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https://github.com/nzp-team/quakec.git
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244f21bf79
* REPO: Update progs.src standards, consolidate both ssqc to one src file * FTEQCC: Optimize SSQC with -O3 * PROGS: Globally disable useless fastarrays on standard * TOOLS: Consolidate Linux and macOS build scripts into one * Remove some debug stuff * ACTIONS: Change build script reference name
440 lines
14 KiB
C++
440 lines
14 KiB
C++
/*
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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) 2021-2024 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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// 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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void() W_AimOut;
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void() ReturnWeaponModel;
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void(entity person) W_HideCrosshair;
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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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case 1: return person.weapons[0].weapon_reserve;
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case 2: return person.weapons[1].weapon_reserve;
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case 3: return person.weapons[2].weapon_reserve;
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default: return 0;
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}
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};
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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.weapons[0].weapon_reserve = ammo; break;
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case 2: person.weapons[1].weapon_reserve = ammo; break;
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case 3: person.weapons[2].weapon_reserve = 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(person, 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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for (float i = 0; i < MAX_PLAYER_WEAPONS; i++) {
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// Storage.
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float weapon_id;
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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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weapon_id = EqualNonPapWeapon(person.weapons[i].weapon_id);
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else
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weapon_id = person.weapons[i].weapon_id;
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// Now do the comparison
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if (weapon_id == comparison)
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return i + 1;
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}
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return 0;
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};
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//
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// Weapon_PlayerHasWeaponWithFiretype(person, comparison)
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// Similar check to Weapon_PlayerHasWeapon, but returns
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// an index to the first-found firetype instead.
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//
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float(entity person, float comparison) Weapon_PlayerHasWeaponWithFiretype =
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{
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for (float i = 0; i < MAX_PLAYER_WEAPONS; i++) {
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// Storage.
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float weapon_firetype = GetFiretype(person.weapons[i].weapon_id);
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// Now do the comparison
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if (weapon_firetype == comparison)
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return i + 1;
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}
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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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};
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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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};
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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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float duration = 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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duration = playback_duration = getWeaponDelay(self.weapon, TAKEOUT);
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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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duration = playback_duration = getWeaponDelay(self.weapon, PUTOUT);
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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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self.switch_delay = self.reload_delay2 = self.fire_delay2 = self.reload_delay = self.fire_delay = self.knife_delay = time + (duration - 0.1);
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self.weapon2model = GetWeapon2Model(self.weapon);
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W_AimOut();
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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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//
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// Weapon_SwapWeapons()
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// Performs a standard weapon swap.
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//
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void Weapon_SwapWeapons(float play_animation)
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{
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float weapon_count = 0;
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// Un-zoom camera
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self.zoom = false;
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// Fix fire rate exploit
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self.reload_delay2 = self.fire_delay2 = self.reload_delay = self.fire_delay = true;
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// Store current weapons locally
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guninventory_struct weapons_storage[MAX_PLAYER_WEAPONS];
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for(float i = 0; i < MAX_PLAYER_WEAPONS; i++) {
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if (self.weapons[i].weapon_id != 0) {
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weapon_count++;
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weapons_storage[i].weapon_id = self.weapons[i].weapon_id;
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weapons_storage[i].weapon_magazine = self.weapons[i].weapon_magazine;
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weapons_storage[i].weapon_magazine_left = self.weapons[i].weapon_magazine_left;
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weapons_storage[i].weapon_reserve = self.weapons[i].weapon_reserve;
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weapons_storage[i].weapon_skin = self.weapons[i].weapon_skin;
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weapons_storage[i].is_mulekick_weapon = self.weapons[i].is_mulekick_weapon;
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}
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}
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// Iterate over the player inventory and shift the array around!
