/*** * * Copyright (c) 2016-2019 Marco 'eukara' Hladik. All rights reserved. * * See the file LICENSE attached with the sources for usage details. * ****/ enum { GLOCK_IDLE1, GLOCK_IDLE2, GLOCK_IDLE3, GLOCK_SHOOT, GLOCK_SHOOT_EMPTY, GLOCK_RELOAD_EMPTY, GLOCK_RELOAD, GLOCK_DRAW, GLOCK_HOLSTER }; 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"); } string w_glock_vmodel(void) { return "models/v_9mmhandgun.mdl"; } string w_glock_wmodel(void) { return "models/w_9mmhandgun.mdl"; } string w_glock_pmodel(void) { return "models/p_9mmhandgun.mdl"; } string w_glock_deathmsg(void) { return ""; } void w_glock_pickup(void) { #ifdef SSQC player pl = (player)self; pl.glock_mag = bound(0, pl.glock_mag + 18, 18); #endif } void w_glock_draw(void) { #ifdef CSQC Weapons_ViewAnimation(GLOCK_DRAW); #else player pl = (player)self; Weapons_UpdateAmmo(pl, pl.glock_mag, pl.ammo_9mm, __NULL__); #endif } void w_glock_holster(void) { #ifdef CSQC Weapons_ViewAnimation(GLOCK_HOLSTER); #endif } void w_glock_primary(void) { player pl = (player)self; if (pl.w_attack_next > 0.0) { return; } #ifdef CSQC if (!pl.a_ammo1) { return; } if (pl.a_ammo1) { Weapons_ViewAnimation(GLOCK_SHOOT); } else { Weapons_ViewAnimation(GLOCK_SHOOT_EMPTY); } 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 pl.w_attack_next = 0.3f; pl.w_idle_next = 5.0f; } void w_glock_secondary(void) { player pl = (player)self; if (pl.w_attack_next > 0) { return; } #ifdef CSQC if (!pl.a_ammo1) { return; } if (pl.a_ammo1) { Weapons_ViewAnimation(GLOCK_SHOOT); } else { Weapons_ViewAnimation(GLOCK_SHOOT_EMPTY); } Weapons_ViewPunchAngle([-2,0,0]); #else if (!pl.glock_mag) { return; } TraceAttack_FireBullets(1, pl.origin + pl.view_ofs, 8, [0.1,0.1]); 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 pl.w_attack_next = 0.2f; pl.w_idle_next = 5.0f; } void w_glock_reload(void) { player pl = (player)self; if (pl.w_attack_next > 0) { return; } #ifdef CSQC if (pl.a_ammo1 >= 18) { return; } if (pl.a_ammo1) { Weapons_ViewAnimation(GLOCK_RELOAD); } else { Weapons_ViewAnimation(GLOCK_RELOAD_EMPTY); } #else if (pl.glock_mag >= 18) { return; } if (!pl.ammo_9mm) { return; } Weapons_ReloadWeapon(pl, player::glock_mag, player::ammo_9mm, 18); Weapons_UpdateAmmo(pl, pl.glock_mag, pl.ammo_9mm, __NULL__); #endif pl.w_attack_next = 2.0f; pl.w_idle_next = 10.0f; } void w_glock_release(void) { #ifdef CSQC player pl = (player)self; if (pl.w_idle_next > 0) { return; } int r = floor(random(0,3)); switch (r) { case 0: Weapons_ViewAnimation(GLOCK_IDLE1); break; case 1: Weapons_ViewAnimation(GLOCK_IDLE2); break; case 2: Weapons_ViewAnimation(GLOCK_IDLE3); break; } pl.w_idle_next = 10.0f; #endif } float w_glock_aimanim(void) { #ifdef SSQC return self.flags & FL_CROUCHING ? ANIM_CR_AIM1HAND : ANIM_AIM1HAND; #endif } void w_glock_hud(void) { #ifdef CSQC static vector cross_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); HUD_DrawAmmo1(); HUD_DrawAmmo2(); #endif } void w_glock_hudpic(int s, 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); } else { drawsubpic(pos, [170,45], "sprites/640hud1.spr_0.tga", [0,45/256], [170/256,45/256], g_hud_color, 1, DRAWFLAG_ADDITIVE); } #endif } weapon_t w_glock = { ITEM_GLOCK, 1, 0, w_glock_draw, w_glock_holster, w_glock_primary, w_glock_secondary, w_glock_reload, w_glock_release, w_glock_hud, w_glock_precache, w_glock_pickup, w_glock_vmodel, w_glock_wmodel, w_glock_pmodel, w_glock_deathmsg, w_glock_aimanim, w_glock_hudpic }; #ifdef SSQC void weapon_9mmhandgun(void) { Weapons_InitItem(WEAPON_GLOCK); } void weapon_glock(void) { Weapons_InitItem(WEAPON_GLOCK); } #endif