nuclide/Source/shared/valve/w_glock.c
Marco Hladik 9ce909e291 - Added Rewolf decore_* entities from the demo
- Added early Rewolf Health/Armor HUD variants
- Added original scoreboard from the early Half-Life versions for valve/scihunt/rewolf
- Fixed some skybox behaviour to only apply to BSP30
- Changed the env_message and game_text display to use "creditsfont" instead of the conchars
- Tweaked damage radius and prediction for some entities and weapons
- Added world_items
- Added item_healthkit
- Added item_battery
- Fixed level transition logic
- impulse 101 now fills up health and armor/suit in mod valve
- Some tweaks to Damage_Apply so that healing can be performed without funky visuals
- Added stub monsters for valve/rewolf that'll soon support scripted sequences
- Tweaked chat system to get rid of quotation marks around messages
- Added support for changing the window caption to reflect the mod you're playing
- Lots of small little things in terms of cleanup
2019-03-19 20:01:24 +01:00

244 lines
4.2 KiB
C

/***
*
* 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--;
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--;
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
}
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_hudpic
};
#ifdef SSQC
void weapon_9mmhandgun(void) {
Weapons_InitItem(WEAPON_GLOCK);
}
void weapon_glock(void) {
Weapons_InitItem(WEAPON_GLOCK);
}
#endif