
|
WriteByte(MSG_MULTICAST, EVENT_LIMBGIB);
|
|
WriteCoord(MSG_MULTICAST, where_x);
|
|
WriteCoord(MSG_MULTICAST, where_y);
|
|
WriteCoord(MSG_MULTICAST, where_z);
|
|
multicast('0 0 0', MULTICAST_ALL);
|
|
|
|
#endif // FTE
|
|
|
|
}
|
|
|
|
void Parse_Damage () = // DO NOT TOUCH
|
|
{
|
|
entity ent;
|
|
float total_dmg;
|
|
|
|
entity body_ent;
|
|
float head_hit;
|
|
|
|
//warn
|
|
head_hit = 0;
|
|
|
|
ent = findfloat (world, washit, 1);
|
|
|
|
while (ent) {
|
|
if (ent.classname != "radio" && ent.classname != "explosive_barrel") {
|
|
|
|
if (ent.classname == "ai_zombie_head")
|
|
head_hit = 1;
|
|
|
|
if (ent.classname != "ai_zombie" && ent.classname != "ai_dog") //limb
|
|
body_ent = ent.owner;
|
|
else
|
|
body_ent = ent;
|
|
|
|
total_dmg = body_ent.hitamount;
|
|
|
|
if (body_ent.head.washit) {
|
|
total_dmg += body_ent.head.hitamount;
|
|
body_ent.head.health -= body_ent.head.hitamount;
|
|
head_hit = 1;
|
|
|
|
// Check if we should Gib the head, before this would
|
|
// be a really weird check to "ressurect" a zombie if
|
|
// it was out of health. I *think* this is more accurate
|
|
// now. -- cypress (5 nov 2023)
|
|
if (Zombie_HeadCanGib(body_ent, self.weapon)) {
|
|
makevectors(body_ent.head.owner.angles);
|
|
vector where = body_ent.head.owner.origin + (body_ent.head.view_ofs_x * v_right) + (body_ent.head.view_ofs_y * v_forward) + (body_ent.head.view_ofs_z * v_up);
|
|
spawn_gibs(where);
|
|
|
|
body_ent.head.deadflag = false;
|
|
body_ent.head.solid = SOLID_NOT;
|
|
setmodel(body_ent.head, "");
|
|
body_ent.head.frame = 0;
|
|
|
|
body_ent.usedent = self;
|
|
body_ent.bleedingtime = time + 1;
|
|
|
|
#ifndef FTE
|
|
|
|
updateLimb (body_ent.head.owner, 0, world);
|
|
|
|
#endif // FTE
|
|
|
|
}
|
|
|
|
body_ent.head.washit = 0;
|
|
body_ent.head.hitamount = 0;
|
|
}
|
|
if (body_ent.larm.washit) {
|
|
total_dmg += body_ent.larm.hitamount;
|
|
body_ent.larm.health -= body_ent.larm.hitamount;
|
|
|
|
if (WepDef_WeaponCanGibEnemy(self.weapon) && body_ent.larm.owner.rarm.deadflag && body_ent.larm.deadflag)
|
|
{
|
|
makevectors(body_ent.larm.owner.angles);
|
|
where = body_ent.larm.owner.origin + (body_ent.larm.view_ofs_x * v_right) + (body_ent.larm.view_ofs_y * v_forward) + (body_ent.larm.view_ofs_z * v_up);
|
|
spawn_gibs(where);
|
|
|
|
body_ent.larm.deadflag = false;
|
|
body_ent.larm.solid = SOLID_NOT;
|
|
setmodel(body_ent.larm,"");
|
|
body_ent.larm.frame = 0;
|
|
|
|
#ifndef FTE
|
|
|
|
updateLimb (body_ent.larm.owner, 1, world);
|
|
|
|
#endif // FTE
|
|
|
|
}
|
|
|
|
body_ent.larm.washit = 0;
|
|
body_ent.larm.hitamount = 0;
|
|
}
|
|
if (body_ent.rarm.washit) {
|
|
total_dmg += body_ent.rarm.hitamount;
|
|
body_ent.rarm.health -= body_ent.rarm.hitamount;
|
|
|
|
if (WepDef_WeaponCanGibEnemy(self.weapon) && body_ent.rarm.owner.larm.deadflag && body_ent.rarm.deadflag) {
|
|
|
|
makevectors(body_ent.rarm.owner.angles);
|
|
where = body_ent.rarm.owner.origin + (body_ent.rarm.view_ofs_x * v_right) + (body_ent.rarm.view_ofs_y * v_forward) + (body_ent.rarm.view_ofs_z * v_up);
|
|
spawn_gibs(where);
|
|
|
|
body_ent.rarm.deadflag = false;
|
|
body_ent.rarm.solid = SOLID_NOT;
|
|
setmodel(body_ent.rarm,"");
|
|
body_ent.rarm.frame = 0;
|
|
|
|
#ifndef FTE
|
|
|
|
updateLimb (body_ent.rarm.owner, 2, world);
|
|
|
|
#endif // FTE
|
|
|
|
}
|
|
|
|
body_ent.rarm.washit = 0;
|
|
body_ent.rarm.hitamount = 0;
|
|
}
|
|
|
|
if (instakill_finished) {
|
|
if(body_ent.head.deadflag) {
|
|
body_ent.head.deadflag = false;
|
|
body_ent.head.solid = SOLID_NOT;
|
|
setmodel(body_ent.head,"");
|
|
body_ent.head.frame = 0;
|
|
}
|
|
}
|
|
|
|
if (head_hit)
|
|
DamageHandler(body_ent,self, total_dmg, S_HEADSHOT);
|
|
else
|
|
DamageHandler(body_ent,self, total_dmg, S_NORMAL);
|
|
|
|
if (body_ent != world) {
|
|
body_ent.washit = 0;
|
|
body_ent.hitamount = 0;
|
|
}
|
|
}
|
|
ent = findfloat (ent, washit, 1);
|
|
}
|
|
}
|
|
|
|
void() LungeKnifeHit =
|
|
{
|
|
vector source,org;
|
|
float f_damage;
|
|
entity hit_ent;
|
|
|
|
makevectors (self.v_angle);
|
|
source = self.origin + self.view_ofs;
|
|
|
|
if (self.weapon == W_BK || self.weapon == W_KRAUS)
|
|
traceline (source, source + v_forward*80*1.2, 0, self); // naievil -- added some extra length
|
|
else
|
|
traceline (source, source + v_forward*74*1.2, 0, self); // naievil -- ^^
|
|
|
|
org = trace_endpos - v_forward*3; // naievil -- changed to factor of 3 from 4
|
|
|
|
|
|
if (trace_ent.takedamage)
|
|
{
|
|
if(trace_ent.classname == "item_radio" || trace_ent.classname == "teddy_spawn")
|
|
{
|
|
entity oldself;
|
|
oldself = self;
|
|
self = trace_ent;
|
|
self.th_die();
|
|
self = oldself;
|
|
return;
|
|
}
|
|
sound (self, CHAN_WEAPON, "sounds/weapons/knife/knife_hitbod.wav", 1, ATTN_NORM);
|
|
|
|
// Calculate melee damage
|
|
f_damage = WepDef_CalculateMeleeDamage(self.weapon, self.bowie);
|
|
|
|
if (trace_ent.classname == "ai_zombie_head")
|
|
{
|
|
hit_ent = trace_ent.owner;
|
|
}
|
|
else if (trace_ent.classname == "ai_zombie_larm")
|
|
{
|
|
hit_ent = trace_ent.owner;
|
|
}
|
|
else if (trace_ent.classname == "ai_zombie_rarm")
|
|
{
|
|
hit_ent = trace_ent.owner;
