gearbox/src/shared/w_penguin.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_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