Half-Life: Bring WEAPON_GLOCK a bit more polished with more accurate

weapon idle animation timers.
This commit is contained in:
Marco Cawthorne 2019-09-15 08:38:52 +02:00
parent 493a1d01bb
commit aa5dac4e01
3 changed files with 153 additions and 147 deletions

View file

@ -18,28 +18,15 @@ float g_printtime;
string g_printbuffer[5];
var int g_printlines = -1;
void CSQC_DrawText(vector pos, string txt, vector sz, vector col, float a,
float fl, float fnt)
void
Print_Draw(void)
{
drawfont = fnt;
drawstring(pos, txt, sz, col, a, fl);
}
/*
=================
Chat_Draw
Just prints whatever is in the chat buffer and removes lines after some time.
=================
*/
void Print_Draw(void) {
vector pos = video_mins + [16, 16];
if (g_printlines < 0) {
return;
}
// Remove messages after a g_chattime has passed
if (g_printtime < time) {
g_printbuffer[g_printlines] = __NULL__;
g_printlines--;
@ -53,20 +40,14 @@ void Print_Draw(void) {
}
}
/*
=================
CSQC_DrawCenterprint
Read centerprints from a buffer and display them with alpha and whatnot
=================
*/
float fCenterPrintAlpha;
float fCenterPrintTime;
float fCenterPrintLines;
string sCenterPrintBuffer[18];
void CSQC_DrawCenterprint(void)
{
void
CSQC_DrawCenterprint(void)
{
if (fCenterPrintAlpha <= 0) {
return;
}

View file

@ -1,58 +0,0 @@
/***
*
* Copyright (c) 2016-2019 Marco 'eukara' Hladik. All rights reserved.
*
* See the file LICENSE attached with the sources for usage details.
*
****/
int g_iQuitGameInitialized;
void UI_QuitGame_Show ( void )
{
static CUIWindow winQuitGame;
static CUILabel lblSure;
static CUIButton btnQuit;
static CUIButton btnCancel;
static void QuitGame_Yes ( void ) {
winQuitGame.Hide();
localcmd( "quit\n" );
}
static void QuitGame_No ( void ) {
winQuitGame.Hide();
}
if ( !g_iQuitGameInitialized ) {
g_iQuitGameInitialized = TRUE;
winQuitGame = spawn( CUIWindow );
winQuitGame.SetTitle( "Quit Game" );
winQuitGame.SetSize( '256 128' );
winQuitGame.SetIcon( "textures/ui/icons/cancel" );
g_uiDesktop.Add( winQuitGame );
btnQuit = spawn( CUIButton );
btnQuit.SetTitle( "Quit" );
btnQuit.SetSize( '64 24' );
btnQuit.SetPos( winQuitGame.GetSize() - '152 32' );
btnCancel = spawn( CUIButton );
btnCancel.SetTitle( "Cancel" );
btnCancel.SetSize( '64 24' );
btnCancel.SetPos( winQuitGame.GetSize() - '80 32' );
lblSure = spawn( CUILabel );
lblSure.SetTitle( "Do you wish to stop playing now?" );
lblSure.SetSize( '256 16' );
lblSure.SetPos( '0 48' );
btnQuit.SetFunc( QuitGame_Yes );
btnCancel.SetFunc( QuitGame_No );
winQuitGame.Add( btnQuit );
winQuitGame.Add( btnCancel );
winQuitGame.Add( lblSure );
}
winQuitGame.Show();
winQuitGame.SetPos( ( video_res / 2 ) - ( winQuitGame.GetSize() / 2 ) );
}