|
|
}
|
|
else
|
|
{
|
|
hit_ent = trace_ent;
|
|
}
|
|
|
|
if (hit_ent.takedamage)
|
|
{
|
|
org = source + (v_forward * 20);
|
|
SpawnBlood (org, org, 50);
|
|
//hit = 1;
|
|
}
|
|
|
|
DamageHandler (hit_ent, self, f_damage, S_KNIFE);
|
|
}
|
|
}
|
|
|
|
void(float damage, vector dir, vector org, vector plane, entity hit_ent, float side) TraceAttack =
|
|
{
|
|
vector vel;
|
|
float f_damage = 0;
|
|
|
|
vel = normalize(dir);
|
|
vel = vel + 2*plane;
|
|
vel = vel * 200;
|
|
|
|
if (hit_ent.takedamage) {
|
|
if (trace_fraction >= 1) {
|
|
return;
|
|
}
|
|
if(hit_ent.classname == "item_radio" || hit_ent.classname == "teddy_spawn")
|
|
{
|
|
entity oldself;
|
|
oldself = self;
|
|
self = hit_ent;
|
|
self.th_die();
|
|
self = oldself;
|
|
return;
|
|
} else if (hit_ent.classname == "explosive_barrel") {
|
|
hit_ent.enemy = self;
|
|
oldself = self;
|
|
self = hit_ent;
|
|
self.health = self.health - damage;
|
|
|
|
Barrel_Hit();
|
|
|
|
self = oldself;
|
|
return;
|
|
} else if (hit_ent.solid == SOLID_BSP) {
|
|
oldself = self;
|
|
self = hit_ent;
|
|
self.health -= damage;
|
|
self.enemy = oldself;
|
|
|
|
if (self.health < 0)
|
|
self.th_die();
|
|
self = oldself;
|
|
return;
|
|
}
|
|
|
|
SpawnBlood (org, vel, damage*10);
|
|
|
|
switch(hit_ent.classname) {
|
|
case "ai_zombie_head":
|
|
f_damage = damage*getWeaponMultiplier(self.weapon, HEAD_X);
|
|
break;
|
|
case "ai_zombie_larm":
|
|
case "ai_zombie_rarm":
|
|
f_damage = damage*getWeaponMultiplier(self.weapon, LIMBS_X);
|
|
break;
|
|
case "ai_zombie":
|
|
if (trace_endpos_z < hit_ent.origin_z)
|
|
f_damage = damage*getWeaponMultiplier(self.weapon, LOWER_TORSO_X);
|
|
else
|
|
f_damage = damage*getWeaponMultiplier(self.weapon, UPPER_TORSO_X);
|
|
break;
|
|
default:
|
|
f_damage = damage;
|
|
break;
|
|
}
|
|
|
|
hit_ent.washit = 1;
|
|
hit_ent.hitamount = hit_ent.hitamount + f_damage;
|
|
|
|
SetUpdate(self, UT_HM, 0, 0, 0);
|
|
|
|
#ifndef FTE
|
|
|
|
msg_entity = self;
|
|
WriteByte(MSG_ONE, SVC_HITMARK);
|
|
|
|
#endif // FTE
|
|
|
|
} else {
|
|
|
|
#ifndef FTE
|
|
|
|
WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
|
|
WriteByte (MSG_BROADCAST, TE_GUNSHOT);
|
|
WriteCoord (MSG_BROADCAST, org_x);
|
|
WriteCoord (MSG_BROADCAST, org_y);
|
|
WriteCoord (MSG_BROADCAST, org_z);
|
|
|
|
#endif // FTE
|
|
|
|
}
|
|
|
|
#ifdef FTE
|
|
|
|
WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
|
|
WriteByte(MSG_MULTICAST, EVENT_PISTOLFIRE);
|
|
WriteEntity(MSG_MULTICAST, self);
|
|
WriteFloat(MSG_MULTICAST, side);
|
|
WriteCoord(MSG_MULTICAST, org_x);
|
|
WriteCoord(MSG_MULTICAST, org_y);
|
|
WriteCoord(MSG_MULTICAST, org_z);
|
|
WriteCoord(MSG_MULTICAST, plane_x);
|
|
WriteCoord(MSG_MULTICAST, plane_y);
|
|
WriteCoord(MSG_MULTICAST, plane_z);
|
|
WriteEntity(MSG_MULTICAST, hit_ent);
|
|
multicast(trace_endpos, MULTICAST_PHS);
|
|
|
|
#endif // FTE
|
|
|
|
};
|
|
|
|
void (float shotcount, float sprd, float Damage, float side) FireTrace =
|
|
{
|
|
float count, r, ru, penetration_times, do_break;
|
|
vector dir, src, trace_start_org;
|
|
entity hitent;
|
|
|
|
count = 0;
|
|
|
|
makevectors(self.v_angle);
|
|
|
|
src = self.origin + self.view_ofs;
|
|
|
|
CL_SendWeaponFire(self, self.weapon);
|
|
|
|
while (count < shotcount)
|
|
{
|
|
dir = aim (self,0);
|
|
r = random() * sprd*10;
|
|
if (random() < 0.5)
|
|
r = r*-1;
|
|
ru = random() * sprd*10;
|
|
if (random() < 0.5)
|
|
ru = ru*-1;
|
|
|
|
dir = dir*2048;
|
|
dir = dir + v_right*r + v_up*ru;
|
|
trace_start_org = src;
|
|
trace_ent = self;
|
|
do_break = 0;
|
|
penetration_times = 0;
|
|
hitent = world;
|
|
while (!do_break && random() < getWeaponPenetration(self.weapon, penetration_times))
|
|
{
|
|
|
|
#ifdef FTE
|
|
|
|
AI_SetAllEnemiesBBOX();
|
|
|
|
#endif // FTE
|
|
|
|
traceline (trace_start_org, trace_start_org + dir, MOVE_HITMODEL, trace_ent);
|
|
|
|
#ifdef FTE
|
|
|
|
AI_RevertEnemySolidState();
|
|
|
|
#endif // FTE
|
|
|
|
if (trace_fraction != 1.0)
|
|
TraceAttack (Damage, dir, trace_endpos, trace_plane_normal, trace_ent, side);
|
|
trace_start_org = trace_endpos;
|
|
penetration_times++;
|
|
if (!trace_ent.takedamage)
|
|
do_break = 1;
|
|
|
|
if (trace_ent.classname == "ai_zombie_head" || trace_ent.classname == "ai_zombie_larm" || trace_ent.classname == "ai_zombie_rarm")
|
|
hitent = trace_ent.owner;
|
|
else
|
|
hitent = trace_ent;
|
|
|
|
}
|
|
hitent = world;
|
|
|
|
count++;
|
|
}
|
|
if (self.weapon != W_TESLA)
|
|
Parse_Damage();
|
|
|
|
}
|
|
|
|
|
|
void(float side) W_Fire =
|
|
{
|
|
if (GetFiretype(self.weapon) == FIRETYPE_FLAME && self.cooldown)
|
|
return;
|
|
|
|
if (self.semiswitch == true || self.dive)
|
|
return;
|
|
|
|
//First check that we can actualy fire
|
|
if (side == S_RIGHT &&
|
|
(time < self.fire_delay ||
|
|
self.new_anim_stop ||
|
|
self.reload_delay > time || !self.weapons[0].weapon_magazine)) {
|
|
return;
|
|
}
|
|
|
|
if (side == S_LEFT &&
|
|
(time < self.fire_delay2 ||
|
|
self.new_anim2_stop ||
|
|
self.reload_delay2 > time)) {
|
|
return;
|
|
}
|
|
|
|
if (self.sprinting) {
|
|
W_SprintStop();
|
|
return;
|
|
}
|
|
|
|
float startframe = 0;
