cstrike/src/shared/w_c4bomb.qc

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