dmc/src/shared/w_lightning.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_crossbow (0 0 1) (-16 -16 0) (16 16 32)
"model" "models/g_light.mdl"
HALF-LIFE (1998) ENTITY
Crossbow Weapon
*/
enum
{
LIGHTNING_IDLE,
LIGHTNING_SHOOT,
};
void
w_lightning_precache(void)
{
#ifdef SERVER
Sound_Precache("weapon_lightning.start");
precache_model("models/g_light.mdl");
#else
precache_model("models/v_light.mdl");
precache_model("models/p_light.mdl");
#endif
}
void
w_lightning_updateammo(player pl)
{
Weapons_UpdateAmmo(pl, -1, pl.ammo_cells, -1);
}
string
w_lightning_wmodel(void)
{
return "models/g_light.mdl";
}
string
w_lightning_pmodel(player pl)
{
return "models/p_light.mdl";
}
string
w_lightning_deathmsg(void)
{
return "";
}
int
w_lightning_pickup(player pl, int new, int startammo)
{
#ifdef SERVER
if (pl.ammo_cells < MAX_A_CELLS) {
pl.ammo_cells = bound(0, pl.ammo_cells + 15, MAX_A_CELLS);
} else {
if (!new)
return (0);
}
#endif
return (1);
}
void
w_lightning_draw(player pl)
{
Weapons_SetModel("models/v_light.mdl");
Weapons_ViewAnimation(pl, LIGHTNING_IDLE);
}
void
w_lightning_primary(player pl)
{
if (pl.w_attack_next > 0.0)
return;
if (pl.ammo_cells <= 0) {
Weapons_SwitchBest(pl, 0);
return;
}
pl.ammo_cells--;
#ifdef SERVER
{
if (pl.WaterLevel() > 1) {
// we're underwater... fry everyone */
} else {
vector startPos = Weapons_GetCameraPos(pl);
Weapons_MakeVectors(pl);
traceline(startPos, startPos + v_forward * 600, MOVE_NORMAL, pl);
WriteByte(MSG_MULTICAST, SVC_TEMPENTITY);
WriteByte(MSG_MULTICAST, TE_LIGHTNING2);
WriteEntity(MSG_MULTICAST, pl);
WriteCoord(MSG_MULTICAST, startPos[0]);
WriteCoord(MSG_MULTICAST, startPos[1]);
WriteCoord(MSG_MULTICAST, startPos[2]);
WriteCoord(MSG_MULTICAST, trace_endpos[0]);
WriteCoord(MSG_MULTICAST, trace_endpos[1]);
WriteCoord(MSG_MULTICAST, trace_endpos[2]);
multicast(startPos, MULTICAST_PHS);
if (trace_ent.takedamage) {
Damage_Apply(trace_ent, pl, Skill_GetValue("plr_lightning", 30), WEAPON_LIGHTNING, DMG_BLUNT);
/* throw players into the air */
if (trace_ent.classname == "player") {
NSClientPlayer tp = (NSClientPlayer)trace_ent;
tp.SetVelocity(tp.GetVelocity() + [0, 0, 400]);
}
}
}
}
if (pl.HasQuadDamage()) {
Sound_Play(pl, CHAN_ITEM, "item_artifact_super_damage.attack");
}
Sound_Play(pl, CHAN_WEAPON, "weapon_lightning.start");
#endif
Weapons_ViewAnimation(pl, LIGHTNING_SHOOT);
Animation_PlayerTop(pl, (pl.flags & FL_CROUCHING) ? ANIM_CR_SHOOTGAUSS : ANIM_SHOOTGAUSS, 0.43f);
Weapons_ViewPunchAngle(pl, [-2,0,0]);
pl.w_attack_next = 0.1f;
}
void
w_lightning_crosshair(player pl)
{
#ifdef CLIENT
vector aicon_pos;
Cross_DrawSub(g_cross_spr, [24,24], [72/128,0], [0.1875, 0.1875]);
HUD_DrawAmmo2();
aicon_pos = g_hudmins + [g_hudres[0] - 48, g_hudres[1] - 42];
drawsubpic(
aicon_pos,
[24,24],
g_hudlgammo,
[0, 0],
[24/24, 24/24],
g_hud_color,
pSeatLocal->m_flAmmo2Alpha,
DRAWFLAG_ADDITIVE
);
#endif
}
float
w_lightning_aimanim(player pl)
{
return pl.flags & FL_CROUCHING ? ANIM_CR_AIMGAUSS : ANIM_AIMGAUSS;
}
int
w_lightning_isempty(player pl)
{
if (pl.ammo_cells <= 0)
return 1;
return 0;
}
void
w_lightning_hudpic(player pl, int selected, vector pos, float a)
{
#ifdef CLIENT
vector hud_col;
if (w_lightning_isempty(pl))
hud_col = [1,0,0];
else
hud_col = g_hud_color;
if (selected) {
drawsubpic(pos, [170,45], g_hudlg_spr, [0,0], [1,0.625], hud_col, a, DRAWFLAG_ADDITIVE);
} else {
drawsubpic(pos, [170,45], g_hudlg_spr, [0,0], [1,0.625], hud_col, a, DRAWFLAG_ADDITIVE);
}
HUD_DrawAmmoBar(pos, pl.ammo_cells, MAX_A_CELLS, a);
#endif
}
weapontype_t
w_lightning_type(player pl)
{
return WPNTYPE_RANGED;
}
weapon_t w_lightning =
{
.name = "lightning",
.id = ITEM_LIGHTNING,
.slot = 7,
.slot_pos = 0,
.weight = 1,
.draw = w_lightning_draw,
.holster = __NULL__,
.primary = w_lightning_primary,
.secondary = __NULL__,
.reload = __NULL__,
.release = __NULL__,
.postdraw = w_lightning_crosshair,
.precache = w_lightning_precache,
.pickup = w_lightning_pickup,
.updateammo = w_lightning_updateammo,
.wmodel = w_lightning_wmodel,
.pmodel = w_lightning_pmodel,
.deathmsg = w_lightning_deathmsg,
.aimanim = w_lightning_aimanim,
.isempty = w_lightning_isempty,
.type = w_lightning_type,
.hudpic = w_lightning_hudpic
};
#ifdef SERVER
void
weapon_lightning(void)
{
Weapons_InitItem(WEAPON_LIGHTNING);
}
#endif