376 lines
7.4 KiB
Plaintext
376 lines
7.4 KiB
Plaintext
/*
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* Copyright (c) 2016-2021 Marco Hladik <marco@icculus.org>
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*
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* Permission to use, copy, modify, and distribute this software for any
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* purpose with or without fee is hereby granted, provided that the above
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* copyright notice and this permission notice appear in all copies.
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*
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* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
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* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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/*QUAKED weapon_penguin (0 0 1) (-16 -16 0) (16 16 32)
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"model" "models/w_penguin.mdl"
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HALF-LIFE: OPPOSING FORCE (1999) ENTITY
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Penguin Weapon
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*/
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enum
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{
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PENGUIN_IDLE,
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PENGUIN_FIDGET1,
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PENGUIN_FIDGET2,
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PENGUIN_HOLSTER,
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PENGUIN_DRAW,
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PENGUIN_THROW
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};
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int
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w_penguin_pickup(int new, int startammo)
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{
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#ifdef SERVER
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player pl = (player)self;
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if (pl.ammo_penguin < MAX_A_PENGUIN) {
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pl.ammo_penguin = bound(0, pl.ammo_penguin + 3, MAX_A_PENGUIN);
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} else {
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return FALSE;
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}
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#endif
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return TRUE;
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}
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void
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w_penguin_draw(void)
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{
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Weapons_SetModel("models/v_penguin.mdl");
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Weapons_ViewAnimation(PENGUIN_DRAW);
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}
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void
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w_penguin_holster(void)
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{
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}
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#ifdef SERVER
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void penguin_squeak(entity p)
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{
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int r = floor(random(1,4));
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switch (r) {
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case 1:
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sound(p, CHAN_VOICE, "squeek/sqk_hunt1.wav", 1.0, ATTN_NORM);
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break;
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case 2:
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sound(p, CHAN_VOICE, "squeek/sqk_hunt2.wav", 1.0, ATTN_NORM);
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break;
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default:
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sound(p, CHAN_VOICE, "squeek/sqk_hunt3.wav", 1.0, ATTN_NORM);
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}
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}
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void
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penguin_ai(void)
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{
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input_movevalues = [250,0,0];
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input_buttons = 0;
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input_impulse = 0;
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input_angles = self.angles;
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input_timelength = frametime;
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if (self.health <= 0) {
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return;
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}
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if (self.weapon <= 0.0 && self.aiment == __NULL__) {
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entity ef;
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float shortest = 999999;
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for (ef = world; (ef = findfloat(ef, movetype, MOVETYPE_WALK));) {
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float len = vlen(ef.origin - self.origin);
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if (ef.classname != "snark" && len < shortest && ef.health > 0) {
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self.owner = __NULL__;
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self.aiment = ef;
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shortest = len;
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}
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}
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}
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if (self.aiment) {
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self.angles = input_angles = vectoangles(self.aiment.origin - self.origin);
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}
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if (self.aiment && self.weapon <= 0.0) {
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self.weapon = 0.5f + random();
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penguin_squeak(self);
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input_buttons = 2;
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Damage_Apply(self, world, 1, 0, DMG_GENERIC);
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makevectors(self.angles);
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traceline(self.origin, self.origin + (v_forward * 128), 0, self);
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if (trace_ent.takedamage == DAMAGE_YES) {
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float pit = 100 + random(0,10);
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sound(self, CHAN_BODY, "squeek/sqk_deploy1.wav", 1.0, ATTN_NORM, pit);
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Damage_Apply(trace_ent, self.goalentity, 10, WEAPON_PENGUIN, DMG_GENERIC);
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}
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if (self.aiment.health <= 0) {
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self.aiment = __NULL__;
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}
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}
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self.weapon -= frametime;
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runstandardplayerphysics(self);
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}
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void
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penguin_die(void)
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{
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/* clear this first to avoid infinite recursion */
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self.health = 0;
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/* now we can explodededededed */
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FX_Explosion(self.origin);
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Damage_Radius(self.origin, self.owner, 150, 150 * 2.5f, TRUE, WEAPON_PENGUIN);
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if (random() < 0.5) {
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sound(self, 1, "weapons/explode3.wav", 1.0f, ATTN_NORM);
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} else {
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sound(self, 1, "weapons/explode4.wav", 1.0f, ATTN_NORM);
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}
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remove(self);
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}
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void
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penguin_pain(void)
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{
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/* add stuff? */
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}
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void
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w_penguin_deploy(void)
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{
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CBaseEntity pingu = spawn(CBaseEntity);
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pingu.owner = self;
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pingu.goalentity = self;
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pingu.netname = "Penguin";
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pingu.classname = "snark"; /* so snarks and pingus don't attack e/o */
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setmodel(pingu, "models/w_penguin.mdl");
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makevectors(self.v_angle);
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setorigin(pingu, self.origin + v_forward * 32);
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pingu.solid = SOLID_BBOX;
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pingu.movetype = MOVETYPE_WALK;
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pingu.frame = 3; /* running like crazy. */
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pingu.customphysics = penguin_ai;
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pingu.angles = self.angles;
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pingu.health = 20;
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pingu.Pain = penguin_pain;
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pingu.takedamage = DAMAGE_YES;
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pingu.aiment = __NULL__;
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pingu.Death = penguin_die;
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pingu.weapon = 3.0f;
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penguin_squeak(pingu);
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}
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#endif
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void
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w_penguin_primary(void)
