/* * Copyright (c) 2016-2021 Marco Hladik * * 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_penguin (0 0 1) (-16 -16 0) (16 16 32) "model" "models/w_penguin.mdl" HALF-LIFE: OPPOSING FORCE (1999) ENTITY Penguin Weapon */ enum { PENGUIN_IDLE, PENGUIN_FIDGET1, PENGUIN_FIDGET2, PENGUIN_HOLSTER, PENGUIN_DRAW, PENGUIN_THROW }; int w_penguin_pickup(int new, int startammo) { #ifdef SERVER player pl = (player)self; if (pl.ammo_penguin < MAX_A_PENGUIN) { pl.ammo_penguin = bound(0, pl.ammo_penguin + 3, MAX_A_PENGUIN); } else { return FALSE; } #endif return TRUE; } void w_penguin_draw(void) { Weapons_SetModel("models/v_penguin.mdl"); Weapons_ViewAnimation(PENGUIN_DRAW); } void w_penguin_holster(void) { } #ifdef SERVER void penguin_squeak(entity p) { int r = floor(random(1,4)); switch (r) { case 1: sound(p, CHAN_VOICE, "squeek/sqk_hunt1.wav", 1.0, ATTN_NORM); break; case 2: sound(p, CHAN_VOICE, "squeek/sqk_hunt2.wav", 1.0, ATTN_NORM); break; default: sound(p, CHAN_VOICE, "squeek/sqk_hunt3.wav", 1.0, ATTN_NORM); } } void penguin_ai(void) { input_movevalues = [250,0,0]; input_buttons = 0; input_impulse = 0; input_angles = self.angles; input_timelength = frametime; if (self.health <= 0) { return; } if (self.weapon <= 0.0 && self.aiment == __NULL__) { entity ef; float shortest = 999999; for (ef = world; (ef = findfloat(ef, movetype, MOVETYPE_WALK));) { float len = vlen(ef.origin - self.origin); if (ef.classname != "snark" && len < shortest && ef.health > 0) { self.owner = __NULL__; self.aiment = ef; shortest = len; } } } if (self.aiment) { self.angles = input_angles = vectoangles(self.aiment.origin - self.origin); } if (self.aiment && self.weapon <= 0.0) { self.weapon = 0.5f + random(); penguin_squeak(self); input_buttons = 2; Damage_Apply(self, world, 1, 0, DMG_GENERIC); makevectors(self.angles); traceline(self.origin, self.origin + (v_forward * 128), 0, self); if (trace_ent.takedamage == DAMAGE_YES) { float pit = 100 + random(0,10); sound(self, CHAN_BODY, "squeek/sqk_deploy1.wav", 1.0, ATTN_NORM, pit); Damage_Apply(trace_ent, self.goalentity, 10, WEAPON_PENGUIN, DMG_GENERIC); } if (self.aiment.health <= 0) { self.aiment = __NULL__; } } self.weapon -= frametime; runstandardplayerphysics(self); } void penguin_die(void) { /* clear this first to avoid infinite recursion */ self.health = 0; /* now we can explodededededed */ FX_Explosion(self.origin); Damage_Radius(self.origin, self.owner, 150, 150 * 2.5f, TRUE, WEAPON_PENGUIN); if (random() < 0.5) { sound(self, 1, "weapons/explode3.wav", 1.0f, ATTN_NORM); } else { sound(self, 1, "weapons/explode4.wav", 1.0f, ATTN_NORM); } remove(self); } void penguin_pain(void) { /* add stuff? */ } void w_penguin_deploy(void) { CBaseEntity pingu = spawn(CBaseEntity); pingu.owner = self; pingu.goalentity = self; pingu.netname = "Penguin"; pingu.classname = "snark"; /* so snarks and pingus don't attack e/o */ setmodel(pingu, "models/w_penguin.mdl"); makevectors(self.v_angle); setorigin(pingu, self.origin + v_forward * 32); pingu.solid = SOLID_BBOX; pingu.movetype = MOVETYPE_WALK; pingu.frame = 3; /* running like crazy. */ pingu.customphysics = penguin_ai; pingu.angles = self.angles; pingu.health = 20; pingu.Pain = penguin_pain; pingu.takedamage = DAMAGE_YES; pingu.aiment = __NULL__; pingu.Death = penguin_die; pingu.weapon = 3.0f; penguin_squeak(pingu); } #endif void w_penguin_primary(void) { player pl = (player)self; if (pl.w_attack_next > 0.0) { return; } /* Ammo check */ #ifdef CLIENT if (pl.ammo_penguin <= 0) { return; } #else if (pl.ammo_penguin <= 0) { return; } #endif Weapons_ViewAnimation(PENGUIN_THROW); /* Audio-Visual Bit */ #ifdef CLIENT pl.ammo_penguin--; #else w_penguin_deploy(); pl.ammo_penguin--; Weapons_UpdateAmmo(pl, __NULL__, pl.ammo_penguin, __NULL__); if (pl.ammo_penguin <= 0) { Weapons_RemoveItem(pl, WEAPON_SNARK); } #endif pl.w_idle_next = 2.0f; pl.w_attack_next = 2.0f; } void w_penguin_secondary(void) { } void w_penguin_reload(void) { } void w_penguin_release(void) { int r; player pl = (player)self; if (pl.w_idle_next > 0.0) { return; } r = (float)input_sequence % 3; switch (r) { case 0: Weapons_ViewAnimation(PENGUIN_IDLE); pl.w_idle_next = 1.875f; break; case 1: Weapons_ViewAnimation(PENGUIN_FIDGET1); pl.w_idle_next = 4.375f; break; default: Weapons_ViewAnimation(PENGUIN_FIDGET2); pl.w_idle_next = 5.0f; break; } } void w_penguin_precache(void) { #ifdef SERVER precache_model("models/w_penguin.mdl"); precache_sound("squeek/sqk_deploy1.wav"); precache_sound("squeek/sqk_die1.wav"); precache_sound("squeek/sqk_blast1.wav"); precache_sound("squeek/sqk_hunt1.wav"); precache_sound("squeek/sqk_hunt2.wav"); precache_sound("squeek/sqk_hunt3.wav"); #else precache_model("models/p_penguin.mdl"); precache_model("models/v_penguin.mdl"); #endif } void w_penguin_updateammo(player pl) { Weapons_UpdateAmmo(pl, -1, pl.ammo_penguin, -1); } string w_penguin_wmodel(void) { return "models/w_penguinnest.mdl"; } string w_penguin_pmodel(void) { return "models/p_penguin.mdl"; } string w_penguin_deathmsg(void) { return ""; } float w_penguin_aimanim(void) { return self.flags & FL_CROUCHING ? ANIM_CR_AIMSQUEAK : ANIM_AIMSQUEAK; } void w_penguin_hud(void) { #ifdef CLIENT HUD_DrawAmmo2(); vector aicon_pos = g_hudmins + [g_hudres[0] - 48, g_hudres[1] - 42]; drawsubpic(aicon_pos, [24,24], "sprites/640hud7.spr_0.tga", [144/256,72/128], [24/256, 24/128], g_hud_color, pSeat->m_flAmmo2Alpha, DRAWFLAG_ADDITIVE); #endif } void w_penguin_hudpic(int s, vector pos, float a) { #ifdef CLIENT player pl = (player)self; vector hud_col; if (pl.ammo_penguin == 0) hud_col = [1,0,0]; else hud_col = g_hud_color; HUD_DrawAmmoBar(pos, pl.ammo_penguin, MAX_A_PENGUIN, a); if (s) { drawsubpic(pos, [170,45], "sprites/640hudof04.spr_0.tga", [0,180/256], [170/256,45/256], hud_col, a, DRAWFLAG_ADDITIVE); } else { drawsubpic(pos, [170,45], "sprites/640hudof03.spr_0.tga", [0,180/256], [170/256,45/256], hud_col, a, DRAWFLAG_ADDITIVE); } #endif } weapon_t w_penguin = { .name = "penguin", .id = ITEM_PENGUIN, .slot = 4, .slot_pos = 4, .draw = w_penguin_draw, .holster = w_penguin_holster, .primary = w_penguin_primary, .secondary = w_penguin_secondary, .reload = w_penguin_reload, .release = w_penguin_release, .crosshair = w_penguin_hud, .precache = w_penguin_precache, .pickup = w_penguin_pickup, .updateammo = w_penguin_updateammo, .wmodel = w_penguin_wmodel, .pmodel = w_penguin_pmodel, .deathmsg = w_penguin_deathmsg, .aimanim = w_penguin_aimanim, .hudpic = w_penguin_hudpic }; #ifdef SERVER void weapon_penguin(void) { Weapons_InitItem(WEAPON_PENGUIN); } #endif