|
|
float endframe = 0;
|
|
float firetype;
|
|
float damage;
|
|
float shotcount;
|
|
string modelname = "";
|
|
string soundname;
|
|
float spread;
|
|
float delay;
|
|
|
|
//Update the basic vectors
|
|
makevectors(self.v_angle);
|
|
|
|
//make sure magazine is loading
|
|
if (!self.weapons[0].weapon_magazine && side == S_RIGHT)
|
|
{
|
|
W_Reload(S_RIGHT);
|
|
return;
|
|
} else if (!self.weapons[0].weapon_magazine_left && side == S_LEFT)
|
|
{
|
|
W_Reload(S_LEFT);
|
|
return;
|
|
}
|
|
|
|
//Dont fire if the gun has to cycle
|
|
if (self.NeedLoad && (self.weapon == W_TRENCH || self.weapon == W_GUT || self.weapon == W_KAR_SCOPE || self.weapon == W_KAR || self.weapon == W_ARMAGEDDON || self.weapon == W_HEADCRACKER || self.weapon == W_SPRING || self.weapon == W_PULVERIZER))
|
|
{
|
|
W_LoadAmmo();
|
|
return;
|
|
}
|
|
|
|
if (self.downed)
|
|
PAnim_LastFire();
|
|
else {
|
|
switch(self.stance) {
|
|
case 2: PAnim_Fire(); break;
|
|
case 1: PAnim_CrouchFire(); break;
|
|
case 0: break;
|
|
}
|
|
}
|
|
|
|
//get some basic info
|
|
damage = getWeaponDamage(self.weapon);
|
|
|
|
if (global_trace_damage_multiplier != 0)
|
|
damage *= global_trace_damage_multiplier;
|
|
|
|
firetype = GetFiretype (self.weapon);
|
|
if (side == S_RIGHT) {
|
|
modelname = GetWeaponModel(self.weapon, 0);
|
|
} else {
|
|
if (IsDualWeapon(self.weapon)) {
|
|
modelname = GetLeftWeaponModel(self.weapon);
|
|
}
|
|
}
|
|
shotcount = GetWeaponShotcount(self.weapon);
|
|
soundname = GetWeaponSound(self.weapon);
|
|
delay = getWeaponDelay(self.weapon, FIRE);
|
|
|
|
// Double Tap 2.0
|
|
if (self.perks & P_DOUBLE && self.has_doubletap_damage_buff)
|
|
shotcount *= 2;
|
|
|
|
spread = WepDef_WeaponSpread(self.weapon, self.stance);
|
|
|
|
if (self.perks & P_DEAD) {
|
|
spread *= 0.65;
|
|
}
|
|
|
|
if (self.zoom == 1 && W_SpreadAffectedByADS(self.weapon)) {
|
|
spread *= 0.02;
|
|
} else if (self.zoom == 2) {
|
|
if (W_HighPrecisionWhenADS(self.weapon))
|
|
spread = 0;
|
|
else
|
|
spread *= 0.15;
|
|
}
|
|
|
|
// Check if weapon is semi-automatic and if it is, if it's ready to be fired.
|
|
if (Weapon_IsSemiAutomatic(self.weapon)) {
|
|
if (side == S_RIGHT) {
|
|
if (self.semi) return;
|
|
self.semi = true;
|
|
} else if (side == S_LEFT) {
|
|
if (self.semi2) return;
|
|
self.semi2 = true;
|
|
}
|
|
}
|
|
|
|
// Weapon Projectile/Trace Logic.
|
|
if (Weapon_FiresTraceshot(self.weapon)) {
|
|
|
|
#ifdef FTE
|
|
|
|
self.dimension_hit = HITBOX_DIM_LIMBS | HITBOX_DIM_ZOMBIES;
|
|
|
|
#endif // FTE
|
|
|
|
FireTrace(shotcount, spread, damage, side);
|
|
|
|
#ifdef FTE
|
|
|
|
self.dimension_hit = HITBOX_DIM_ZOMBIES;
|
|
|
|
#endif // FTE
|
|
|
|
}
|
|
|
|
switch(firetype) {
|
|
case FIRETYPE_ROCKET:
|
|
W_FireRocket();
|
|
break;
|
|
case FIRETYPE_GRENADE:
|
|
W_FireGrenade(side);
|
|
break;
|
|
case FIRETYPE_RAYBEAM:
|
|
W_FireRay();
|
|
break;
|
|
case FIRETYPE_TESLA:
|
|
W_FireTesla();
|
|
break;
|
|
case FIRETYPE_FLAME:
|
|
W_FireFlame();
|
|
break;
|
|
default: break;
|
|
}
|
|
|
|
// Play weapon animation and sound
|
|
if (GetFrame(self.weapon, FIRE_HOLD) == 0) {
|
|
if (self.zoom && GetFrame(self.weapon, AIM_FIRE_START) != 0) {
|
|
startframe = GetFrame(self.weapon, AIM_FIRE_START);
|
|
endframe = GetFrame(self.weapon, AIM_FIRE_END);
|
|
} else {
|
|
startframe = GetFrame(self.weapon, FIRE_START);
|
|
endframe = GetFrame(self.weapon, FIRE_END);
|
|
}
|
|
} else {
|
|
startframe = endframe = GetFrame(self.weapon, FIRE_HOLD);
|
|
}
|
|
|
|
// Increment the amount of shots fired while downed
|
|
if (self.downed == true)
|
|
self.teslacount++;
|
|
|
|
if (self.perks & P_DOUBLE) {
|
|
delay *= 0.66;
|
|
}
|
|
|
|
// Players shouldn't be allowed to move while firing and prone.
|
|
if (self.stance == 0) {
|
|
self.speed_penalty = 0.01;
|
|
self.speed_penalty_time = time + delay;
|
|
}
|
|
|
|
if (self.weapon == W_GUT || self.weapon == W_KAR_SCOPE || self.weapon == W_TRENCH || self.weapon == W_KAR || self.weapon == W_ARMAGEDDON || self.weapon == W_HEADCRACKER || self.weapon == W_SPRING || self.weapon == W_PULVERIZER)
|
|
{
|
|
Set_W_Frame (startframe, endframe, delay, 0, FIRE, W_LoadAmmo, modelname, FALSE, side);
|
|
self.NeedLoad = true;
|
|
} else {
|
|
Set_W_Frame (startframe, endframe, delay, 0, FIRE, CheckReload, modelname, FALSE, side);
|
|
}
|
|
|
|
|
|
sound (self, CHAN_WEAPON, soundname, 1, ATTN_NORM);
|
|
|
|
if (side == S_RIGHT) {
|
|
self.weapons[0].weapon_magazine = self.weapons[0].weapon_magazine - 1;
|
|
self.fire_delay = getWeaponDelay(self.weapon, FIRE) + time;
|
|
} else {
|
|
self.weapons[0].weapon_magazine_left = self.weapons[0].weapon_magazine_left - 1;
|
|
self.fire_delay2 = getWeaponDelay(self.weapon, FIRE) + time;
|
|
}
|
|
|
|
if (IsPapWeapon(self.weapon) && !WepDef_DoesNotPlayUpgradedSound(self.weapon)) {
|
|
sound (self, 0, "sounds/weapons/papfire.wav", 1, ATTN_NORM);
|
|
}
|
|
|
|
SetUpdate(self, UT_HUD, 6, 0, 0);
|
|
SetUpdate(self, UT_CROSSHAIR, 5, 0, 0);
|
|
|
|
|
|
// REFORMAT THIS
|
|
#ifndef FTE
|
|
|
|
if (side == S_LEFT)
|
|
self.Flash_Offset = WepDef_GetLeftFlashOffset(self.weapon);
|
|
else
|
|
