318 lines
6.1 KiB
Plaintext
318 lines
6.1 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_shockrifle (0 0 1) (-16 -16 0) (16 16 32)
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"model" "models/w_shock.mdl"
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HALF-LIFE: OPPOSING FORCE (1999) ENTITY
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Shockrifle Weapon
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*/
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#ifdef CLIENT
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var int PART_SHOCKPIECE;
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#endif
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enum
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{
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SHOCKRIFLE_IDLE1,
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SHOCKRIFLE_SHOOT,
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SHOCKRIFLE_DRAW,
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SHOCKRIFLE_HOLSTER,
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SHOCKRIFLE_IDLE2
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};
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void
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w_shockrifle_precache(void)
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{
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#ifdef SERVER
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precache_model("models/w_shock.mdl");
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precache_sound("weapons/shock_discharge.wav");
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precache_sound("weapons/shock_draw.wav");
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precache_sound("weapons/shock_fire.wav");
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precache_sound("weapons/shock_impact.wav");
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precache_sound("weapons/shock_recharge.wav");
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#else
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PART_SHOCKPIECE = particleeffectnum("shockrifle.shockrifle_piece");
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precache_model("models/v_shock.mdl");
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precache_model("models/p_shock.mdl");
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#endif
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}
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int
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w_shockrifle_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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/* only pick it up once */
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if (new) {
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pl.ammo_shock = MAX_A_SHOCK;
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return TRUE;
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}
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#endif
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return FALSE;
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}
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void
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w_shockrifle_updateammo(player pl)
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{
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Weapons_UpdateAmmo(pl, -1, pl.ammo_shock, -1);
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}
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string
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w_shockrifle_wmodel(void)
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{
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return "models/w_shock.mdl";
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}
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string
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w_shockrifle_pmodel(void)
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{
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return "models/p_shock.mdl";
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}
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string
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w_shockrifle_deathmsg(void)
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{
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return "";
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}
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void
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w_shockrifle_draw(void)
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{
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Weapons_SetModel("models/v_shock.mdl");
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Weapons_ViewAnimation(SHOCKRIFLE_DRAW);
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#ifdef SERVER
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player pl = (player)self;
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Weapons_UpdateAmmo(pl, -1, pl.ammo_shock, -1);
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#endif
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}
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void
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w_shockrifle_holster(void)
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{
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}
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#ifdef SERVER
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void
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w_shockrifle_shoothornet(void)
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{
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static void Hornet_Touch(void) {
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if (other.takedamage == DAMAGE_YES) {
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Damage_Apply(other, self.owner, 10, WEAPON_SHOCKRIFLE, DMG_ELECTRO);
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}
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if (other.iBleeds) {
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FX_Blood(trace_endpos, [1,0,0]);
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} else {
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FX_Spark(self.origin, trace_plane_normal);
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}
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remove(self);
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}
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Weapons_MakeVectors();
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entity bolt = spawn();
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//setmodel(bolt, "models/hornet.mdl");
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setorigin(bolt, Weapons_GetCameraPos() + (v_forward * 16) + (v_up * -8));
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bolt.owner = self;
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bolt.velocity = v_forward * 1000;
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bolt.movetype = MOVETYPE_FLY;
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bolt.solid = SOLID_BBOX;
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//bolt.flags |= FL_LAGGEDMOVE;
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bolt.gravity = 0.5f;
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bolt.angles = vectoangles(bolt.velocity);
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bolt.touch = Hornet_Touch;
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setsize(bolt, [0,0,0], [0,0,0]);
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}
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#endif
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void
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w_shockrifle_release(void)
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{
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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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if (pl.ammo_shock < MAX_A_SHOCK) {
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pl.ammo_shock = bound(0, pl.ammo_shock + 1, MAX_A_SHOCK);
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pl.w_idle_next = 0.35f;
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}
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if (pl.w_idle_next > 0.0) {
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return;
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}
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if (random() < 0.5) {
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Weapons_ViewAnimation(SHOCKRIFLE_IDLE1);
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} else {
