cstrike/src/shared/w_flashbang.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_flashbang (0 0 1) (-16 -16 0) (16 16 32)
"model" "models/w_flashbang.mdl"
COUNTER-STRIKE (1999) ENTITY
Concussion (Flashbang) Grenade Weapon
When thrown, nearby players become blinded temporarily from the blast.
- Buy Menu -
Price: $200
*/
enum
{
FLASHBANG_IDLE,
FLASHBANG_PULLPIN,
FLASHBANG_THROW,
FLASHBANG_DRAW,
};
void
w_flashbang_precache(void)
{
#ifdef SERVER
Sound_Precache("weapon_flashbang.bounce");
Sound_Precache("weapon_flashbang.explode");
precache_model("models/w_flashbang.mdl");
#else
precache_model("models/v_flashbang.mdl");
precache_model("models/p_flashbang.mdl");
#endif
}
void
w_flashbang_updateammo(player pl)
{
Weapons_UpdateAmmo(pl, -1, pl.ammo_fbgrenade, pl.mode_temp);
}
int
w_flashbang_pickup(int new, int startammo)
{
#ifdef SERVER
player pl = (player)self;
if (pl.ammo_fbgrenade < AMMO_MAX_FLASHBANG) {
pl.ammo_fbgrenade = bound(0, pl.ammo_fbgrenade + 1, AMMO_MAX_FLASHBANG);
} else {
return FALSE;
}
#endif
return TRUE;
}
string
w_flashbang_wmodel(void)
{
return "models/w_flashbang.mdl";
}
string
w_flashbang_pmodel(void)
{
return "models/p_flashbang.mdl";
}
string
w_flashbang_deathmsg(void)
{
return "";
}
void
w_flashbang_draw(void)
{
player pl = (player)self;
Weapons_SetModel("models/v_flashbang.mdl");
Weapons_ViewAnimation(FLASHBANG_DRAW);
pl.mode_temp = 0;
}
#ifdef SERVER
void w_flashbang_throw(void)
{
static void flashbang_explode(void)
{
FX_Flashbang(self.origin);
Sound_Play(self, CHAN_BODY, "weapon_flashbang.explode");
remove(self);
}
static void flashbang_touch(void)
{
if (other.takedamage == DAMAGE_YES) {
Damage_Apply(other, self.owner, 15, WEAPON_FLASHBANG, DMG_BLUNT);
} else {
Sound_Play(self, CHAN_BODY, "weapon_flashbang.bounce");
}
self.frame = 0;
}
player pl = (player)self;
vector vPLAngle = pl.v_angle;
if (vPLAngle[0] < 0) {
vPLAngle[0] = -10 + vPLAngle[0] * ((90 - 10) / 90.0);
} else {
vPLAngle[0] = -10 + vPLAngle[0] * ((90 + 10) / 90.0);
}
float flVel = (90 - vPLAngle[0]) * 5;
if (flVel > 1000) {
flVel = 1000;
}
makevectors(vPLAngle);
vector vecSrc = pl.origin + pl.view_ofs + v_forward * 16;
vector vecThrow = v_forward * flVel + pl.velocity;
entity eGrenade = spawn();
eGrenade.owner = pl;
eGrenade.classname = "remove_me";
eGrenade.solid = SOLID_BBOX;
eGrenade.frame = 1;
eGrenade.velocity = vecThrow;
eGrenade.movetype = MOVETYPE_BOUNCE;
eGrenade.think = flashbang_explode;
eGrenade.touch = flashbang_touch;
eGrenade.nextthink = time + 4.0f;
setmodel(eGrenade, "models/w_flashbang.mdl");
setsize(eGrenade, [0,0,0], [0,0,0]);
setorigin(eGrenade, vecSrc);
}
#endif
void
w_flashbang_primary(void)
{
player pl = (player)self;
if (pl.w_attack_next > 0.0) {
return;
}
/* We're abusing this network variable for the holding check */
if (pl.mode_temp > 0) {
return;
}
/* Ammo check */
if (pl.ammo_fbgrenade <= 0) {
return;
}
Weapons_ViewAnimation(FLASHBANG_PULLPIN);
pl.mode_temp = 1;
pl.w_attack_next = 0.975f;
pl.w_idle_next = pl.w_attack_next;
}
void
w_flashbang_release(void)
{
player pl = (player)self;
if (pl.w_idle_next > 0.0) {
return;
}
if (pl.mode_temp == 1) {
pl.ammo_fbgrenade--;
#ifdef CLIENT
Weapons_ViewAnimation(FLASHBANG_THROW);
#else
w_flashbang_throw();
#endif
pl.mode_temp = 2;
pl.w_attack_next = 1.0f;
pl.w_idle_next = 0.5f;
} else if (pl.mode_temp == 2) {
#ifdef CLIENT
Weapons_ViewAnimation(FLASHBANG_DRAW);
#else
if (!pl.ammo_fbgrenade) {
Weapons_RemoveItem(pl, WEAPON_FLASHBANG);
}
#endif
pl.w_attack_next = 0.5f;
pl.w_idle_next = 0.5f;
pl.mode_temp = 0;
}
}
float
w_flashbang_aimanim(void)
{
return self.flags & FL_CROUCHING ? ANIM_CROUCH_AIM_GRENADE : ANIM_AIM_GRENADE;
}
void
w_flashbang_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, [48/256,96/256], [24/256, 24/256], g_hud_color, pSeat->m_flAmmo2Alpha, DRAWFLAG_ADDITIVE);
#endif
}
void
w_flashbang_hudpic(int selected, vector pos, float a)
{
#ifdef CLIENT
player pl = (player)self;
HUD_DrawAmmoBar(pos, pl.ammo_fbgrenade, AMMO_MAX_FLASHBANG, a);
if (selected) {
drawsubpic(
pos,
[170,45],
g_hud6_spr,
[0,90/256],
[170/256,45/256],
g_hud_color,
1.0f,
DRAWFLAG_ADDITIVE
);
} else {
drawsubpic(
pos,
[170,45],
g_hud3_spr,
[0,90/256],
[170/256,45/256],
g_hud_color,
1.0f,
DRAWFLAG_ADDITIVE
);
}
#endif
}
weapon_t w_flashbang =
{
.name = "flashbang",
.id = ITEM_FLASHBANG,
.slot = 3,
.slot_pos = 1,
.allow_drop = FALSE,
.draw = w_flashbang_draw,
.holster = __NULL__,
.primary = w_flashbang_primary,
.secondary = __NULL__,
.reload = __NULL__,
.release = w_flashbang_release,
.crosshair = w_flashbang_hud,
.precache = w_flashbang_precache,
.pickup = w_flashbang_pickup,
.updateammo = w_flashbang_updateammo,
.wmodel = w_flashbang_wmodel,
.pmodel = w_flashbang_pmodel,
.deathmsg = w_flashbang_deathmsg,
.aimanim = w_flashbang_aimanim,
.hudpic = w_flashbang_hudpic
};
#ifdef SERVER
void
weapon_flashbang(void)
{
Weapons_InitItem(WEAPON_FLASHBANG);
}
#endif