View file

@ -27,33 +27,43 @@ enum
GLOCK_HOLSTER
};
void w_glock_precache(void)
void
w_glock_precache(void)
{
precache_model("models/v_9mmhandgun.mdl");
precache_model("models/w_9mmhandgun.mdl");
precache_model("models/p_9mmhandgun.mdl");
precache_sound("weapons/pl_gun3.wav");
}
void w_glock_updateammo(player pl)
void
w_glock_updateammo(player pl)
{
#ifdef SSQC
Weapons_UpdateAmmo(pl, pl.glock_mag, pl.ammo_9mm, __NULL__);
#endif
}
string w_glock_wmodel(void)
string
w_glock_wmodel(void)
{
return "models/w_9mmhandgun.mdl";
}
string w_glock_pmodel(void)
string
w_glock_pmodel(void)
{
return "models/p_9mmhandgun.mdl";
}
string w_glock_deathmsg(void)
string
w_glock_deathmsg(void)
{
return "";
}
int w_glock_pickup(int new)
int
w_glock_pickup(int new)
{
#ifdef SSQC
player pl = (player)self;
@ -71,20 +81,28 @@ int w_glock_pickup(int new)
return TRUE;
}
void w_glock_draw(void)
void
w_glock_draw(void)
{
#ifdef CSQC
Weapons_SetModel("models/v_9mmhandgun.mdl");
Weapons_ViewAnimation(GLOCK_DRAW);
#ifdef SSQC
#else
player pl = (player)self;
Weapons_UpdateAmmo(pl, pl.glock_mag, pl.ammo_9mm, __NULL__);
#endif
}
void w_glock_holster(void)
void
w_glock_holster(void)
{
#ifdef CSQC
Weapons_ViewAnimation(GLOCK_HOLSTER);
#endif
}
void w_glock_primary(void)
void
w_glock_primary(void)
{
player pl = (player)self;
@ -92,41 +110,47 @@ void w_glock_primary(void)
return;
}
/* ammo check */
#ifdef CSQC
if (!pl.a_ammo1) {
return;
}
View_SetMuzzleflash(MUZZLE_SMALL);
Weapons_ViewPunchAngle([-2,0,0]);
#else
if (!pl.glock_mag) {
return;
}
TraceAttack_FireBullets(1, pl.origin + pl.view_ofs, 8, [0.01,0,01]);
pl.glock_mag--;
if (self.flags & FL_CROUCHING)
Animation_PlayerTopTemp(ANIM_SHOOT1HAND, 0.45f);
else
Animation_PlayerTopTemp(ANIM_CR_SHOOT1HAND, 0.45f);
Weapons_PlaySound(pl, CHAN_WEAPON, "weapons/pl_gun3.wav", 1, ATTN_NORM);
Weapons_UpdateAmmo(pl, pl.glock_mag, pl.ammo_9mm, __NULL__);
#endif
/* actual firing */
#ifdef CSQC
pl.a_ammo1--;
View_SetMuzzleflash(MUZZLE_SMALL);
Weapons_ViewPunchAngle([-2,0,0]);
if (pl.a_ammo1) {
Weapons_ViewAnimation(GLOCK_SHOOT);
} else {
Weapons_ViewAnimation(GLOCK_SHOOT_EMPTY);
}
#else
pl.glock_mag--;
TraceAttack_FireBullets(1, pl.origin + pl.view_ofs, 8, [0.01,0,01]);
sound(pl, CHAN_WEAPON, "weapons/pl_gun3.wav", 1.0f, ATTN_NORM);
Weapons_UpdateAmmo(pl, pl.glock_mag, pl.ammo_9mm, __NULL__);
if (self.flags & FL_CROUCHING)
Animation_PlayerTopTemp(ANIM_SHOOT1HAND, 0.45f);
else
Animation_PlayerTopTemp(ANIM_CR_SHOOT1HAND, 0.45f);
#endif
pl.w_attack_next = 0.3f;
pl.w_idle_next = 5.0f;
}
void w_glock_secondary(void)
void
w_glock_secondary(void)
{
player pl = (player)self;
@ -134,42 +158,45 @@ void w_glock_secondary(void)
return;
}
/* ammo check */
#ifdef CSQC
if (!pl.a_ammo1) {
return;
}
View_SetMuzzleflash(MUZZLE_SMALL);
Weapons_ViewPunchAngle([-2,0,0]);
#else
if (!pl.glock_mag) {
return;
}
#endif
TraceAttack_FireBullets(1, pl.origin + pl.view_ofs, 8, [0.1,0.1]);
#ifdef CSQC
pl.a_ammo1--;
View_SetMuzzleflash(MUZZLE_SMALL);
Weapons_ViewPunchAngle([-2,0,0]);
if (pl.a_ammo1) {
Weapons_ViewAnimation(GLOCK_SHOOT);
} else {
Weapons_ViewAnimation(GLOCK_SHOOT_EMPTY);
}
#else
pl.glock_mag--;
TraceAttack_FireBullets(1, pl.origin + pl.view_ofs, 8, [0.1,0.1]);
sound(pl, CHAN_WEAPON, "weapons/pl_gun3.wav", 1.0f, ATTN_NORM);
Weapons_UpdateAmmo(pl, pl.glock_mag, pl.ammo_9mm, __NULL__);
