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-rw-r--r--src/asset_defs.c1
-rw-r--r--src/bullets.c13
-rw-r--r--src/players.c12
3 files changed, 22 insertions, 4 deletions
diff --git a/src/asset_defs.c b/src/asset_defs.c
index 2c51369..bc3919c 100644
--- a/src/asset_defs.c
+++ b/src/asset_defs.c
@@ -34,4 +34,5 @@ void load_assets() {
// sounds
wav_throwable_bounce = Mix_LoadWAV("data/sounds/throwable_bounce.wav");
+ wav_shoot_mp5 = Mix_LoadWAV("data/sounds/shoot_mp5.wav");
} \ No newline at end of file
diff --git a/src/bullets.c b/src/bullets.c
index dcdc02a..47171bb 100644
--- a/src/bullets.c
+++ b/src/bullets.c
@@ -5,6 +5,10 @@ void shoot(platform_window* window, u32 id, float dirx, float diry) {
if (!p) {
log_info("User with unknown id shot");
}
+ if (p->interact_state != INTERACT_IDLE) {
+ return;
+ }
+
gun g = get_gun_by_type(p->guntype);
float time_between_bullets = 1.0f/g.shots_per_second;
@@ -17,12 +21,13 @@ void shoot(platform_window* window, u32 id, float dirx, float diry) {
if (bullets_to_shoot > p->ammo_in_mag) bullets_to_shoot = p->ammo_in_mag;
p->ammo_in_mag -= bullets_to_shoot;
if (p->ammo_in_mag == 0) {
- int amount_to_reload = g.magazine_size;
- if (amount_to_reload > p->total_ammo) amount_to_reload = p->total_ammo;
- p->total_ammo -= amount_to_reload;
- p->ammo_in_mag = amount_to_reload;
+ p->interact_state = INTERACT_RELOADING;
+ p->sec_since_interact_state_change = 0;
+ return;
}
+ play_positioned_sound(CHANNEL_SHOOTING, wav_shoot_mp5, (vec3f){.x = p->playerx, .y = p->playery, .z = p->height}, 20);
+
for (int i = 0; i < bullets_to_shoot; i++)
{
map_info info = get_map_info(window);
diff --git a/src/players.c b/src/players.c
index 4ea763d..03ee4e0 100644
--- a/src/players.c
+++ b/src/players.c
@@ -215,6 +215,18 @@ void update_players_server() {
for (int i = 0; i < MAX_PLAYERS; i++) {
if (!players[i].active) continue;
players[i].sec_since_last_shot += SERVER_TICK_RATE;
+ players[i].sec_since_interact_state_change += SERVER_TICK_RATE;
+
+ gun g = get_gun_by_type(players[i].guntype);
+ if (players[i].interact_state == INTERACT_RELOADING && players[i].sec_since_interact_state_change >= g.reload_time) {
+ int amount_to_reload = g.magazine_size;
+ if (amount_to_reload > players[i].total_ammo) amount_to_reload = players[i].total_ammo;
+ players[i].total_ammo -= amount_to_reload;
+ players[i].ammo_in_mag = amount_to_reload;
+
+ players[i].interact_state = INTERACT_IDLE;
+ }
+
update_sprite(&players[i].sprite);
}
}