dmc/src/shared/w_lava_nailgun.qc

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/*
* Copyright (c) 2023 Marco Cawthorne <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_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
};