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for(float j = 0; j < weapon_count; j++) {
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if (j != weapon_count - 1) {
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self.weapons[j + 1].weapon_id = weapons_storage[j].weapon_id;
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self.weapons[j + 1].weapon_magazine = weapons_storage[j].weapon_magazine;
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self.weapons[j + 1].weapon_magazine_left = weapons_storage[j].weapon_magazine_left;
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self.weapons[j + 1].weapon_reserve = weapons_storage[j].weapon_reserve;
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self.weapons[j + 1].weapon_skin = weapons_storage[j].weapon_skin;
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self.weapons[j + 1].is_mulekick_weapon = weapons_storage[j].is_mulekick_weapon;
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} else {
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self.weapons[0].weapon_id = weapons_storage[j].weapon_id;
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self.weapons[0].weapon_magazine = weapons_storage[j].weapon_magazine;
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self.weapons[0].weapon_magazine_left = weapons_storage[j].weapon_magazine_left;
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self.weapons[0].weapon_reserve = weapons_storage[j].weapon_reserve;
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self.weapons[0].weapon_skin = weapons_storage[j].weapon_skin;
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self.weapons[0].is_mulekick_weapon = weapons_storage[j].is_mulekick_weapon;
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}
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}
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if (play_animation == true) {
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// Properly update the weapon ID
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self.weapon = self.weapons[0].weapon_id;
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W_HideCrosshair(self);
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Weapon_PlayViewModelAnimation(ANIM_TAKE_OUT, ReturnWeaponModel, 0);
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self.weaponskin = self.weapons[0].weapon_skin;
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#ifndef FTE
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self.weapon2skin = self.weapons[0].weapon_skin;
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self.Weapon_Name = GetWeaponName(self.weapon);
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self.Flash_Offset = GetWeaponFlash_Offset(self.weapon);
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self.Flash_Size = GetWeaponFlash_Size(self.weapon);
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self.ADS_Offset = GetWeaponADSOfs(self.weapon);
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#endif // FTE
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}
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};
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//
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// Weapon_SetActiveInslot(slot)
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// Iterates through the Inventory array until weapon 0
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// is what was in the requested slot.
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//
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void Weapon_SetActiveInSlot(float slot, float play_first_raise)
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{
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if (slot != 0)
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Weapon_SwapWeapons(false);
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// Properly update the weapon ID
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self.weapon = self.weapons[0].weapon_id;
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if (GetFrame(self.weapon, FIRST_TAKE_START) != 0 && play_first_raise == true)
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Weapon_PlayViewModelAnimation(ANIM_FIRST_TAKE, ReturnWeaponModel, 0);
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else
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Weapon_PlayViewModelAnimation(ANIM_TAKE_OUT, ReturnWeaponModel, 0);
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self.weaponskin = self.weapons[0].weapon_skin;
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#ifndef FTE
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self.weapon2skin = self.weapons[0].weapon_skin;
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self.Weapon_Name = GetWeaponName(self.weapon);
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self.Flash_Offset = GetWeaponFlash_Offset(self.weapon);
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self.Flash_Size = GetWeaponFlash_Size(self.weapon);
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self.ADS_Offset = GetWeaponADSOfs(self.weapon);
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#endif // FTE
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};
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//
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// Weapon_HasNoMulekickWeapon()
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// Returns true if the player does not
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// have a Mule Kick weapon slot.
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//
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float Weapon_HasNoMulekickWeapon()
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{
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for(float i = 0; i < MAX_PLAYER_WEAPONS; i++) {
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if (self.weapons[i].is_mulekick_weapon == true)
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return false;
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}
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return true;
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}
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//
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// Weapon_AssignWeapon(weapon_slot, weapon_id, weapon_mag, weapon_reserve)
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// Fills in weapon data for provided slot.
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//
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void Weapon_AssignWeapon(float weapon_slot, float weapon_id, float weapon_mag, float weapon_reserve)
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{
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// Fill the stats as necessary
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self.weapons[weapon_slot].weapon_id = weapon_id;
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if (weapon_mag > 0) {
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self.weapons[weapon_slot].weapon_magazine = weapon_mag;
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if (IsDualWeapon(self.weapons[weapon_slot].weapon_id))
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self.weapons[weapon_slot].weapon_magazine_left = weapon_mag;
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} else {
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self.weapons[weapon_slot].weapon_magazine = getWeaponMag(self.weapons[weapon_slot].weapon_id);
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if (IsDualWeapon(self.weapons[weapon_slot].weapon_id))
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self.weapons[weapon_slot].weapon_magazine_left = getWeaponMag(self.weapons[weapon_slot].weapon_id);
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else
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self.weapons[weapon_slot].weapon_magazine_left = 0;
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}
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if (weapon_reserve > 0)
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self.weapons[weapon_slot].weapon_reserve = weapon_reserve;
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else
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self.weapons[weapon_slot].weapon_reserve = getWeaponAmmo(self.weapons[weapon_slot].weapon_id);
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if (weapon_slot == MULEKICK_WEAPON_SLOT - 1 && Weapon_HasNoMulekickWeapon())
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self.weapons[weapon_slot].is_mulekick_weapon = true;
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self.weapons[weapon_slot].weapon_skin = GetWepSkin(weapon_id);
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// Now tell the player to hold it.
