Base Game: Adding some base weapon helper functions, will make dealing with
multi-state weapons like shotguns during reloads easier.
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parent
148c5f0e86
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7 changed files with 327 additions and 0 deletions
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@ -16,6 +16,11 @@ fx_impact.qc
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items.h
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weapons.h
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weapon_basesemi.qc
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weapon_baseshotgun.qc
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weapon_baseautomatic.qc
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weapons.qc
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weapon_common.qc
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input.qc
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@ -45,6 +45,8 @@ enumflags
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noref int input_sequence;
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class player:base_player
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{
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PREDICTED_INT(mode_tempstate);
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#ifdef CLIENT
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/* External model */
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entity p_model;
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51
base/src/shared/weapon_baseautomatic.qc
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51
base/src/shared/weapon_baseautomatic.qc
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@ -0,0 +1,51 @@
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/*
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* Copyright (c) 2016-2020 Marco Hladik <marco@icculus.org>
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*
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* Permission to use, copy, modify, and distribute this software for any
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* purpose with or without fee is hereby granted, provided that the above
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* copyright notice and this permission notice appear in all copies.
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*
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* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
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* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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enum
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{
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AUTO_FIRE_FAILED,
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AUTO_FIRED,
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AUTO_LAST,
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AUTO_EMPTY
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};
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int
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w_baseauto_fire(int w, .int mag, int d)
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{
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player pl = (player)self;
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if (pl.w_attack_next > 0.0) {
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return (AUTO_FIRE_FAILED);
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}
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if (pl.gflags & GF_SEMI_TOGGLED) {
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return (AUTO_FIRE_FAILED);
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}
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if (pl.(mag) <= 0) {
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pl.gflags |= GF_SEMI_TOGGLED;
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return (AUTO_EMPTY);
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}
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pl.(mag)--;
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#ifdef SERVER
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TraceAttack_FireBullets(1, pl.origin + pl.view_ofs, d, [0.1,0.1], w);
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#endif
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if (pl.(mag) == 0)
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return (AUTO_LAST);
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else
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return (AUTO_FIRED);
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}
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43
base/src/shared/weapon_basemelee.qc
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43
base/src/shared/weapon_basemelee.qc
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@ -0,0 +1,43 @@
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enum
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{
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MELEE_FAILED,
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MELEE_MISS,
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MELEE_HIT,
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MELEE_HITBODY
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};
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int
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w_basemelee_fire(int d, int w)
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{
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int anim = 0;
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vector src;
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player pl = (player)self;
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if (pl.w_attack_next > 0.0) {
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return (MELEE_FAILED);
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}
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Weapons_MakeVectors();
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src = pl.origin + pl.view_ofs;
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/* make sure we can gib corpses */
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int oldhitcontents = self.hitcontentsmaski;
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self.hitcontentsmaski = CONTENTBITS_POINTSOLID | CONTENTBIT_CORPSE;
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traceline(src, src + (v_forward * 32), FALSE, pl);
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self.hitcontentsmaski = oldhitcontents;
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pl.w_attack_next = 0.5f;
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pl.w_idle_next = 2.5f;
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if (trace_fraction >= 1.0) {
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return (MELEE_MISS);
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}
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#ifdef SERVER
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if (trace_ent.takedamage) {
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Damage_Apply(trace_ent, pl, d, w, DMG_BLUNT);
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}
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#endif
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return (MELEE_HIT);
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}
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50
base/src/shared/weapon_baseprojectile.qc
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50
base/src/shared/weapon_baseprojectile.qc
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@ -0,0 +1,50 @@
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/*
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* Copyright (c) 2016-2021 Marco Hladik <marco@icculus.org>
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*
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* Permission to use, copy, modify, and distribute this software for any
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* purpose with or without fee is hereby granted, provided that the above
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* copyright notice and this permission notice appear in all copies.
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*
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* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
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* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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enum
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{
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SEMI_FIRE_FAILED,
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SEMI_FIRED,
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SEMI_LAST,
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SEMI_EMPTY
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};
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int
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w_baseprojectile_fire(int w, .int mag, void() spawnfunc)
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{
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player pl = (player)self;
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if (pl.w_attack_next > 0.0) {
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return (SEMI_FIRE_FAILED);
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}
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if (pl.gflags & GF_SEMI_TOGGLED) {
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return (SEMI_FIRE_FAILED);
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}
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if (pl.(mag) <= 0) {
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return (SEMI_EMPTY);
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}
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pl.(mag)--;
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#ifdef SERVER
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spawnfunc();
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#endif
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if (pl.(mag) == 0)
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return (SEMI_LAST);
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else
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return (SEMI_FIRED);
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}
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53
base/src/shared/weapon_basesemi.qc
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53
base/src/shared/weapon_basesemi.qc
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@ -0,0 +1,53 @@
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/*
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* Copyright (c) 2016-2021 Marco Hladik <marco@icculus.org>
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*
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* Permission to use, copy, modify, and distribute this software for any
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* purpose with or without fee is hereby granted, provided that the above
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* copyright notice and this permission notice appear in all copies.