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Weapons_ViewAnimation(SHOCKRIFLE_IDLE2);
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}
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pl.w_idle_next = 3.333333f;
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}
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void
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w_shockrifle_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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if (pl.ammo_shock <= 0) {
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w_shockrifle_release();
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return;
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}
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#ifdef SERVER
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w_shockrifle_shoothornet();
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Weapons_PlaySound(pl, CHAN_WEAPON, "weapons/shock_fire.wav", 1, ATTN_NORM);
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pl.ammo_shock--;
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Weapons_UpdateAmmo(pl, -1, pl.ammo_shock, -1);
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#else
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Weapons_MakeVectors();
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vector src = Weapons_GetCameraPos() + (v_forward * 16) + (v_up * -8);
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pointparticles(PART_SHOCKPIECE, src, v_forward * 1000, 1);
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pl.ammo_shock--;
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#endif
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Weapons_ViewAnimation(SHOCKRIFLE_SHOOT);
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pl.w_attack_next = 0.1f;
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pl.w_idle_next = 0.5f;
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}
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void
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w_shockrifle_crosshair(void)
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{
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#ifdef CLIENT
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vector cross_pos;
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vector aicon_pos;
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/* crosshair */
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cross_pos = g_hudmins + (g_hudres / 2) + [-12,-12];
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drawsubpic(
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cross_pos,
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[24,24],
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"sprites/ofch1.spr_0.tga",
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[0,24/72],
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[24/72, 24/72],
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[1,1,1],
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1.0,
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DRAWFLAG_NORMAL
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);
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/* ammo counter */
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HUD_DrawAmmo2();
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/* ammo icon */
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aicon_pos = g_hudmins + [g_hudres[0] - 48, g_hudres[1] - 42];
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drawsubpic(
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aicon_pos,
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[24,24],
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"sprites/640hud7.spr_0.tga",
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[224/256,48/128],
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[24/256, 24/128],
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g_hud_color,
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pSeat->m_flAmmo2Alpha,
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DRAWFLAG_ADDITIVE
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);
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#endif
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}
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float
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w_shockrifle_aimanim(void)
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{
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return self.flags & FL_CROUCHING ? ANIM_CR_AIMHIVE : ANIM_AIMHIVE;
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}
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void
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w_shockrifle_hudpic(int selected, 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_shock == 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_shock, MAX_A_SHOCK, a);
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if (selected) {
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drawsubpic(
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pos,
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[170,45],
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"sprites/640hudof04.spr_0.tga",
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[0,45/256],
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[170/256,45/256],
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hud_col,
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a,
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DRAWFLAG_ADDITIVE
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);
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} else {
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drawsubpic(
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pos,
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[170,45],
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"sprites/640hudof03.spr_0.tga",
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[0,45/256],
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[170/256,45/256],
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hud_col,
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a,
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DRAWFLAG_ADDITIVE
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);
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}
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#endif
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}
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weapon_t w_shockrifle =
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{
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.name = "shockrifle",
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.id = ITEM_SHOCKRIFLE,
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.slot = 6,
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.slot_pos = 1,
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.draw = w_shockrifle_draw,
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.holster = w_shockrifle_holster,
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.primary = w_shockrifle_primary,
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.secondary = w_shockrifle_release,
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.reload = w_shockrifle_release,
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.release = w_shockrifle_release,
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.crosshair = w_shockrifle_crosshair,
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.precache = w_shockrifle_precache,
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.pickup = w_shockrifle_pickup,
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.updateammo = w_shockrifle_updateammo,
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.wmodel = w_shockrifle_wmodel,
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.pmodel = w_shockrifle_pmodel,
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.deathmsg = w_shockrifle_deathmsg,
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.aimanim = w_shockrifle_aimanim,
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.hudpic = w_shockrifle_hudpic
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};
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#ifdef SERVER
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void
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weapon_shockrifle(void)
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{
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Weapons_InitItem(WEAPON_SHOCKRIFLE);
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}
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#endif
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