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Weapon_SetActiveInSlot(weapon_slot, true);
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};
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//
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// Weapon_GiveWeapon(weapon_id, weapon_mag, weapon_reserve)
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// Assigns a weapon to the next free slot
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// in player inventory.
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//
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void Weapon_GiveWeapon(float weapon_id, float weapon_mag, float weapon_reserve)
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{
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W_HideCrosshair(self);
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float should_leave = false;
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// Find next available weapon slot
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float weapon_slots;
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if ((self.perks & P_MULE))
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weapon_slots = MULEKICK_WEAPON_SLOT;
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else
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weapon_slots = MULEKICK_WEAPON_SLOT - 1;
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for(float i = 0; i < weapon_slots; i++) {
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if (self.weapons[i].weapon_id == 0) {
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for(float j = 0; j < i; j++) {
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Weapon_SwapWeapons(false);
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}
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Weapon_AssignWeapon(i, weapon_id, weapon_mag, weapon_reserve);
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should_leave = true;
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break;
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}
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}
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if (should_leave)
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return;
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// All slots are occupied, fill in current slot
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Weapon_AssignWeapon(0, weapon_id, weapon_mag, weapon_reserve);
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};
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//
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// Weapons_FixUpList()
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// Iterates through client weapon list and
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// re-orders to remove gaps with IDs of 0.
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//
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void Weapon_FixUpList()
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{
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// Store current weapons locally
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guninventory_struct weapons_storage[MAX_PLAYER_WEAPONS];
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for(float i = 0; i < MAX_PLAYER_WEAPONS; i++) {
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if (self.weapons[i].weapon_id != 0) {
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weapons_storage[i].weapon_id = self.weapons[i].weapon_id;
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weapons_storage[i].weapon_magazine = self.weapons[i].weapon_magazine;
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weapons_storage[i].weapon_magazine_left = self.weapons[i].weapon_magazine_left;
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weapons_storage[i].weapon_reserve = self.weapons[i].weapon_reserve;
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weapons_storage[i].weapon_skin = self.weapons[i].weapon_skin;
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weapons_storage[i].is_mulekick_weapon = self.weapons[i].is_mulekick_weapon;
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}
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}
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// Reset all of the player's weapons
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for(float i = 0; i < MAX_PLAYER_WEAPONS; i++) {
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self.weapons[i].weapon_id = 0;
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self.weapons[i].weapon_magazine = 0;
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self.weapons[i].weapon_magazine_left = 0;
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self.weapons[i].weapon_reserve = 0;
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self.weapons[i].weapon_skin = 0;
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self.weapons[i].is_mulekick_weapon = false;
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}
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float weapon_index = 0;
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for(float i = 0; i < MAX_PLAYER_WEAPONS; i++) {
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if (weapons_storage[i].weapon_id != 0) {
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self.weapons[weapon_index].weapon_id = weapons_storage[i].weapon_id;
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self.weapons[weapon_index].weapon_magazine = weapons_storage[i].weapon_magazine;
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self.weapons[weapon_index].weapon_magazine_left = weapons_storage[i].weapon_magazine_left;
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self.weapons[weapon_index].weapon_reserve = weapons_storage[i].weapon_reserve;
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self.weapons[weapon_index].weapon_skin = weapons_storage[i].weapon_skin;
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self.weapons[weapon_index].is_mulekick_weapon = weapons_storage[i].is_mulekick_weapon;
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weapon_index++;
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}
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}
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};
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void Weapon_RemoveWeapon(float slot)
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{
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self.weapons[slot].is_mulekick_weapon = false;
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Weapon_AssignWeapon(slot, 0, 0, 0);
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Weapon_FixUpList();
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};
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