/* * Copyright (c) 2023 Marco Cawthorne * * 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_nailgun (0 0 1) (-16 -16 0) (16 16 32) "model" "models/g_nail.mdl" DEATHMATCH CLASSIC (1999) ENTITY Nailgun */ enum { NAILGUN_IDLE, NAILGUN_SHOOT, }; void w_lava_nailgun_precache(void) { #ifdef SERVER Sound_Precache("weapon_nailgun.shoot"); precache_model("models/g_lnail.mdl"); #else precache_model("models/v_lnail.mdl"); precache_model("models/p_lnail.mdl"); #endif } int w_lava_nailgun_pickup(player pl, int new, int startammo) { #ifdef SERVER if (pl.ammo_lava_nails < MAX_A_NAILS) { pl.ammo_lava_nails = bound(0, pl.ammo_lava_nails + 30, MAX_A_NAILS); } else { if (!new) return (0); } #endif return (1); } void w_lava_nailgun_updateammo(player pl) { Weapons_UpdateAmmo(pl, -1, pl.ammo_lava_nails, -1); } string w_lava_nailgun_wmodel(void) { return "models/g_lnail.mdl"; } string w_lava_nailgun_pmodel(player pl) { return "models/p_lnail.mdl"; } string w_lava_nailgun_deathmsg(void) { return ""; } void w_lava_nailgun_draw(player pl) { Weapons_SetModel("models/v_lnail.mdl"); Weapons_ViewAnimation(pl, NAILGUN_IDLE); } void w_lava_nailgun_primary(player pl) { if (pl.w_attack_next > 0.0) return; if (pl.ammo_lava_nails <= 0) { Weapons_SwitchBest(pl, 0); return; } pl.ammo_lava_nails--; /* Actual firing */ #ifdef CLIENT #else #if 0 { static void nail_touch(void) { if (trace_ent.iBleeds) { FX_Blood(trace_endpos, [1,0,0]); } else { FX_Impact(IMPACT_MELEE, trace_endpos, trace_plane_normal); } if (trace_ent.takedamage) { Damage_Apply(trace_ent, self.owner, Skill_GetValue("plr_nailgun", 9), WEAPON_NAILGUN, DMG_BLUNT); } else { makevectors(self.angles); DecalGroups_Place("Impact.BigShot", trace_endpos + (v_forward * -2)); } remove(self); } entity nail = spawn(); setmodel(nail, "models/lspike.mdl"); vector velOffset = pl.velocity * input_timelength; setsize(nail, g_vec_null, g_vec_null); nail.movetype = MOVETYPE_FLYMISSILE; nail.solid = SOLID_BBOX; nail.touch = nail_touch; nail.owner = pl; Weapons_MakeVectors(pl); if (pl.ammo_lava_nails & 1) { setorigin(nail, velOffset + Weapons_GetCameraPos(pl) + (v_right * -2) + (v_up * -5)); nail.velocity = v_forward * 1000 + (v_right * -2) + (v_up * -5); } else { setorigin(nail, velOffset + Weapons_GetCameraPos(pl) + (v_right * 2) + (v_up * -5)); nail.velocity = v_forward * 1000 + (v_right * 2) + (v_up * -5); } nail.angles = vectoangles(nail.velocity); } #else vector startPos; Weapons_MakeVectors(pl); if (pl.ammo_lava_nails & 1) startPos = Weapons_GetCameraPos(pl) + (v_right * -2) + (v_up * -5); else startPos = Weapons_GetCameraPos(pl) + (v_right * 2) + (v_up * -5); entity oldself = self; NSProjectile rocket = spawn(NSProjectile); rocket.owner = pl; self = rocket; EntityDef_SpawnClassname("projectile_lnail"); self = oldself; rocket.Launch(startPos, pl.v_angle, 0.0f, 0.0f, 0.0f); #endif if (pl.HasQuadDamage()) { Sound_Play(pl, CHAN_ITEM, "item_artifact_super_damage.attack"); } Sound_Play(pl, CHAN_WEAPON, "weapon_nailgun.shoot"); #endif Weapons_ViewPunchAngle(pl, [-2,0,0]); Weapons_ViewAnimation(pl, NAILGUN_SHOOT); Animation_PlayerTop(pl, (pl.flags & FL_CROUCHING) ? ANIM_CR_SHOOTMP5 : ANIM_SHOOTMP5, 0.45f); pl.w_attack_next = 0.1f; } void w_lava_nailgun_crosshair(player pl) { #ifdef CLIENT vector aicon_pos; HUD_DrawQuakeCrosshair(); HUD_DrawAmmo2(); aicon_pos = g_hudmins + [g_hudres[0] - 48, g_hudres[1] - 42]; drawsubpic( aicon_pos, [24,24], g_hudngammo, [0, 0], [24/24, 24/24], g_hud_color, pSeatLocal->m_flAmmo2Alpha, DRAWFLAG_ADDITIVE ); #endif } float w_lava_nailgun_aimanim(player pl) { return pl.flags & FL_CROUCHING ? ANIM_CR_AIMMP5 : ANIM_AIMMP5; } int w_lava_nailgun_isempty(player pl) { if (pl.ammo_lava_nails <= 0) return 1; return 0; } void w_lava_nailgun_hudpic(player pl, int selected, vector pos, float a) { #ifdef CLIENT vector hud_col; if (w_lava_nailgun_isempty(pl)) hud_col = [1,0,0]; else hud_col = g_hud_color; if (selected) { drawsubpic(pos, [170,45], g_hudng_spr, [0,0], [1,0.625], hud_col, a, DRAWFLAG_ADDITIVE); } else { drawsubpic(pos, [170,45], g_hudng_spr, [0,0], [1,0.625], hud_col, a, DRAWFLAG_ADDITIVE); } HUD_DrawAmmoBar(pos, pl.ammo_lava_nails, MAX_A_NAILS, a); #endif } weapontype_t w_lava_nailgun_type(player pl) { return WPNTYPE_RANGED; } weapon_t w_lava_nailgun = { .name = "lava_nailgun", .id = ITEM_LAVANAIL, .slot = 3, .slot_pos = 1, .weight = 6, .draw = w_lava_nailgun_draw, .holster = __NULL__, .primary = w_lava_nailgun_primary, .secondary = __NULL__, .reload = __NULL__, .release = __NULL__, .postdraw = w_lava_nailgun_crosshair, .precache = w_lava_nailgun_precache, .pickup = w_lava_nailgun_pickup, .updateammo = w_lava_nailgun_updateammo, .wmodel = w_lava_nailgun_wmodel, .pmodel = w_lava_nailgun_pmodel, .deathmsg = w_lava_nailgun_deathmsg, .aimanim = w_lava_nailgun_aimanim, .isempty = w_lava_nailgun_isempty, .type = w_lava_nailgun_type, .hudpic = w_lava_nailgun_hudpic };