gearbox/src/shared/w_eagle.qc

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/*
* Copyright (c) 2016-2021 Marco Hladik <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_eagle (0 0 1) (-16 -16 0) (16 16 32)
"model" "models/w_desert_eagle.mdl"
HALF-LIFE: OPPOSING FORCE (1999) ENTITY
Desert Eagle Weapon
*/
enum
{
EAGLE_IDLE1,
EAGLE_IDLE2,
EAGLE_IDLE3,
EAGLE_IDLE4,
EAGLE_IDLE5,
EAGLE_SHOOT,
EAGLE_SHOOT_EMPTY,
EAGLE_RELOAD,
EAGLE_RELOAD_NOSHOT,
EAGLE_DRAW,
EAGLE_HOLSTER
};
void
w_eagle_precache(void)
{
#ifdef SERVER
precache_model("models/w_desert_eagle.mdl");
precache_sound("weapons/desert_eagle_fire.wav");
precache_sound("weapons/desert_eagle_sight.wav");
precache_sound("weapons/desert_eagle_sight2.wav");
#else
precache_model("models/v_desert_eagle.mdl");
precache_model("models/p_desert_eagle.mdl");
#endif
}
int
w_eagle_pickup(int new, int startammo)
{
#ifdef SERVER
player pl = (player)self;
if (new) {
pl.eagle_mag = 7;
} else {
if (pl.ammo_357 < MAX_A_357) {
pl.ammo_357 = bound(0, pl.ammo_357 + 7, MAX_A_357);
} else {
return FALSE;
}
}
#endif
return TRUE;
}
void
w_eagle_updateammo(player pl)
{
Weapons_UpdateAmmo(pl, pl.eagle_mag, pl.ammo_357, -1);
}
string
w_eagle_wmodel(void)
{
return "models/w_desert_eagle.mdl";
}
string
w_eagle_pmodel(void)
{
return "models/p_desert_eagle.mdl";
}
string
w_eagle_deathmsg(void)
{
return "";
}
void
w_eagle_draw(void)
{
#ifdef CLIENT
Weapons_SetModel("models/v_desert_eagle.mdl");
Weapons_ViewAnimation(EAGLE_DRAW);
#else
player pl = (player)self;
Weapons_UpdateAmmo(pl, pl.eagle_mag, pl.ammo_357, -1);
#endif
}
void
w_eagle_holster(void)
{
Weapons_ViewAnimation(EAGLE_HOLSTER);
}
void
w_eagle_release(void)
{
player pl = (player)self;
/* auto-reload if need be */
if (pl.w_attack_next <= 0.0)
if (pl.eagle_mag == 0 && pl.ammo_357 > 0) {
Weapons_Reload();
return;
}
if (pl.w_idle_next) {
return;
}
/* these idles don't support the 'empty' animation style */
#ifdef CLIENT
if (pl.eagle_mag <= 0) {
return;
}
#else
if (pl.eagle_mag <= 0) {
return;
}
#endif
int r = (float)input_sequence % 4;
switch (r) {
case 0:
Weapons_ViewAnimation(EAGLE_IDLE1);
pl.w_idle_next = 2.5f;
break;
case 1:
Weapons_ViewAnimation(EAGLE_IDLE2);
pl.w_idle_next = 2.5f;
break;
case 2:
Weapons_ViewAnimation(EAGLE_IDLE3);
pl.w_idle_next = 1.633333f;
break;
default:
Weapons_ViewAnimation(EAGLE_IDLE4);
pl.w_idle_next = 2.5f;
}
}
void
w_eagle_primary(void)
{
player pl = (player)self;
if (pl.w_attack_next > 0.0) {
return;
}
/* Ammo check */
#ifdef CLIENT
if (pl.eagle_mag <= 0) {
return;
}
#else
if (pl.eagle_mag <= 0) {
return;
}
#endif
/* Actual firing */
if (pl.mode_eagle == 1) {
#ifdef SERVER
TraceAttack_FireBullets(1, pl.origin + pl.view_ofs, 34, [0, 0], WEAPON_EAGLE);
#endif
pl.w_attack_next = 0.5f;
} else {
#ifdef SERVER
TraceAttack_FireBullets(1, pl.origin + pl.view_ofs, 34, [0.1,0.1], WEAPON_EAGLE);
#endif
pl.w_attack_next = 0.2f;
}
#ifdef SERVER
sound(pl, CHAN_WEAPON, "weapons/desert_eagle_fire.wav", 1, ATTN_NORM);
pl.eagle_mag--;
Weapons_UpdateAmmo(pl, pl.eagle_mag, pl.ammo_357, -1);
#else
pl.eagle_mag--;
View_SetMuzzleflash(MUZZLE_SMALL);
Weapons_ViewPunchAngle([-10,0,0]);
if (pl.eagle_mag <= 0) {
Weapons_ViewAnimation(EAGLE_SHOOT_EMPTY);
} else {
Weapons_ViewAnimation(EAGLE_SHOOT);
}
#endif
}
void
w_eagle_secondary(void)
{