self.Flash_Offset = GetWeaponFlash_Offset(self.weapon);
|
|
|
|
self.effects = self.effects | EF_MUZZLEFLASH;
|
|
|
|
#endif // FTE
|
|
|
|
}
|
|
|
|
|
|
/******************************
|
|
* W_Knife *
|
|
******************************/
|
|
|
|
void () W_Knife =
|
|
{
|
|
if (time < self.knife_delay || self.new_anim_stop ||
|
|
self.zoom || self.health == 10 ||
|
|
(!(self.flags & FL_ONGROUND)))
|
|
return;
|
|
|
|
vector source;
|
|
entity hit_ent = world;
|
|
//entity oldself;
|
|
float r, backupSkin;
|
|
vector org;
|
|
float hit = false;
|
|
vector applied_velocity = '0 0 0';
|
|
|
|
if (self.sprinting) {
|
|
W_SprintStop();
|
|
}
|
|
|
|
W_HideCrosshair(self);
|
|
|
|
if (self.stance == 2)
|
|
PAnim_Melee();
|
|
|
|
backupSkin = self.weaponskin;
|
|
self.weaponskin = 0;
|
|
sound (self, CHAN_WEAPON, "sounds/weapons/knife/knife.wav", 1, ATTN_NORM);
|
|
makevectors (self.v_angle);
|
|
source = self.origin + self.view_ofs;
|
|
if (self.weapon == W_BK || self.weapon == W_KRAUS)
|
|
traceline (source, source + v_forward*80*1.2, 0, self);
|
|
else
|
|
traceline (source, source + v_forward*74*1.2, 0, self);
|
|
|
|
org = trace_endpos - v_forward*4;
|
|
|
|
r = fabs(vlen(source - org));
|
|
|
|
if (trace_ent.takedamage)
|
|
{
|
|
if (trace_ent.classname == "ai_zombie_head")
|
|
hit_ent = trace_ent.owner;
|
|
else if (trace_ent.classname == "ai_zombie_larm")
|
|
hit_ent = trace_ent.owner;
|
|
else if (trace_ent.classname == "ai_zombie_rarm")
|
|
hit_ent = trace_ent.owner;
|
|
else
|
|
hit_ent = trace_ent;
|
|
if (hit_ent.classname == "ai_zombie")
|
|
hit = true;
|
|
|
|
// if zombie has a head and it's instakill, gib for a e s t h e t i c
|
|
if (hit_ent.head && instakill_finished >= time) {
|
|
spawn_gibs(hit_ent.head.origin);
|
|
setmodel(hit_ent.head, "");
|
|
}
|
|
}
|
|
else if (trace_fraction < 1.0)
|
|
{ // hit wall
|
|
sound (self, CHAN_WEAPON, "sounds/weapons/knife/knife_hit.wav", 1, ATTN_NORM);
|
|
}
|
|
|
|
if (r > 40 && hit)//lunge
|
|
{
|
|
if (self.weapon == W_BK || self.weapon == W_KRAUS)
|
|
{
|
|
Set_W_Frame (14, 24, 1.4, 0, KNIFE, SUB_Null, "models/weapons/bk/v_bk.mdl", false, S_RIGHT);
|
|
self.fire_delay = time + 1.5;
|
|
self.knife_delay = time + 1.75;
|
|
}
|
|
else if (self.bowie)
|
|
{
|
|
Set_W_Frame (4, 10, 1.0, 0, KNIFE, W_PlayTakeOut, "models/weapons/knife/v_bowie.mdl", false, S_RIGHT);
|
|
self.reload_delay2 = self.fire_delay2 = self.reload_delay = self.fire_delay = time + 0.8;
|
|
self.knife_delay = time + 1.3;
|
|
}
|
|
else
|
|
{
|
|
self.punchangle_x = -5;
|
|
self.punchangle_y = -10;
|
|
Set_W_Frame (4, 12, 0.74, 0, KNIFE, W_PlayTakeOut, "models/weapons/knife/v_knife.mdl", false, S_RIGHT);
|
|
self.reload_delay2 = self.fire_delay2 = self.reload_delay = self.fire_delay = time + 0.8;
|
|
self.knife_delay = time + 1.1;
|
|
}
|
|
applied_velocity = v_forward * r * 6;
|
|
|
|
}
|
|
else
|
|
{
|
|
if (self.weapon == W_BK || self.weapon == W_KRAUS)//slash
|
|
{
|
|
Set_W_Frame (8, 13, 0, 0.4, KNIFE, SUB_Null, "models/weapons/bk/v_bk.mdl", false, S_RIGHT);
|
|
self.fire_delay = time + 0.5;
|
|
self.knife_delay = time + 0.8;
|
|
}
|
|
else if (self.bowie)
|
|
{
|
|
Set_W_Frame (0, 3, 0.65, 0, KNIFE, W_PlayTakeOut, "models/weapons/knife/v_bowie.mdl", false, S_RIGHT);
|
|
self.reload_delay2 = self.fire_delay2 = self.reload_delay = self.fire_delay = time + 0.4;
|
|
self.knife_delay = time + 0.9;
|
|
}
|
|
else
|
|
{
|
|
self.punchangle_x = -5;
|
|
self.punchangle_y = -10;
|
|
//self.punchangle_z = 5;
|
|
Set_W_Frame (0, 3, 0.45, 0, KNIFE, W_PlayTakeOut, "models/weapons/knife/v_knife.mdl", false, S_RIGHT);
|
|
self.reload_delay2 = self.fire_delay2 = self.reload_delay = self.fire_delay = time + 0.4;
|
|
self.knife_delay = time + 0.8;
|
|
}
|
|
}
|
|
self.reload_delay2 = self.reload_delay = 0;
|
|
self.weaponskin = backupSkin;
|
|
|
|
// Prohibit any sort of melee lunge while not standing
|
|
if (self.stance != PLAYER_STANCE_STAND)
|
|
self.velocity = applied_velocity;
|
|
|
|
LungeKnifeHit();
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
/******************************
|
|
* W_Grenade *
|
|
******************************/
|
|
|
|
void() switch_nade =
|
|
{
|
|
if (self.downed || self.isBuying || !(self.grenades & 2) || self.seminade)
|
|
return;
|
|
|
|
if (self.pri_grenade_state == 0)
|
|
{
|
|
centerprint (self, "Bouncing Betties Selected");
|
|
self.bk_nade = 1;
|
|
}
|
|
if (self.pri_grenade_state == 1)
|
|
{
|
|
centerprint (self, "Frag Grenades Selected");
|
|
self.bk_nade = 0;
|
|
}
|
|
|
|
self.pri_grenade_state = self.bk_nade;
|
|
|
|
};
|
|
|
|
void() GrenadeExplode =
|
|
{
|
|
sound (self, CHAN_WEAPON, "sounds/weapons/grenade/explode.wav", 1, ATTN_NORM);
|
|
|
|
if (self.classname == "grenade")
|
|
DamgageExplode (self, self.owner, 200, 50, 200);
|
|
else if (self.classname == "betty")
|
|
DamgageExplode (self, self.owner, 12000, 11000, 128);
|
|
else
|
|
DamgageExplode (self, self.owner, 1200, 1000, 75);
|
|
|
|
#ifdef FTE
|
|
|
|
te_customflash(self.origin, 200, 300, '1 1 1');
|
|
|
|
#endif // FTE
|
|
|
|
// Really stupid hack: For betties, let's dramatically increase
|
|
// the explosion effect.
