dmc/src/shared/w_grapple.qc

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/*
* Copyright (c) 2016-2021 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.
*/
#ifdef CLIENT
/* because some people apparently prefer the worse quality one */
var int autocvar_cl_tonguemode = 0;
#endif
enum
{
GRAP_IDLE,
GRAP_SHOOT,
};
void
w_grapple_precache(void)
{
#ifdef SERVER
precache_sound("weapons/bgrapple_cough.wav");
precache_sound("weapons/bgrapple_fire.wav");
precache_sound("weapons/bgrapple_impact.wav");
precache_sound("weapons/bgrapple_pull.wav");
precache_sound("weapons/bgrapple_release.wav");
precache_sound("weapons/bgrapple_wait.wav");
precache_model("sprites/_tongue.spr");
precache_model("sprites/tongue.spr");
precache_model("models/w_ghook.mdl");
#else
precache_model("models/v_ghook.mdl");
precache_model("models/v_bgrap_tonguetip.mdl");
precache_model("models/p_ghook.mdl");
#endif
}
void
w_grapple_updateammo(player pl)
{
Weapons_UpdateAmmo(pl, -1, -1, -1);
}
string
w_grapple_wmodel(void)
{
return "models/g_ghook.mdl";
}
string
w_grapple_pmodel(player pl)
{
return "models/p_ghook.mdl";
}
string
w_grapple_deathmsg(void)
{
return "%s was assaulted by %s's Barnacle.";
}
void
w_grapple_draw(player pl)
{
Weapons_SetModel("models/v_ghook.mdl");
Weapons_ViewAnimation(pl, GRAP_IDLE);
}
void
w_grapple_holster(player pl)
{
Weapons_ViewAnimation(pl, GRAP_IDLE);
}
/* called once the tongue hits a wall */
#ifdef SERVER
void
Grapple_Touch(void)
{
player pl = (player)self.owner;
pl.hook.movetype = MOVETYPE_NONE;
pl.hook.touch = __NULL__;
pl.hook.velocity = [0,0,0];
pl.hook.solid = SOLID_NOT;
pl.grapvelocity = (pl.hook.origin);
}
#endif
/* spawn and pull */
void
w_grapple_primary(player pl)
{
#ifdef SERVER
/* it's already been spawned. */
if (pl.hook != __NULL__) {
/* play the looping reel anim once */
if (pl.a_ammo1 == 1) {
pl.a_ammo1 = 2;
//Weapons_ViewAnimation(pl, BARN_FIRETRAVEL);
} else if (pl.a_ammo1 == 2) {
pl.hook.skin = 1; /* grappled */
}
if (pl.w_attack_next > 0.0) {
return;
}
Weapons_MakeVectors(pl);
vector src = Weapons_GetCameraPos(pl);
traceline(src, src + (v_forward * 32), FALSE, pl);
if (trace_ent.takedamage == DAMAGE_YES && trace_ent.iBleeds) {
Damage_Apply(trace_ent, pl, 25, WEAPON_GRAPPLE, DMG_GENERIC);
}
pl.w_attack_next = 0.5f;
return;
}
Weapons_MakeVectors(pl);
pl.hook = spawn();
setorigin(pl.hook, Weapons_GetCameraPos(pl) + (v_forward * 16));
pl.hook.owner = self;
pl.hook.velocity = v_forward * 1500;
pl.hook.movetype = MOVETYPE_FLYMISSILE;
pl.hook.solid = SOLID_BBOX;
pl.hook.angles = vectoangles(pl.hook.velocity);
pl.hook.touch = Grapple_Touch;
setsize(pl.hook, [0,0,0], [0,0,0]);
setmodel(pl.hook, "models/hook.mdl");
#endif
if (pl.w_attack_next > 0.0) {
return;
}
Weapons_ViewAnimation(pl, GRAP_SHOOT);
pl.w_attack_next = 1.0f;
#ifdef CLIENT
Weapons_SetGeomset("geomset 1 2\n");
#endif
}
/* let go, hang */
void
w_grapple_secondary(player pl)
{
#ifdef SERVER
if (pl.hook == __NULL__) {
return;
}
pl.hook.skin = 0; /* ungrappled */
pl.grapvelocity = g_vec_null;
pl.w_attack_next = 0.0f;
#endif
}
/* de-spawn and play idle anims */
void
w_grapple_release(player pl)
{
#ifdef SERVER
if (pl.hook != __NULL__) {
pl.a_ammo1 = 0; /* cache */
pl.hook.skin = 0; /* ungrappled */
remove(pl.hook);
pl.w_idle_next = 1.0f;
pl.hook = __NULL__;
pl.grapvelocity = g_vec_null;
}
#endif
pl.w_attack_next = 0.0f;
#ifdef CLIENT
Weapons_SetGeomset("geomset 1 0\n");
#endif
}
float
w_grapple_aimanim(player pl)
{
return self.flags & FL_CROUCHING ? ANIM_CR_AIMSQUEAK : ANIM_AIMSQUEAK;
}
void
w_grapple_hudpic(player pl, int selected, vector pos, float a)
{
#ifdef CLIENT
if (selected) {
drawsubpic(
pos,
[170,45],
"sprites/hud10.png",
[0,0],
[1,0.625],
g_hud_color,
a,
DRAWFLAG_ADDITIVE
);
} else {
drawsubpic(
pos,
[170,45],
"sprites/hud10.png",
[0,0],
[1,0.625],
g_hud_color,
a,
DRAWFLAG_ADDITIVE
);
}
#endif
}
weapon_t w_grapple =
{
.name = "grapple",
.id = ITEM_GRAPPLE,
.slot = 0,
.slot_pos = 2,
.draw = w_grapple_draw,
.holster = w_grapple_holster,
.primary = w_grapple_primary,
.secondary = w_grapple_secondary,
.reload = __NULL__,
.release = w_grapple_release,
.postdraw = __NULL__,
.precache = w_grapple_precache,
.pickup = __NULL__,
.updateammo = w_grapple_updateammo,
.wmodel = w_grapple_wmodel,
.pmodel = w_grapple_pmodel,
.deathmsg = w_grapple_deathmsg,
.aimanim = w_grapple_aimanim,
.hudpic = w_grapple_hudpic
};