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*
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* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
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* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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enum
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{
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SEMI_FIRE_FAILED,
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SEMI_FIRED,
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SEMI_LAST,
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SEMI_EMPTY
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};
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int
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w_basesemi_fire(int w, .int mag, int d)
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{
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player pl = (player)self;
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if (pl.w_attack_next > 0.0) {
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return (SEMI_FIRE_FAILED);
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}
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if (pl.gflags & GF_SEMI_TOGGLED) {
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return (SEMI_FIRE_FAILED);
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}
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if (pl.(mag) <= 0) {
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pl.gflags |= GF_SEMI_TOGGLED;
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return (SEMI_EMPTY);
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}
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pl.(mag)--;
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#ifdef SERVER
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TraceAttack_FireBullets(1, pl.origin + pl.view_ofs, d, [0,0,0], w);
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#endif
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pl.gflags |= GF_SEMI_TOGGLED;
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if (pl.(mag) == 0)
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return (SEMI_LAST);
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else
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return (SEMI_FIRED);
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}
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123
base/src/shared/weapon_baseshotgun.qc
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123
base/src/shared/weapon_baseshotgun.qc
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@ -0,0 +1,123 @@
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/*
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* Copyright (c) 2016-2020 Marco Hladik <marco@icculus.org>
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*
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* Permission to use, copy, modify, and distribute this software for any
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* purpose with or without fee is hereby granted, provided that the above
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* copyright notice and this permission notice appear in all copies.
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*
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* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
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* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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enum
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{
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SHOTGUN_FIRE_FAILED,
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SHOTGUN_FIRED,
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SHOTGUN_LAST,
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SHOTGUN_EMPTY
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};
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int
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w_baseshotgun_fire(int w, .int mag, int c, int d, vector bs)
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{
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player pl = (player)self;
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if (pl.w_attack_next > 0.0) {
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return (SHOTGUN_FIRE_FAILED);
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}
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if (pl.gflags & GF_SEMI_TOGGLED) {
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return (SHOTGUN_FIRE_FAILED);
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}
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if (pl.(mag) <= 0) {
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pl.gflags |= GF_SEMI_TOGGLED;
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return (SHOTGUN_EMPTY);
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}
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pl.(mag)--;
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#ifdef SERVER
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TraceAttack_FireBullets(c, pl.origin + pl.view_ofs, d, bs, w);
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#endif
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pl.gflags |= GF_SEMI_TOGGLED;
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if (pl.(mag) == 0)
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return (SHOTGUN_LAST);
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else
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return (SHOTGUN_FIRED);
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}
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enum
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{
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SHOTTY_IDLE,
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SHOTTY_RELOAD_START,
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SHOTTY_RELOAD,
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SHOTTY_RELOAD_END,
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SHOTTY_COCKSOUND
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};
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void
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w_baseshotgun_reload(.int mag, .int ammo, int max)
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{
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player pl = (player)self;
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if (pl.(mag) >= max) {
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return;
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}
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if (pl.(ammo) <= 0) {
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return;
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}
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if (pl.mode_tempstate > SHOTTY_IDLE) {
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return;
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}
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pl.mode_tempstate = SHOTTY_RELOAD_START;
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pl.w_idle_next = 0.0f;
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}
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enum
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{
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SHOTGUN_IDLE,
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SHOTGUN_BUSY,
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SHOTGUN_START_RELOAD,
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SHOTGUN_RELOAD,
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SHOTGUN_END_RELOAD
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};
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int
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w_baseshotgun_release(.int mag, .int ammo, int max)
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{
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player pl = (player)self;
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if (pl.w_idle_next > 0.0) {
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return (SHOTGUN_BUSY);
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}
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if (pl.mode_tempstate == SHOTTY_RELOAD_START) {
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pl.mode_tempstate = SHOTTY_RELOAD;
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pl.w_idle_next = 0.65f;
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return (SHOTGUN_START_RELOAD);
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} else if (pl.mode_tempstate == SHOTTY_RELOAD) {
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pl.(mag)++;
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pl.(ammo)--;
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if (pl.(ammo) <= 0 || pl.(mag) >= max) {
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pl.mode_tempstate = SHOTTY_RELOAD_END;
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}
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Weapons_UpdateAmmo(pl, pl.(mag), pl.(ammo), pl.mode_tempstate);
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pl.w_idle_next = 0.5f;
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return (SHOTGUN_RELOAD);
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} else if (pl.mode_tempstate == SHOTTY_RELOAD_END) {
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pl.mode_tempstate = SHOTTY_IDLE;
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pl.w_idle_next = 10.0f;
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pl.w_attack_next = 0.5f;
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return (SHOTGUN_END_RELOAD);
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}
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return (SHOTGUN_IDLE);
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}
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