if (self.flags & FL_CROUCHING)
Animation_PlayerTopTemp(ANIM_SHOOT1HAND, 0.45f);
else
Animation_PlayerTopTemp(ANIM_CR_SHOOT1HAND, 0.45f);
Weapons_PlaySound(pl, CHAN_WEAPON, "weapons/pl_gun3.wav", 1, ATTN_NORM);
Weapons_UpdateAmmo(pl, pl.glock_mag, pl.ammo_9mm, __NULL__);
#endif
if (pl.a_ammo1) {
Weapons_ViewAnimation(GLOCK_SHOOT);
} else {
Weapons_ViewAnimation(GLOCK_SHOOT_EMPTY);
}
pl.w_attack_next = 0.2f;
pl.w_idle_next = 5.0f;
}
void w_glock_reload(void)
void
w_glock_reload(void)
{
player pl = (player)self;
if (pl.w_attack_next > 0) {
@ -196,60 +223,111 @@ void w_glock_reload(void)
#endif
if (pl.a_ammo1) {
Weapons_ViewAnimation(GLOCK_RELOAD);
} else {
Weapons_ViewAnimation(GLOCK_RELOAD_EMPTY);
}
Weapons_ViewAnimation(GLOCK_RELOAD);
} else {
Weapons_ViewAnimation(GLOCK_RELOAD_EMPTY);
}
pl.w_attack_next = 2.0f;
pl.w_idle_next = 10.0f;
}
void w_glock_release(void)
void
w_glock_release(void)
{
player pl = (player)self;
if (pl.w_idle_next > 0) {
int r;
if (pl.w_idle_next > 0.0) {
return;
}
int r = floor(random(0,3));
r = floor(random(0,3));
switch (r) {
case 0:
Weapons_ViewAnimation(GLOCK_IDLE1);
break;
case 1:
Weapons_ViewAnimation(GLOCK_IDLE2);
pl.w_idle_next = 2.5f;
break;
case 2:
Weapons_ViewAnimation(GLOCK_IDLE3);
pl.w_idle_next = 3.5f;
break;
default:
Weapons_ViewAnimation(GLOCK_IDLE1);
pl.w_idle_next = 3.75f;
break;
}
pl.w_idle_next = 10.0f;
}
float w_glock_aimanim(void)
float
w_glock_aimanim(void)
{
return self.flags & FL_CROUCHING ? ANIM_CR_AIM1HAND : ANIM_AIM1HAND;
}
void w_glock_hud(void)
void
w_glock_hud(void)
{
#ifdef CSQC
static vector cross_pos;
vector cross_pos;
vector aicon_pos;
cross_pos = (video_res / 2) + [-12,-12];
drawsubpic(cross_pos, [24,24], "sprites/crosshairs.spr_0.tga", [0.1875,0], [0.1875, 0.1875], [1,1,1], 1, DRAWFLAG_NORMAL);
aicon_pos = video_mins + [video_res[0] - 48, video_res[1] - 42];
drawsubpic(
cross_pos,
[24,24],
"sprites/crosshairs.spr_0.tga",
[0.1875,0],
[0.1875, 0.1875],
[1,1,1],
1.0f,
DRAWFLAG_NORMAL
);
HUD_DrawAmmo1();
HUD_DrawAmmo2();
vector aicon_pos = video_mins + [video_res[0] - 48, video_res[1] - 42];
drawsubpic(aicon_pos, [24,24], "sprites/640hud7.spr_0.tga", [0,72/128], [24/256, 24/128], g_hud_color, pSeat->ammo2_alpha, DRAWFLAG_ADDITIVE);
drawsubpic(
aicon_pos,
[24,24],
"sprites/640hud7.spr_0.tga",
[0,72/128],
[24/256, 24/128],
g_hud_color,
pSeat->ammo2_alpha,
DRAWFLAG_ADDITIVE
);
#endif
}
void w_glock_hudpic(int s, vector pos)
void
w_glock_hudpic(int selected, vector pos)
{
#ifdef CSQC
if (s) {
drawsubpic(pos, [170,45], "sprites/640hud4.spr_0.tga", [0,45/256], [170/256,45/256], g_hud_color, 1, DRAWFLAG_ADDITIVE);
if (selected) {
drawsubpic(
pos,
[170,45],
"sprites/640hud4.spr_0.tga",
[0,45/256],
[170/256,45/256],
g_hud_color,
1.0f,
DRAWFLAG_ADDITIVE
);
} else {
drawsubpic(pos, [170,45], "sprites/640hud1.spr_0.tga", [0,45/256], [170/256,45/256], g_hud_color, 1, DRAWFLAG_ADDITIVE);
drawsubpic(
pos,
[170,45],
"sprites/640hud1.spr_0.tga",
[0,45/256],
[170/256,45/256],
g_hud_color,
1.0f,
DRAWFLAG_ADDITIVE
);
}
#endif
}
@ -279,11 +357,16 @@ weapon_t w_glock =
w_glock_hudpic
};
/* pickups */
#ifdef SSQC
void weapon_9mmhandgun(void) {
void
weapon_9mmhandgun(void)
{
Weapons_InitItem(WEAPON_GLOCK);
}
void weapon_glock(void) {
void
weapon_glock(void)
{
Weapons_InitItem(WEAPON_GLOCK);
}
#endif