242 lines
4.6 KiB
Plaintext
242 lines
4.6 KiB
Plaintext
/*
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* Copyright (c) 2016-2021 Marco Hladik <marco@icculus.org>
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*
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* Permission to use, copy, modify, and distribute this software for any
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* purpose with or without fee is hereby granted, provided that the above
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* copyright notice and this permission notice appear in all copies.
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*
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* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
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* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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/*QUAKED weapon_c4bomb (0 0 1) (-16 -16 0) (16 16 32)
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"model" "models/w_c4.mdl"
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COUNTER-STRIKE (1999) ENTITY
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C4 Bomb Weapon, Bomb Defusal Gamemode Entity
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Default arsenal for Terrorists
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Can only be picked up by Terrorists and planted in
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func_bombtarget brush entities.
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*/
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/* C4 weapon logic */
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enum
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{
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C4_IDLE,
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C4_DRAW,
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C4_DROP,
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C4_ENTERCODE
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};
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enum
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{
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C4S_NONE,
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C4S_ENTERINGCODE,
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C4S_DROPPING,
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C4S_DONE
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};
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void
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w_c4bomb_precache(void)
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{
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#ifdef SERVER
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Sound_Precache("weapon_c4bomb.disarm");
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Sound_Precache("weapon_c4bomb.disarmed");
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Sound_Precache("weapon_c4bomb.explode");
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Sound_Precache("weapon_c4bomb.plant");
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precache_sound("weapons/c4_beep1.wav");
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precache_sound("weapons/c4_beep2.wav");
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precache_sound("weapons/c4_beep3.wav");
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precache_sound("weapons/c4_beep4.wav");
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precache_sound("weapons/c4_beep5.wav");
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precache_sound("weapons/c4_disarmed.wav");
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precache_sound("weapons/c4_disarm.wav");
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precache_model("models/w_c4.mdl");
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precache_model("models/w_backpack.mdl");
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precache_model("sprites/ledglow.spr");
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#else
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precache_model("models/v_c4.mdl");
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precache_model("models/p_c4.mdl");
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#endif
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}
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void
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w_c4bomb_updateammo(player pl)
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{
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Weapons_UpdateAmmo(pl, -1, 1, -1);
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}
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string
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w_c4bomb_wmodel(void)
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{
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return "models/w_backpack.mdl";
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}
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string
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w_c4bomb_pmodel(void)
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{
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return "models/p_c4.mdl";
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}
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string
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w_c4bomb_deathmsg(void)
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{
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return "";
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}
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void
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w_c4bomb_draw(void)
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{
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player pl = (player)self;
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Weapons_SetModel("models/v_c4.mdl");
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Weapons_ViewAnimation(C4_DRAW);
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pl.mode_temp = 0;
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}
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void
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w_c4bomb_release(void)
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{
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player pl = (player)self;
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if (pl.mode_temp == C4S_DROPPING) {
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if (pl.w_idle_next <= 0.0f) {
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pl.mode_temp = C4S_DONE;
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#ifdef SERVER
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C4Bomb_Plant(pl);
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Weapons_RemoveItem(pl, WEAPON_C4BOMB);
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#endif
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}
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return;
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}
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/* reset animation */
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if (pl.mode_temp != C4S_NONE) {
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Weapons_ViewAnimation(C4_IDLE);
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}
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pl.mode_temp = C4S_NONE;
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pl.w_idle_next = 0.0f;
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}
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void
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w_c4bomb_primary(void)
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{
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player pl = (player)self;
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if (!(pl.gflags & GF_BOMBZONE)) {
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return;
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}
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pl.flags |= FL_FROZEN;
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switch (pl.mode_temp) {
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case C4S_NONE:
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pl.mode_temp = C4S_ENTERINGCODE;
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Weapons_ViewAnimation(C4_ENTERCODE);
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pl.w_idle_next = 3.0f;
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break;
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case C4S_ENTERINGCODE:
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if (pl.w_idle_next <= 0.0f) {
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pl.mode_temp = C4S_DROPPING;
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Weapons_ViewAnimation(C4_DROP);
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pl.w_idle_next = 1.0f;
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}
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break;
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case C4S_DROPPING:
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w_c4bomb_release();
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return;
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break;
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default:
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break;
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}
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pl.w_attack_next = 0.0f;
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}
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float
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w_c4bomb_aimanim(void)
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{
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return self.flags & FL_CROUCHING ? ANIM_CROUCH_AIM_C4 : ANIM_AIM_C4;
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}
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void
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w_c4bomb_hud(void)
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{
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#ifdef CLIENT
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HUD_DrawAmmo2();
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vector aicon_pos = g_hudmins + [g_hudres[0] - 48, g_hudres[1] - 42];
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drawsubpic(aicon_pos, [24,24], g_hud7_spr, [96/256,96/256], [24/256, 24/256], g_hud_color, pSeat->m_flAmmo2Alpha, DRAWFLAG_ADDITIVE);
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#endif
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}
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void
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w_c4bomb_hudpic(int selected, vector pos, float a)
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{
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#ifdef CLIENT
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if (selected) {
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drawsubpic(
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pos,
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[170,45],
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g_hud4_spr,
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[0,0],
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[170/256,45/256],
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g_hud_color,
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1.0f,
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DRAWFLAG_ADDITIVE
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);
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} else {
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drawsubpic(
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pos,
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[170,45],
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g_hud1_spr,
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[0,0],
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[170/256,45/256],
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g_hud_color,
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1.0f,
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DRAWFLAG_ADDITIVE
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);
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}
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#endif
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}
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weapon_t w_c4bomb =
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{
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.name = "c4",
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.id = ITEM_C4BOMB,
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.slot = 4,
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.slot_pos = 0,
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.allow_drop = TRUE,
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.draw = w_c4bomb_draw,
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.holster = __NULL__,
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.primary = w_c4bomb_primary,
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.secondary = __NULL__,
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.reload = __NULL__,
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.release = w_c4bomb_release,
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.crosshair = w_c4bomb_hud,
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.precache = w_c4bomb_precache,
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.pickup = __NULL__,
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.updateammo = w_c4bomb_updateammo,
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.wmodel = w_c4bomb_wmodel,
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.pmodel = w_c4bomb_pmodel,
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.deathmsg = w_c4bomb_deathmsg,
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.aimanim = w_c4bomb_aimanim,
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.hudpic = w_c4bomb_hudpic
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};
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#ifdef SERVER
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void
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weapon_c4bomb(void)
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{
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Weapons_InitItem(WEAPON_C4BOMB);
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}
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#endif
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