|
|
if (self.classname == "betty") {
|
|
CallExplosion(self.origin);
|
|
CallExplosion(self.origin);
|
|
CallExplosion(self.origin);
|
|
CallExplosion(self.origin);
|
|
} else {
|
|
CallExplosion(self.origin);
|
|
}
|
|
|
|
SUB_Remove ();
|
|
};
|
|
|
|
void() NadeStraighten =
|
|
{
|
|
self.angles_x = (self.angles_x > 0) ? 90 : -90;
|
|
|
|
if (self.pri_grenade_state == 1)
|
|
return;
|
|
};
|
|
void() Velocity_reduce =
|
|
{
|
|
if (!other.solid || other.solid == SOLID_TRIGGER)
|
|
if (other != world)
|
|
return;
|
|
|
|
self.velocity = self.velocity*0.5;
|
|
|
|
NadeStraighten();
|
|
};
|
|
|
|
void() W_ThrowGrenade =
|
|
{
|
|
string modelname;
|
|
float startframe;
|
|
float endframe;
|
|
local entity nade;
|
|
|
|
W_HideCrosshair(self);
|
|
|
|
if (self.pri_grenade_state == 0) {
|
|
nade = spawn ();
|
|
nade.owner = self;
|
|
nade.grenade_delay = nade.owner.grenade_delay;
|
|
nade.owner.grenade_delay = 0;
|
|
nade.movetype = MOVETYPE_BOUNCE;
|
|
nade.solid = SOLID_BBOX;
|
|
nade.classname = "grenade";
|
|
|
|
// set nade speed
|
|
|
|
makevectors (self.v_angle);
|
|
|
|
nade.velocity = v_forward*1400;
|
|
|
|
nade.avelocity = '400 -400 400';
|
|
|
|
//nade.angles = vectoangles(nade.velocity);
|
|
//nade.angles_z += (nade.angles_z + 180 < 360)? 180 : -180;
|
|
nade.angles = vectoangles(v_forward);
|
|
nade.angles_z -= 15;
|
|
// set nade duration
|
|
nade.nextthink = nade.grenade_delay;
|
|
nade.think = GrenadeExplode;
|
|
|
|
nade.touch = Velocity_reduce;
|
|
setmodel (nade, "models/weapons/grenade/g_grenade.mdl");
|
|
setsize (nade, '0 0 0', '0 0 0');
|
|
nade.origin = self.origin + self.view_ofs;
|
|
nade.origin += v_forward * 12;
|
|
setorigin (nade, nade.origin);
|
|
|
|
self.animend = ReturnWeaponModel;
|
|
self.callfuncat = 0;
|
|
self.isBuying = false;
|
|
} else if (self.pri_grenade_state == 1) {
|
|
Betty_Drop();
|
|
} else {
|
|
centerprint (other, "No grenadetype defined...\n");
|
|
}
|
|
|
|
startframe = GetFrame(self.weapon,TAKE_OUT_START);
|
|
endframe = GetFrame(self.weapon,TAKE_OUT_END);
|
|
modelname = GetWeaponModel(self.weapon, 0);
|
|
Set_W_Frame (startframe, endframe, 0, 0, 0, ReturnWeaponModel, modelname, false, S_BOTH);
|
|
|
|
SetUpdate(self, UT_HUD, 6, 0, 0);
|
|
}
|
|
|
|
void() checkHold =
|
|
{
|
|
if (self.pri_grenade_state == 1) {
|
|
Betty_CheckForRelease();
|
|
return;
|
|
}
|
|
|
|
if (!self.button3 || self.grenade_delay < time)
|
|
{
|
|
if(self.grenade_delay < time)
|
|
self.grenade_delay = time + 0.05;
|
|
|
|
self.isBuying = true;
|
|
Set_W_Frame (3, 6, 0, 5, GRENADE, W_ThrowGrenade, "models/weapons/grenade/v_grenade.mdl", true, S_RIGHT);
|
|
sound (self, CHAN_WEAPON, "sounds/weapons/grenade/throw.wav", 1, ATTN_NORM);
|
|
self.reload_delay2 = self.fire_delay2 = self.reload_delay = self.fire_delay = time + 0.4;
|
|
self.throw_delay = time + 0.9;
|
|
}
|
|
else
|
|
{
|
|
if (self.isBuying == false) {
|
|
W_ShowCrosshair(self);
|
|
self.isBuying = true;
|
|
}
|
|
|
|
// Pulse the grenade crosshair every 1 second
|
|
float difference = rint(self.grenade_delay - time);
|
|
if (difference != self.beingrevived) {
|
|
self.beingrevived = difference;
|
|
grenade_pulse(self);
|
|
}
|
|
|
|
Set_W_Frame (2, 2, 0, 0, GRENADE, checkHold, "models/weapons/grenade/v_grenade.mdl", true, S_RIGHT);
|
|
}
|
|
}
|
|
|
|
void() W_Grenade =
|
|
{
|
|
if (self.throw_delay > time || self.zoom || self.downed || self.primary_grenades < 1 || self.isBuying)
|
|
return;
|
|
|
|
// Prevent the Player from Sprinting and also avoid issues with
|
|
// the equipment being completely cancelled..
|
|
if (self.sprinting)
|
|
W_SprintStop();
|
|
|
|
W_HideCrosshair(self);
|
|
Set_W_Frame (0, 2, 0.6, 0, GRENADE, checkHold, "models/weapons/grenade/v_grenade.mdl", true, S_RIGHT);
|
|
sound (self, CHAN_WEAPON, "sounds/weapons/grenade/prime.wav", 1, ATTN_NORM);
|
|
self.primary_grenades -= 1;
|
|
self.reload_delay2 = self.fire_delay2 = self.throw_delay = self.reload_delay = self.fire_delay = time + 6;
|
|
self.grenade_delay = time + 5;
|
|
self.seminade = true;
|
|
}
|
|
|
|
void(float wepnum) CheckButton = {
|
|
W_PutOut();
|
|
}
|
|
|
|
void() Change_Stance = {
|
|
|
|
if (self.downed || !(self.flags & FL_ONGROUND) || self.changestance == true || self.new_ofs_z != self.view_ofs_z)
|
|
return;
|
|
|
|
switch(self.stance) {
|
|
case PLAYER_STANCE_STAND:
|
|
Player_SetStance(self, PLAYER_STANCE_CROUCH, true);
|
|
break;
|
|
case 1:
|
|
// Prohibit Proning if Drinking a Perk-A-Cola, just stand.
|
|
if (self.isBuying) {
|
|
Player_SetStance(self, PLAYER_STANCE_STAND, true);
|
|
}
|
|
// Stance flag isn't set, so go Prone.
|
|
else if (!self.stancereset) {
|
|
Player_SetStance(self, PLAYER_STANCE_PRONE, true);
|
|
}
|
|
// Stance flag IS set, so stand if applicable.
|
|
else if (Player_CanStandHere(self)) {
|
|
Player_SetStance(self, PLAYER_STANCE_STAND, true);
|
|
self.stancereset = false;
|
|
}
|
|
// There's no room to stand, just prone again.
|
|
else {
|
|
Player_SetStance(self, PLAYER_STANCE_PRONE, true);
|
|
}
|
|
break;
|
|
case 0:
|
|
Player_SetStance(self, PLAYER_STANCE_CROUCH, true);
|
|
self.stancereset = true;
|
|
break;
|
|
default: break;
|
|
}
|
|
|
|
}
|
|
|
|
void() dolphin_dive = //naievil
|
|
{
|
|
if (self.stance != 2)
|
|
return;
|
|
if ((map_compatibility_mode == MAP_COMPAT_BETA && self.view_ofs_z != VIEW_OFS_QK[2]) ||
|
|
(!map_compatibility_mode && self.view_ofs_z != VIEW_OFS_HL[2]))
|
|
return;
|
|
if (self.flags & FL_WATERJUMP)
|
|
return;
|
|
|
|
if (self.waterlevel >= 2)
|
|
{
|
|
if (self.watertype == CONTENT_WATER)
|
|
self.velocity_z = 100;
|
|
else if (self.watertype == CONTENT_SLIME)
|
|
self.velocity_z = 80;
|
|
else
|
|
self.velocity_z = 50;
|
|
}
|
|
|
|
if (!(self.flags & FL_ONGROUND))
|
|
return;
|
|
|
|
if ( !(self.flags & FL_JUMPRELEASED) )
|
|
return; // don't pogo stick
|
|
|
|
|
|
self.flags = self.flags - (self.flags & FL_JUMPRELEASED);
|
|
self.flags = self.flags - FL_ONGROUND; // don't stairwalk
|
|
makevectors (self.v_angle);
|
|
self.velocity = self.velocity * 1.1;
|
|
self.velocity_z = self.velocity_z + 270;
|
|
|
|
if (self.button2)
|
|
self.button2 = 0;
|
|
|
|
self.dive = 1;
|
|
W_SprintStop();
|
|
PAnim_EnterDive();
|
|
|
|
sound(self, CHAN_VOICE, "sounds/player/jump.wav", 1, 1);
|
|
|
|
self.oldz = self.origin_z;
|
|
Player_SetStance(self, PLAYER_STANCE_PRONE, false);
|
|
}
|
|
|
|
|
|
void () Impulse_Functions =
|
|
{
|
|
if (!self.impulse)
|
|
return;
|
|
|
|
switch (self.impulse)
|
|
{
|
|
case 10:
|
|
|
|
#ifdef FTE
|
|
|
|
// FTE handles jumping, which we don't want.. so we use impulses to override.
