nuclide/Source/shared/valve/w_mp5.c

246 lines
4.5 KiB
C

/***
*
* Copyright (c) 2016-2019 Marco 'eukara' Hladik. All rights reserved.
*
* See the file LICENSE attached with the sources for usage details.
*
****/
/* Animations */
enum {
MP5_IDLE1,
MP5_IDLE2,
MP5_GRENADE,
MP5_RELOAD,
MP5_DRAW,
MP5_FIRE1,
MP5_FIRE2,
MP5_FIRE3
};
void w_mp5_precache(void)
{
precache_model("models/v_9mmar.mdl");
precache_model("models/w_9mmar.mdl");
precache_model("models/p_9mmar.mdl");
precache_model("models/grenade.mdl");
precache_sound("weapons/hks1.wav");
precache_sound("weapons/hks2.wav");
precache_sound("weapons/glauncher.wav");
}
void w_mp5_pickup(void)
{
player pl = (player)self;
pl.mp5_mag = 25;
}
string w_mp5_vmodel(void)
{
return "models/v_9mmar.mdl";
}
string w_mp5_wmodel(void)
{
return "models/w_9mmar.mdl";
}
string w_mp5_pmodel(void)
{
return "models/p_9mmar.mdl";
}
string w_mp5_deathmsg(void)
{
return "";
}
void w_mp5_draw(void)
{
#ifdef CSQC
Weapons_ViewAnimation(MP5_DRAW);
#else
player pl = (player)self;
Weapons_UpdateAmmo(pl, pl.mp5_mag, pl.ammo_9mm, pl.ammo_m203_grenade);
#endif
}
void w_mp5_holster(void)
{
#ifdef CSQC
Weapons_ViewAnimation(MP5_DRAW);
#endif
}
void w_mp5_primary(void)
{
player pl = (player)self;
if (pl.w_attack_next > 0.0) {
return;
}
#ifdef CSQC
if (random() < 0.5) {
Weapons_ViewAnimation(MP5_FIRE1);
} else {
Weapons_ViewAnimation(MP5_FIRE2);
}
Weapons_ViewPunchAngle([random(-2, 2),0,0]);
#else
/* Singleplayer is more accurate */
if (cvar("sv_playerslots") == 1) {
TraceAttack_FireBullets(1, pl.origin + pl.view_ofs, 8, [0.02618,0.02618]);
} else {
TraceAttack_FireBullets(1, pl.origin + pl.view_ofs, 8, [0.05234,0.05234]);
}
if (random() < 0.5) {
Weapons_PlaySound(pl, CHAN_WEAPON, "weapons/hks1.wav", 1, ATTN_NORM);
} else {
Weapons_PlaySound(pl, CHAN_WEAPON, "weapons/hks2.wav", 1, ATTN_NORM);
}
#endif
pl.w_attack_next = 0.1f;
pl.w_idle_next = 10.0f;
}
void w_mp5_secondary(void)
{
player pl = (player)self;
if (pl.w_attack_next > 0.0) {
return;
}
#ifdef CSQC
Weapons_ViewAnimation(MP5_GRENADE);
Weapons_ViewPunchAngle([-10,0,0]);
#else
static void Grenade_ExplodeTouch(void) {
Effect_CreateExplosion( self.origin );
Damage_Radius( self.origin, self.owner, 100, 100 * 2.5f, TRUE );
sound( self, CHAN_WEAPON, sprintf( "weapons/explode%d.wav", floor( random() * 2 ) + 3 ), 1, ATTN_NORM );
remove(self);
}
makevectors(self.v_angle);
entity gren = spawn();
setmodel(gren, "models/grenade.mdl");
setorigin(gren, self.origin + self.view_ofs + (v_forward * 16));
gren.owner = self;
gren.velocity = v_forward * 800;
gren.angles = vectoangles(gren.velocity);
gren.avelocity[0] = random(-100, -500);
gren.gravity = 0.5f;
gren.movetype = MOVETYPE_BOUNCE;
gren.solid = SOLID_BBOX;
setsize(gren, [0,0,0], [0,0,0]);
gren.touch = Grenade_ExplodeTouch;
Weapons_PlaySound(pl, CHAN_WEAPON, "weapons/glauncher.wav", 1, ATTN_NORM);
#endif
pl.w_attack_next = 1.0f;
pl.w_idle_next = 10.0f;
}
void w_mp5_reload(void)
{
player pl = (player)self;
if (pl.w_attack_next) {
return;
}
#ifdef CSQC
Weapons_ViewAnimation(MP5_RELOAD);
#else
#endif
pl.w_attack_next = 1.5f;
pl.w_idle_next = 10.0f;
}
void w_mp5_release(void)
{
#ifdef CSQC
player pl = (player)self;
if (pl.w_idle_next > 0.0) {
return;
}
if (random() < 0.5) {
Weapons_ViewAnimation(MP5_IDLE1);
} else {
Weapons_ViewAnimation(MP5_IDLE2);
}
pl.w_idle_next = 15.0f;
#endif
}
void w_mp5_crosshair(void)
{
#ifdef CSQC
static vector cross_pos;
cross_pos = (video_res / 2) + [-12,-12];
drawsubpic(cross_pos, [24,24], "sprites/crosshairs.spr_0.tga", [24/128,48/128], [0.1875, 0.1875], [1,1,1], 1, DRAWFLAG_NORMAL);
HUD_DrawAmmo1();
HUD_DrawAmmo2();
HUD_DrawAmmo3();
#endif
}
float w_mp5_aimanim(void)
{
#ifdef SSQC
return self.flags & ANIM_CR_AIMMP5 ? ANIM_CR_AIMCROWBAR : ANIM_AIMMP5;
#endif
}
void w_mp5_hudpic(int s, vector pos)
{
#ifdef CSQC
if (s) {
drawsubpic(pos, [170,45], "sprites/640hud4.spr_0.tga", [0,135/256], [170/256,45/256], g_hud_color, 1, DRAWFLAG_ADDITIVE);
} else {
drawsubpic(pos, [170,45], "sprites/640hud1.spr_0.tga", [0,135/256], [170/256,45/256], g_hud_color, 1, DRAWFLAG_ADDITIVE);
}
#endif
}
weapon_t w_mp5 = {
ITEM_MP5,
2,
0,
w_mp5_draw,
w_mp5_holster,
w_mp5_primary,
w_mp5_secondary,
w_mp5_reload,
w_mp5_release,
w_mp5_crosshair,
w_mp5_precache,
w_mp5_pickup,
w_mp5_vmodel,
w_mp5_wmodel,
w_mp5_pmodel,
w_mp5_deathmsg,
w_mp5_aimanim,
w_mp5_hudpic
};
#ifdef SSQC
void weapon_9mmAR(void)
{
Weapons_InitItem(WEAPON_MP5);
}
void weapon_mp5(void)
{
Weapons_InitItem(WEAPON_MP5);
}
#endif