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{
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player pl = (player)self;
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if (pl.w_attack_next > 0.0) {
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return;
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}
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/* Ammo check */
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#ifdef CLIENT
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if (pl.ammo_penguin <= 0) {
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return;
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}
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#else
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if (pl.ammo_penguin <= 0) {
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return;
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}
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#endif
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Weapons_ViewAnimation(PENGUIN_THROW);
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/* Audio-Visual Bit */
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#ifdef CLIENT
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pl.ammo_penguin--;
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#else
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w_penguin_deploy();
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pl.ammo_penguin--;
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Weapons_UpdateAmmo(pl, __NULL__, pl.ammo_penguin, __NULL__);
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if (pl.ammo_penguin <= 0) {
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Weapons_RemoveItem(pl, WEAPON_SNARK);
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}
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#endif
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pl.w_idle_next = 2.0f;
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pl.w_attack_next = 2.0f;
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}
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void
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w_penguin_secondary(void)
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{
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}
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void
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w_penguin_reload(void)
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{
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}
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void
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w_penguin_release(void)
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{
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int r;
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player pl = (player)self;
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if (pl.w_idle_next > 0.0) {
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return;
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}
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r = (float)input_sequence % 3;
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switch (r) {
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case 0:
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Weapons_ViewAnimation(PENGUIN_IDLE);
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pl.w_idle_next = 1.875f;
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break;
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case 1:
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Weapons_ViewAnimation(PENGUIN_FIDGET1);
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pl.w_idle_next = 4.375f;
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break;
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default:
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Weapons_ViewAnimation(PENGUIN_FIDGET2);
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pl.w_idle_next = 5.0f;
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break;
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}
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}
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void
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w_penguin_precache(void)
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{
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#ifdef SERVER
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precache_model("models/w_penguin.mdl");
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precache_sound("squeek/sqk_deploy1.wav");
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precache_sound("squeek/sqk_die1.wav");
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precache_sound("squeek/sqk_blast1.wav");
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precache_sound("squeek/sqk_hunt1.wav");
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precache_sound("squeek/sqk_hunt2.wav");
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precache_sound("squeek/sqk_hunt3.wav");
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#else
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precache_model("models/p_penguin.mdl");
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precache_model("models/v_penguin.mdl");
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#endif
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}
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void
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w_penguin_updateammo(player pl)
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{
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Weapons_UpdateAmmo(pl, -1, pl.ammo_penguin, -1);
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}
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string
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w_penguin_wmodel(void)
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{
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return "models/w_penguinnest.mdl";
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}
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string
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w_penguin_pmodel(void)
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{
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return "models/p_penguin.mdl";
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}
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string
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w_penguin_deathmsg(void)
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{
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return "";
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}
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float
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w_penguin_aimanim(void)
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{
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return self.flags & FL_CROUCHING ? ANIM_CR_AIMSQUEAK : ANIM_AIMSQUEAK;
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}
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void
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w_penguin_hud(void)
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{
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#ifdef CLIENT
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HUD_DrawAmmo2();
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vector aicon_pos = g_hudmins + [g_hudres[0] - 48, g_hudres[1] - 42];
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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);
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#endif
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}
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void
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w_penguin_hudpic(int s, vector pos, float a)
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{
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#ifdef CLIENT
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player pl = (player)self;
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vector hud_col;
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if (pl.ammo_penguin == 0)
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hud_col = [1,0,0];
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else
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hud_col = g_hud_color;
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HUD_DrawAmmoBar(pos, pl.ammo_penguin, MAX_A_PENGUIN, a);
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if (s) {
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drawsubpic(pos, [170,45], "sprites/640hudof04.spr_0.tga",
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[0,180/256], [170/256,45/256],
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hud_col, a, DRAWFLAG_ADDITIVE);
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} else {
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drawsubpic(pos, [170,45], "sprites/640hudof03.spr_0.tga",
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[0,180/256], [170/256,45/256],
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hud_col, a, DRAWFLAG_ADDITIVE);
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}
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#endif
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}
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weapon_t w_penguin =
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{
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.name = "penguin",
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.id = ITEM_PENGUIN,
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.slot = 4,
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.slot_pos = 4,
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.draw = w_penguin_draw,
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.holster = w_penguin_holster,
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.primary = w_penguin_primary,
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.secondary = w_penguin_secondary,
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.reload = w_penguin_reload,
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.release = w_penguin_release,
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.crosshair = w_penguin_hud,
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.precache = w_penguin_precache,
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.pickup = w_penguin_pickup,
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.updateammo = w_penguin_updateammo,
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.wmodel = w_penguin_wmodel,
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.pmodel = w_penguin_pmodel,
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.deathmsg = w_penguin_deathmsg,
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.aimanim = w_penguin_aimanim,
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.hudpic = w_penguin_hudpic
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};
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#ifdef SERVER
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void
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weapon_penguin(void)
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{
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Weapons_InitItem(WEAPON_PENGUIN);
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}
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#endif
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