|
|
JumpCheck(1);
|
|
|
|
#endif // FTE
|
|
break;
|
|
case 22:
|
|
addmoney(self, 10000, 0);
|
|
rounds += 4;
|
|
break;
|
|
case 23:
|
|
|
|
#ifdef FTE
|
|
|
|
if (!checkMovement(forward))
|
|
return;
|
|
|
|
#endif // FTE
|
|
|
|
if (self.dive || self.downed || !Player_CanStandHere(self))
|
|
return;
|
|
|
|
Player_SetStance(self, PLAYER_STANCE_STAND, false);
|
|
self.sprintflag = true;
|
|
W_SprintStart();
|
|
break;
|
|
case 24:
|
|
self.sprintflag = false;
|
|
W_SprintStop();
|
|
break;
|
|
case 25:
|
|
switch_nade();
|
|
break;
|
|
case 33:
|
|
W_PrimeBetty();
|
|
break;
|
|
case 26:
|
|
case 30:
|
|
if (self.sprinting)
|
|
dolphin_dive();
|
|
else
|
|
Change_Stance();
|
|
break;
|
|
case 31:
|
|
self.sprintflag = 0;
|
|
break;
|
|
case 32:
|
|
self.sprintflag = 1;
|
|
break;
|
|
case 110:
|
|
case 111:
|
|
W_PutOut();
|
|
self.semiswitch = true;
|
|
break;
|
|
case 100:
|
|
cvar_set("waypoint_mode", "1");
|
|
localcmd("restart\n");
|
|
break;
|
|
default:
|
|
|
|
#ifdef FTE
|
|
|
|
bprint(PRINT_HIGH, "Unknown impulse: ", ftos(self.impulse));
|
|
|
|
#endif // FTE
|
|
|
|
break;
|
|
}
|
|
|
|
self.impulse = 0;
|
|
};
|
|
|
|
void() CheckImpulses =
|
|
{
|
|
self.impulse = 0;
|
|
}
|
|
|
|
void(entity ent) CheckPowerups =
|
|
{
|
|
if (instakill_finished >= time)
|
|
{
|
|
if (instakill_finished < 4 + time)
|
|
{
|
|
if (insta_blink< time - 0.25)
|
|
insta_blink = time + 0.25;
|
|
}
|
|
else if (instakill_finished < 7 + time)
|
|
{
|
|
if (insta_blink< time - 0.5)
|
|
insta_blink = time + 0.5;
|
|
}
|
|
else if (instakill_finished < 10 + time)
|
|
{
|
|
if (insta_blink< time - 1)
|
|
insta_blink = time + 1;
|
|
}
|
|
|
|
if (insta_blink < time)
|
|
ent.insta_icon = true;
|
|
else
|
|
ent.insta_icon = false;
|
|
}
|
|
else if(instakill_finished)
|
|
{
|
|
instakill_finished = 0;
|
|
|
|
ent.insta_icon = false;
|
|
}
|
|
|
|
if (x2_finished > time)
|
|
{
|
|
if (x2_finished < 4 + time)
|
|
{
|
|
if (x2_blink< time - 0.25)
|
|
x2_blink = time + 0.25;
|
|
}
|
|
else if (x2_finished < 7 + time)
|
|
{
|
|
if (x2_blink< time - 0.5)
|
|
x2_blink = time + 0.5;
|
|
}
|
|
else if (x2_finished < 10 + time)
|
|
{
|
|
if (x2_blink< time - 1)
|
|
x2_blink = time + 1;
|
|
}
|
|
|
|
if (x2_blink < time)
|
|
ent.x2_icon = true;
|
|
else
|
|
ent.x2_icon = false;
|
|
}
|
|
else if(x2_finished)
|
|
{
|
|
x2_finished = 0;
|
|
|
|
ent.x2_icon = false;
|
|
}
|
|
|
|
}
|
|
|
|
void() CheckPlayer =
|
|
{
|
|
CheckPowerups(self);
|
|
CheckRevive(self);
|
|
|
|
if (!self.sprintflag && self.sprinting) {
|
|
W_SprintStop();
|
|
}
|
|
|
|
// FIXME - can't do frame independent stance changing.. ofs starts spazzing..
|
|
if (self.view_ofs_z > self.new_ofs_z) {
|
|
self.changestance = true;
|
|
self.view_ofs_z = self.view_ofs_z - 1;
|
|
} else if (self.view_ofs_z < self.new_ofs_z) {
|
|
self.changestance = true;
|
|
self.view_ofs_z = self.view_ofs_z + 1;
|
|
} else {
|
|
self.changestance = false;
|
|
}
|
|
|
|
if (self.view_ofs_z > 32) {
|
|
self.view_ofs_z = 32;
|
|
self.changestance = false;
|
|
}
|
|
|
|
// Diving on top of other players :)
|
|
if (self.dive && !(self.flags & FL_ONGROUND)) {
|
|
makevectors(self.angles);
|
|
traceline(self.origin, self.origin + (v_up * -40), 0, self);
|
|
|
|
if (trace_ent.classname == "player") {
|
|
DamageHandler(self, trace_ent, 100000, S_NORMAL);
|
|
DamageHandler(trace_ent, self, 100000, S_NORMAL);
|
|
}
|
|
}
|
|
|
|
if (!self.button2 && self.flags & FL_ONGROUND) {
|
|
float dist = fabs(self.oldz - self.origin_z);
|
|
|
|
if (self.dive) {
|
|
if (self.perks & P_FLOP && dist >= 64) {
|
|
sound (self, CHAN_WEAPON, "sounds/weapons/grenade/explode.wav", 1, ATTN_NORM);
|
|
DamgageExplode (self, self, 5000, 1000, 300);
|
|
|
|
#ifdef FTE
|
|
|
|
te_customflash(self.origin, 300, 300, '1 0.6 0.1');
|
|
|
|
#endif // FTE
|
|
|
|
CallExplosion(self.origin);
|
|
CallExplosion(self.origin);
|
|
CallExplosion(self.origin);
|
|
}
|
|
PAnim_Flop();
|
|
self.dive = 0;
|
|
}
|
|
|
|
if (dist + 64 > 176 && !(self.perks & P_FLOP)) {
|
|
float height = dist + 64;
|
|
float damage = height*(0.68);
|
|
|
|
if (damage > 98) damage = 98;
|
|
|
|
DamageHandler (self, other, damage, S_ZOMBIE);
|
|
|
|
if (self.health <= 5)
|
|
GiveAchievement(7, self);
|
|
}
|
|
|
|
self.oldz = self.origin_z;
|
|
}
|
|
|
|
//
|
|
// Revive Sequence
|
|
//
|
|
#ifdef FTE
|
|
|
|
entity ent;
|
|
ent = findradius(self.origin, 70);
|
|
|
|
while(ent)
|
|
{
|
|
if(ent.classname == "player" && ent != self && ent.downed)
|
|
{
|
|
|
|
// perform a trace to make sure they're always facing the revivee
|
|
vector source;
|
|
makevectors(self.angles);
|
|
source = self.origin - '0 0 12';
|
|
traceline(source, source + v_forward*50, 0, self);
|
|
self.active_door = trace_ent;
|
|
|
|
if (ent.beingrevived == false && self.active_door == ent && !self.downed)
|
|
useprint (self, 13, 0, 0);
|
|
|
|
if (self.button7 && !ent.invoke_revive && self.active_door == ent && !self.downed) {
|
|
if (ent.beingrevived == true && ent.firer != self)
|
|
return;
|
|
|
|
// Broadcast that they're being revived
|
|
BroadcastMessageToClient(ent, time + 2, 3, self.netname);
|
|
|
|
ent.speed_penalty = 0.01;
|
|
ent.speed_penalty_time = time + 100;
|
|
ent.beingrevived = true;
|
|
ent.firer = self;
|
|
|
|
if (!self.progress_bar_percent) {