player pl = (player)self;
if (pl.w_attack_next > 0.0) {
return;
}
/* toggle laser */
pl.mode_eagle = 1 - pl.mode_eagle;
#ifdef SERVER
if (pl.mode_eagle) {
sound(pl, 8, "weapons/desert_eagle_sight.wav", 1, ATTN_NORM);
} else {
sound(pl, 8, "weapons/desert_eagle_sight2.wav", 1, ATTN_NORM);
}
#endif
pl.w_attack_next = 1.0f;
w_eagle_release();
}
void
w_eagle_reload(void)
{
player pl = (player)self;
if (pl.w_attack_next > 0.0) {
return;
}
/* Ammo check */
#ifdef CLIENT
if (pl.eagle_mag >= 7) {
return;
}
if (pl.ammo_357 <= 0) {
return;
}
#else
if (pl.eagle_mag >= 7) {
return;
}
if (pl.ammo_357 <= 0) {
return;
}
#endif
/* Audio-Visual bit */
#ifdef CLIENT
if (pl.eagle_mag <= 0) {
Weapons_ViewAnimation(EAGLE_RELOAD);
} else {
Weapons_ViewAnimation(EAGLE_RELOAD_NOSHOT);
}
#else
Weapons_ReloadWeapon(pl, player::eagle_mag, player::ammo_357, 7);
Weapons_UpdateAmmo(pl, pl.eagle_mag, pl.ammo_357, -1);
#endif
pl.w_attack_next = 1.64f;
pl.w_idle_next = 10.0f;
}
void
w_eagle_crosshair(void)
{
#ifdef CLIENT
player pl = (player)self;
vector cross_pos;
vector aicon_pos;
/* crosshair/laser */
if (pl.mode_eagle == 1) {
float lerp;
vector jitter;
Weapons_MakeVectors();
vector src = pl.origin + pl.view_ofs;
traceline(src, src + (v_forward * 256), FALSE, pl);
lerp = Math_Lerp(18,6, trace_fraction);
jitter[0] = (random(0,2) - 2) * (1 - trace_fraction);
jitter[1] = (random(0,2) - 2) * (1 - trace_fraction);
cross_pos = g_hudmins + (g_hudres / 2) + ([-lerp,-lerp] / 2);
drawsubpic(
cross_pos + jitter,
[lerp,lerp],
"sprites/laserdot.spr_0.tga",
[0,0],
[1.0, 1.0],
[1,1,1],
1.0f,
DRAWFLAG_ADDITIVE
);
} else {
cross_pos = g_hudmins + (g_hudres / 2) + [-12,-12];
drawsubpic(
cross_pos,
[24,24],
"sprites/ofch1.spr_0.tga",
[0,0],
[24/72, 24/72],
[1,1,1],
1,
DRAWFLAG_NORMAL
);
}
/* ammo counters */
HUD_DrawAmmo1();
HUD_DrawAmmo2();
/* ammo icon */
aicon_pos = g_hudmins + [g_hudres[0] - 48, g_hudres[1] - 42];
drawsubpic(
aicon_pos,
[24,24],
"sprites/640hud7.spr_0.tga",
[24/256,72/128],
[24/256, 24/128],
g_hud_color,
pSeat->m_flAmmo2Alpha,
DRAWFLAG_ADDITIVE
);
#endif
}
float
w_eagle_aimanim(void)
{
return self.flags & FL_CROUCHING ? ANIM_CR_AIMPYTHON : ANIM_AIMPYTHON;
}
void
w_eagle_hudpic(int selected, vector pos, float a)
{
#ifdef CLIENT
player pl = (player)self;
vector hud_col;
if (pl.eagle_mag == 0 && pl.ammo_357 == 0)
hud_col = [1,0,0];
else
hud_col = g_hud_color;
if (selected) {
drawsubpic(
pos,
[170,45],
"sprites/640hudof02.spr_0.tga",
[0,90/256],
[170/256,45/256],
g_hud_color,
a,
DRAWFLAG_ADDITIVE
);
} else {
drawsubpic(
pos,
[170,45],
"sprites/640hudof01.spr_0.tga",
[0,90/256],
[170/256,45/256],
g_hud_color,
a,
DRAWFLAG_ADDITIVE
);
}
HUD_DrawAmmoBar(pos, pl.ammo_357, MAX_A_357, a);
#endif
}
weapon_t w_eagle =
{
.name = "eagle",
.id = ITEM_EAGLE,
.slot = 1,
.slot_pos = 2,
.draw = w_eagle_draw,
.holster = w_eagle_holster,
.primary = w_eagle_primary,
.secondary = w_eagle_secondary,
.reload = w_eagle_reload,
.release = w_eagle_release,
.crosshair = w_eagle_crosshair,
.precache = w_eagle_precache,
.pickup = w_eagle_pickup,
.updateammo = w_eagle_updateammo,
.wmodel = w_eagle_wmodel,
.pmodel = w_eagle_pmodel,
.deathmsg = w_eagle_deathmsg,
.aimanim = w_eagle_aimanim,
.hudpic = w_eagle_hudpic
};
#ifdef SERVER
void
weapon_eagle(void)
{
Weapons_InitItem(WEAPON_EAGLE);
}
#endif