/* * 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_supernailgun (0 0 1) (-16 -16 0) (16 16 32) "model" "models/g_nail2.mdl" HALF-LIFE (1998) ENTITY MP5/9mmAR Weapon Same as weapon_9mmAR */ /* Animations */ enum { SUPERNAIL_IDLE, SUPERNAIL_SHOOT }; void w_supernailgun_precache(void) { #ifdef SERVER Sound_Precache("weapon_supernailgun.shoot"); precache_model("models/g_nail2.mdl"); precache_model("models/spike.mdl"); #else precache_model("models/v_nail2.mdl"); precache_model("models/p_nail2.mdl"); Sound_Precache("modelevent_shell.land"); #endif } int w_supernailgun_pickup(player pl, int new, int startammo) { #ifdef SERVER if (pl.ammo_nails < MAX_A_NAILS) { pl.ammo_nails = bound(0, pl.ammo_nails + 30, MAX_A_NAILS); } else { if (!new) return (0); } #endif return (1); } void w_supernailgun_updateammo(player pl) { Weapons_UpdateAmmo(pl, -1, pl.ammo_nails, -1); } string w_supernailgun_wmodel(void) { return "models/g_nail2.mdl"; } string w_supernailgun_pmodel(player pl) { return "models/p_nail2.mdl"; } string w_supernailgun_deathmsg(void) { return ""; } void w_supernailgun_draw(player pl) { Weapons_SetModel("models/v_nail2.mdl"); Weapons_ViewAnimation(pl, SUPERNAIL_IDLE); } void w_supernailgun_primary(player pl) { if (pl.w_attack_next > 0.0f) return; pl.ammo_nails--; Weapons_ViewAnimation(pl, SUPERNAIL_SHOOT); Weapons_ViewPunchAngle(pl, [-2,0,0]); Animation_PlayerTop(pl, (pl.flags & FL_CROUCHING) ? ANIM_CR_SHOOTMP5 : ANIM_SHOOTMP5, 0.1f); #ifdef CLIENT #else { static void nail_touch(void) { remove(self); } entity nail = spawn(); setmodel(nail, "models/spike.mdl"); setorigin(nail, Weapons_GetCameraPos(pl) + (v_up * -5)); 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); nail.velocity = v_forward * 1000 + (v_up * -5); nail.angles = vectoangles(nail.velocity); } Sound_Play(pl, CHAN_WEAPON, "weapon_supernailgun.shoot"); #endif pl.w_attack_next = 0.085f; pl.w_idle_next = 10.0f; } void w_supernailgun_crosshair(player pl) { #ifdef CLIENT vector aicon_pos = g_hudmins + [g_hudres[0] - 48, g_hudres[1] - 42]; Cross_DrawSub(g_cross_spr, [24,24], [0,48/128], [0.1875, 0.1875]); HUD_DrawAmmo2(); drawsubpic(aicon_pos, [24,24], g_hudsngammo, [0, 0], [1,1], g_hud_color, pSeatLocal->m_flAmmo2Alpha, DRAWFLAG_ADDITIVE); #endif } float w_supernailgun_aimanim(player pl) { return pl.flags & ANIM_CR_AIMMP5 ? ANIM_CR_AIMCROWBAR : ANIM_AIMMP5; } int w_supernailgun_isempty(player pl) { if (pl.ammo_nails <= 0) return 1; return 0; } void w_supernailgun_hudpic(player pl, int selected, vector pos, float a) { #ifdef CLIENT vector hud_col; if (w_supernailgun_isempty(pl)) hud_col = [1,0,0]; else hud_col = g_hud_color; if (selected) { drawsubpic(pos, [170,45], g_hudsng_spr, [0,0], [1,0.625], hud_col, a, DRAWFLAG_ADDITIVE); } else { drawsubpic(pos, [170,45], g_hudsng_spr, [0,0], [1,0.625], hud_col, a, DRAWFLAG_ADDITIVE); } HUD_DrawAmmoBar(pos, pl.ammo_nails, MAX_A_NAILS, a); #endif } weapontype_t w_supernailgun_type(player pl) { return WPNTYPE_RANGED; } weapon_t w_supernailgun = { .name = "supernail", .id = ITEM_SUPERNAILGUN, .slot = 4, .slot_pos = 0, .weight = 3, .draw = w_supernailgun_draw, .holster = __NULL__, .primary = w_supernailgun_primary, .secondary = __NULL__, .reload = __NULL__, .release = __NULL__, .postdraw = w_supernailgun_crosshair, .precache = w_supernailgun_precache, .pickup = w_supernailgun_pickup, .updateammo = w_supernailgun_updateammo, .wmodel = w_supernailgun_wmodel, .pmodel = w_supernailgun_pmodel, .deathmsg = w_supernailgun_deathmsg, .aimanim = w_supernailgun_aimanim, .isempty = w_supernailgun_isempty, .type = w_supernailgun_type, .hudpic = w_supernailgun_hudpic }; #ifdef SERVER void weapon_supernailgun(void) { Weapons_InitItem(WEAPON_SUPERNAILGUN); } #endif