|
|
ChangeReviveIconState(ent.electro_targeted, 2);
|
|
self.movetype = MOVETYPE_TOSS;
|
|
Set_W_Frame (0, 21, 0, 0, SPRINT, SUB_Null, "models/weapons/morphine/v_morphine.mdl", false, S_RIGHT);
|
|
|
|
if !(self.perks & P_REVIVE)
|
|
self.progress_bar_time = 4;
|
|
else
|
|
self.progress_bar_time = 2;
|
|
|
|
self.progress_bar = self.progress_bar_time + time;
|
|
self.progress_bar_percent = 1;
|
|
self.reviving = true;
|
|
}
|
|
|
|
if (self.revived) {
|
|
self.movetype = MOVETYPE_WALK;
|
|
W_TakeOut();
|
|
ent.invoke_revive = 1;
|
|
ent.beingrevived = false;
|
|
ent.speed_penalty_time = 0;
|
|
self.reviving = 0;
|
|
self.progress_bar = 0;
|
|
self.progress_bar_time = 0;
|
|
self.progress_bar_percent = 0;
|
|
self.revived = 0;
|
|
addmoney(self, ent.requirespower, false);
|
|
}
|
|
}
|
|
else if (self.downed || (!self.button7 && self.reviving) || (self.reviving && self.active_door != ent) || ent.classname == "disconnected") {
|
|
if (ent.classname != "disconnected")
|
|
ChangeReviveIconState(ent.electro_targeted, 1);
|
|
else
|
|
DisableReviveIcon(ent.electro_targeted);
|
|
self.movetype = MOVETYPE_WALK;
|
|
ent.beingrevived = false;
|
|
ent.speed_penalty_time = 0;
|
|
ent.firer = world;
|
|
W_TakeOut();
|
|
self.progress_bar = 0;
|
|
self.progress_bar_time = 0;
|
|
self.progress_bar_percent = 0;
|
|
self.revived = 0;
|
|
self.reviving = 0;
|
|
}
|
|
}
|
|
else if(ent.classname == "player" && ent != self && !ent.downed) // small player push
|
|
{
|
|
vector push;
|
|
push = ent.origin - self.origin;
|
|
push_z = 0;
|
|
push = normalize(push) * 0.5;
|
|
|
|
ent.velocity += push;
|
|
}
|
|
ent = ent.chain;
|
|
}
|
|
|
|
#endif // FTE
|
|
|
|
}
|
|
|
|
//
|
|
// Wep_UpdateRecoilAndSpread()
|
|
// Somewhat-intelligent serverside Weapon Recoil
|
|
// update system that takes into account velocity
|
|
// and how long the weapon has been fired.
|
|
//
|
|
void() Wep_UpdateRecoilAndSpread =
|
|
{
|
|
// Moving? Our weapon spread should be the maximum.
|
|
if (self.velocity)
|
|
self.cur_spread = WepDef_WeaponMaxSpread(self.weapon, self.stance);
|
|
|
|
// Slowly increase our spread based on how long the weapon
|
|
// has been fired.
|
|
else if (self.recoil_delay > time && self.recoil_delay)
|
|
{
|
|
self.cur_spread = self.cur_spread + 10;
|
|
if (self.cur_spread >= WepDef_WeaponMaxSpread(self.weapon, self.stance))
|
|
self.cur_spread = WepDef_WeaponMaxSpread(self.weapon, self.stance);
|
|
}
|
|
// Diminish spread over time as recoil decreases.
|
|
else if (self.recoil_delay < time && self.recoil_delay)
|
|
{
|
|
self.cur_spread = self.cur_spread - 4;
|
|
if (self.cur_spread <= 0)
|
|
{
|
|
self.cur_spread = 0;
|
|
self.recoil_delay = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
void () Weapon_Logic =
|
|
{
|
|
// HACK HACK: Don't let the frame updater take control of hold fire.
|
|
if (self.weaponframe == GetFrame(self.weapon, FIRE_HOLD) && GetFrame(self.weapon, FIRE_HOLD) != 0 && self.weaponmodel == GetWeaponModel(self.weapon, 0)) {
|
|
|
|
} else {
|
|
W_Frame_Update();
|
|
W2_Frame_Update();
|
|
}
|
|
|
|
|
|
Impulse_Functions();
|
|
|
|
#ifndef FTE
|
|
|
|
// For non-FTE only to tell our engine to display the scope
|
|
if ((self.scopetime < time) && self.scopetime) {
|
|
self.scopetime = 0;
|
|
self.zoom = 2;
|
|
self.weapon2model = "";
|
|
self.weaponmodel = "";
|
|
}
|
|
|
|
#else
|
|
|
|
UpdatePunchangle(self);
|
|
|
|
#endif // FTE
|
|
|
|
// If the player is aiming down the sight while prone and moving,
|
|
// force them to stop
|
|
if (self.stance == 0 && self.velocity && self.zoom) {
|
|
W_AimOut();
|
|
self.zoom = 0;
|
|
|
|
#ifdef FTE
|
|
|
|
self.viewzoom = 1;
|
|
UpdateVmodel(self.weaponmodel, GetWepSkin(self.weapon));
|
|
UpdateV2model(self.weapon2model, 0);
|
|
|
|
#endif // FTE
|
|
|
|
}
|
|
|
|
//
|
|
// Force-ADS if toggled
|
|
//
|
|
if (cvar("cl_adsmode")) {
|
|
// Toggle ADS back and forth
|
|
if (self.ads_toggle == false) {
|
|
W_AimOut();
|
|
self.zoom = 0;
|
|
|
|
#ifdef FTE
|
|
|
|
self.viewzoom = 1;
|
|
UpdateVmodel(self.weaponmodel, GetWepSkin(self.weapon));
|
|
UpdateV2model(self.weapon2model, 0);
|
|
|
|
#endif // FTE
|
|
} else if (self.reload_delay < time && self.reload_delay2 < time &&
|
|
self.knife_delay < time && self.grenade_delay < time) {
|
|
if (self.stance == 0 && self.velocity)
|
|
return;
|
|
|
|
W_AimIn();
|
|
|
|
#ifdef FTE
|
|
|
|
if (self.weapon == W_KAR_SCOPE || self.weapon == W_PTRS ||
|
|
self.weapon == W_HEADCRACKER || self.weapon == W_PENETRATOR) {
|
|
if (self.scopetime >= time) {
|
|
self.viewzoom = 1 - (0.018*GetWeaponZoomAmount(self.weapon));
|
|
self.zoom = 2;
|
|
}
|
|
} else {
|
|
self.viewzoom = 1 - (0.018*GetWeaponZoomAmount(self.weapon));
|
|
}
|
|
|
|
#endif // FTE
|
|
|
|
if (!self.zoom) {
|
|
if (self.weapon == W_KAR_SCOPE || self.weapon == W_PTRS ||
|
|
self.weapon == W_HEADCRACKER || self.weapon == W_PENETRATOR) {
|
|
SetUpdate(self, UT_ZOOM2, 0, 0, 0);
|
|
self.zoom = 2;
|
|
self.scopetime = time + 0.3;
|
|
} else {
|
|
self.zoom = 1;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//
|
|
// Fire Button Logic
|
|
// NOTE: Since the right weapon is the "normal" side there's some
|
|
// flip flop logic on FTE so that LMB will fire the left side instead.
|
|
//
|
|
|
|
// Right Trigger/LMB/etc.
