- fcs_fillweapons will basically act as a switch for CS:S ammo behaviour - Some default.cfg and ftesrv.cfg changes
183 lines
5 KiB
C
Executable file
183 lines
5 KiB
C
Executable file
/*
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Copyright 2016-2018 Marco "eukara" Hladik
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MIT LICENSE
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Permission is hereby granted, free of charge, to any person
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obtaining a copy of this software and associated documentation
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files (the "Software"), to deal in the Software without
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restriction, including without limitation the rights to use,
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copy, modify, merge, publish, distribute, sublicense, and/or
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sell copies of the Software, and to permit persons to whom the
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Software is furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be
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included in all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
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OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
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NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
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HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
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WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
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OTHER DEALINGS IN THE SOFTWARE.
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*/
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.int iAmmo_FLASHBANG;
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// This is to keep track of us holding down the nade
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#ifdef SSQC
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.int iMode_FLASHBANG;
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#endif
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// Weapon Info
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weaponinfo_t wptFLASHBANG = {
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WEAPON_FLASHBANG, // Identifier
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SLOT_GRENADE, // Slot
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200, // Price
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EXPLOSIVE_FLASH, // Caliber ID
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1.0, // Max Player Speed
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1, // Bullets Per Shot
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1, // Clip/MagSize
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50, // Damage Per Bullet
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1, // Penetration Multiplier
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64, // Bullet Range
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0.75, // Range Modifier
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TYPE_SEMI, // Firing Type
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1.0, // Attack-Delay
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1.0, // Reload-Delay
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iNull, // Caliber Pointer
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iAmmo_FLASHBANG, // Clip Pointer
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1, // Accuracy Divisor
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1.0, // Accuracy Offset
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1.0, // Max Inaccuracy
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7, // Minimum Crosshair Distance
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3, // Crosshair Movement Delta
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1.0, // Armor penetration ratio
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ATYPE_GRENADE, // Animation Type
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FALSE
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};
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// Anim Table
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enum {
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ANIM_FLASHBANG_IDLE1,
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ANIM_FLASHBANG_PULLPIN,
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ANIM_FLASHBANG_THROW,
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ANIM_FLASHBANG_DRAW,
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};
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void WeaponFLASHBANG_Draw( void ) {
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#ifdef SSQC
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BaseMelee_Draw();
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self.iMode_FLASHBANG = GRENADE_UNREADY;
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#else
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View_PlayAnimation( ANIM_FLASHBANG_DRAW );
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#endif
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}
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void WeaponFLASHBANG_PrimaryFire( void ) {
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#ifdef SSQC
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static void WeaponFLASHBANG_Release_Ready( void ) {
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self.iMode_FLASHBANG = GRENADE_READY;
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}
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if ( self.iMode_FLASHBANG != GRENADE_UNREADY ) {
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return;
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}
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Client_SendEvent( self, EV_WEAPON_PRIMARYATTACK );
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Animation_ShootWeapon( self );
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self.fAttackFinished = time + wptFLASHBANG.fAttackFinished;
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// Mark the nade as ready once the pin has been pulled
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self.iMode_FLASHBANG = GRENADE_PULLING;
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self.think = WeaponFLASHBANG_Release_Ready;
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self.nextthink = self.fAttackFinished;
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#else
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View_PlayAnimation( ANIM_FLASHBANG_PULLPIN );
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#endif
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}
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#ifdef SSQC
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void WeaponFLASHBANG_Throw( void ) {
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static void WeaponFLASHBANG_Explode( void ) {
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vector vNorm;
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float fDot;
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for ( entity eFind = world; ( eFind = find( eFind, classname, "player" ) ); ) {
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other = world;
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traceline( self.origin + '0 0 32', eFind.origin, MOVE_OTHERONLY, self );
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if ( trace_fraction == 1 ) {
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makevectors ( eFind.angles );
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vNorm = normalize ( self.origin - eFind.origin );
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fDot = vNorm * v_forward;
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if ( fDot > 0.5 ) {
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Effect_CreateFlash( eFind );
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}
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}
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}
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if ( random() < 0.5 ) {
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sound( self, CHAN_WEAPON, "weapons/flashbang-1.wav", 1, ATTN_NORM );
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} else {
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sound( self, CHAN_WEAPON, "weapons/flashbang-2.wav", 1, ATTN_NORM );
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}
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remove( self );
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}
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static void Weapon_FLASHBANG_Touch( void ) {
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if ( other.solid == SOLID_TRIGGER ) {
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return;
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}
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if ( other == self.owner ) {
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return;
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}
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if ( other.classname == "func_breakable" ) {
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Damage_Apply( other, self, 50, self.origin, FALSE );
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}
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sound( self, CHAN_WEAPON, sprintf( "weapons/grenade_hit%d.wav", floor( random() * 3 ) + 1 ), 1, ATTN_NORM );
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}
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makevectors( self.v_angle );
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entity eNade = spawn();
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setorigin( eNade, ( self.origin + self.view_ofs ) + ( v_forward * 16 ) );
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setmodel( eNade, "models/w_flashbang.mdl" );
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setsize( eNade, '-1 -1 -1', '1 1 1' );
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vector vDir = aim ( self, 100000 );
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eNade.classname = "remove_me";
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eNade.owner = self;
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eNade.solid = SOLID_TRIGGER;
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eNade.angles = vectoangles( vDir );
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eNade.velocity = ( vDir * 800 );
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eNade.avelocity = ( v_forward * 600 );
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eNade.movetype = MOVETYPE_BOUNCE;
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eNade.touch = Weapon_FLASHBANG_Touch;
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eNade.think = WeaponFLASHBANG_Explode;
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eNade.nextthink = time + 3.0f;
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self.iAmmo_FLASHBANG--;
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if ( !self.iAmmo_FLASHBANG ) {
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Weapon_SwitchBest();
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} else {
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Weapon_Draw( WEAPON_FLASHBANG );
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}
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}
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#endif
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void WeaponFLASHBANG_Release( void ) {
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#ifdef SSQC
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if ( self.iMode_FLASHBANG == GRENADE_READY ) {
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// Throw immediately
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WeaponFLASHBANG_Throw();
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self.iMode_FLASHBANG = GRENADE_UNREADY;
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} else if ( self.iMode_FLASHBANG == GRENADE_PULLING ) {
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// Trying to release the grenade before it's done pulling, throw asap
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self.iMode_FLASHBANG = GRENADE_UNREADY;
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self.think = WeaponFLASHBANG_Throw;
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}
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#endif
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}
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