|
|
if (self.button0) {
|
|
|
|
#ifdef FTE
|
|
|
|
if (IsDualWeapon(self.weapon)) { W_Fire(S_LEFT); } else { W_Fire(S_RIGHT); }
|
|
|
|
#else
|
|
|
|
W_Fire(S_RIGHT);
|
|
|
|
#endif // FTE
|
|
|
|
} else {
|
|
// Check for release for semi automatic weapons.
|
|
|
|
#ifdef FTE
|
|
|
|
if (IsDualWeapon(self.weapon)) { self.semi2 = false; } else { self.semi = false; }
|
|
|
|
// Hold fire weapons should get set back to base frame.
|
|
if (GetFrame(self.weapon, FIRE_HOLD) != 0 && self.weaponframe == GetFrame(self.weapon, FIRE_HOLD) &&
|
|
self.weaponmodel == GetWeaponModel(self.weapon, 0)) {
|
|
self.weaponframe = 0;
|
|
}
|
|
|
|
#else
|
|
|
|
self.semi = false;
|
|
|
|
#endif // FTE
|
|
|
|
}
|
|
|
|
// Left Trigger/RMB/etc.
|
|
if (self.button8) {
|
|
if (IsDualWeapon(self.weapon)) {
|
|
|
|
#ifdef FTE
|
|
|
|
W_Fire(S_RIGHT);
|
|
|
|
#else
|
|
|
|
W_Fire(S_LEFT);
|
|
|
|
#endif // FTE
|
|
|
|
} else {
|
|
if (cvar("cl_adsmode")) {
|
|
if (self.ads_release == false)
|
|
return;
|
|
|
|
self.ads_toggle = !self.ads_toggle;
|
|
self.ads_release = false;
|
|
} else {
|
|
if (self.stance == 0 && self.velocity)
|
|
return;
|
|
|
|
W_AimIn();
|
|
|
|
#ifdef FTE
|
|
|
|
if (self.zoom) {
|
|
if (self.weapon == W_KAR_SCOPE || self.weapon == W_PTRS ||
|
|
self.weapon == W_HEADCRACKER || self.weapon == W_PENETRATOR) {
|
|
if (self.scopetime >= time)
|
|
self.viewzoom = 1 - (0.018*GetWeaponZoomAmount(self.weapon));
|
|
} else {
|
|
float zoom_factor = 1 - (0.018*GetWeaponZoomAmount(self.weapon));
|
|
float sigmoid_input = (self.viewzoom - zoom_factor) * 10; // multiply by 10 to adjust the steepness of the sigmoid
|
|
float sigmoid_output = 1 / (1 + exp(-sigmoid_input)); // apply the sigmoid function
|
|
float zoom_speed = 0.06 * (sigmoid_output + 0.5) * (frametime*40); // adjust the zoom speed based on the sigmoid output
|
|
|
|
if (self.viewzoom > zoom_factor) {
|
|
self.viewzoom -= zoom_speed;
|
|
if (self.viewzoom < zoom_factor)
|
|
self.viewzoom = zoom_factor;
|
|
} else {
|
|
self.viewzoom = zoom_factor;
|
|
}
|
|
}
|
|
}
|
|
|
|
#endif // FTE
|
|
|
|
}
|
|
}
|
|
}
|
|
// AIM button is released
|
|
else if (!self.button8 && self.zoom) {
|
|
// So ADS toggle knows not to spam updates.
|
|
self.ads_release = true;
|
|
|
|
if (cvar("cl_adsmode") && self.ads_toggle == true)
|
|
return;
|
|
|
|
#ifdef FTE
|
|
|
|
if (self.weapon == W_KAR_SCOPE || self.weapon == W_PTRS ||
|
|
self.weapon == W_HEADCRACKER || self.weapon == W_PENETRATOR) {
|
|
ReturnWeaponModel();
|
|
UpdateVmodel(self.weaponmodel, GetWepSkin(self.weapon));
|
|
UpdateV2model(self.weapon2model, 0);
|
|
self.viewzoom = 1;
|
|
self.zoom = 0;
|
|
if (self.weapons[0].weapon_magazine == 0)
|
|
W_Reload(S_BOTH);
|
|
} else {
|
|
if (self.viewzoom == 0.75) {
|
|
W_AimOut();
|
|
} else {
|
|
float zoom_factor2 = 1 + (0.018 * GetWeaponZoomAmount(self.weapon)); // increase zoom factor
|
|
float sigmoid_input2 = (zoom_factor2 - self.viewzoom) * 10; // adjust sigmoid input
|
|
float sigmoid_output2 = 1 / (1 + exp(-sigmoid_input2)); // apply the sigmoid function
|
|
float zoom_speed2 = 0.06 * (sigmoid_output2 + 0.5) * (frametime * 80); // adjust the zoom speed based on the sigmoid output
|
|
|
|
if (self.viewzoom < zoom_factor2) {
|
|
self.viewzoom += zoom_speed2;
|
|
if (self.viewzoom > zoom_factor2)
|
|
self.viewzoom = zoom_factor2;
|
|
} else {
|
|
self.viewzoom = zoom_factor2;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Don't stop aiming until the camera is restored
|
|
if (self.viewzoom >= 1) {
|
|
self.viewzoom = 1;
|
|
|
|
if (self.zoom != 3)
|
|
self.zoom = 0;
|
|
}
|
|
|
|
#else
|
|
|
|
W_AimOut();
|
|
|
|
#endif // FTE
|
|
|
|
} else {
|
|
|
|
// So ADS toggle knows not to spam updates.
|
|
self.ads_release = true;
|
|
|
|
// Check for release for semi automatic weapons.
|
|
if (IsDualWeapon(self.weapon)) {
|
|
|
|
#ifdef FTE
|
|
|
|
self.semi = false;
|
|
|
|
#else
|
|
|
|
self.semi2 = false;
|
|
|
|
#endif // FTE
|
|
|
|
}
|
|
}
|
|
|
|
if (!self.button7) {
|
|
self.semiuse = false;
|
|
}
|
|
|
|
if (self.button4 && !self.semiswitch && self.weapon_count != 1 && !self.zoom)
|
|
{
|
|
W_PutOut();
|
|
self.semiswitch = true;
|
|
} else if (!self.button4 && self.semiswitch && self.impulse != 110 && self.impulse != 111) {
|
|
self.semiswitch = false;
|
|
}
|
|
|
|
if (self.button3 && self.isBuying != true && self.seminade != true)
|
|
{
|
|
if (self.pri_grenade_state == 0)
|
|
W_Grenade();
|
|
else
|
|
W_PrimeBetty();
|
|
self.seminade = true;
|
|
} else if (!self.button3 && self.seminade) {
|
|
self.seminade = false;
|
|
}
|
|
|
|
if (self.button5 && !self.semireload)
|
|
{
|
|
W_Reload(S_BOTH);
|
|
self.semireload = TRUE;
|
|
}
|
|
else if (!self.button5) {
|
|
self.semireload = FALSE;
|
|
}
|
|
|
|
if (self.button6 && !self.semiknife)
|
|
{
|
|
|
|
// Don't do this at all on FTE.
|
|
#ifndef FTE
|
|
|
|
if (self.sprinting) {
|
|
dolphin_dive();
|
|
return;
|
|
}
|
|
|
|
#endif // FTE
|
|
|
|
W_Knife();
|
|
self.semiknife = true;
|
|
}
|
|
else if (!self.button6)
|
|
self.semiknife = false;
|
|
|
|
CheckImpulses();
|
|
CheckPlayer();
|
|
Wep_UpdateRecoilAndSpread();
|
|
|
|
// These are sent to clients in engine for stat
|
|
// reference.
|
|
self.currentammo = self.weapons[0].weapon_reserve;
|
|
self.currentmag = self.weapons[0].weapon_magazine;
|
|
self.currentmag2 = self.weapons[0].weapon_magazine_left;
|
|
}
|