gearbox/src/shared/w_sniperrifle.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_sniperrifle (0 0 1) (-16 -16 0) (16 16 32)
"model" "models/w_m40a1.mdl"
HALF-LIFE: OPPOSING FORCE (1999) ENTITY
Sniper-Rifle Weapon
*/
enum
{
SNIPER_DRAW,
SNIPER_IDLE1,
SNIPER_FIRE1,
SNIPER_FIRE2,
SNIPER_RELOAD1,
SNIPER_RELOAD2,
SNIPER_RELOAD3,
SNIPER_IDLE2,
SNIPER_HOLSTER,
SNIPER_DRAW
};
void
w_sniperrifle_precache(void)
{
#ifdef SERVER
precache_model("models/w_m40a1.mdl");
precache_sound("weapons/sniper_fire.wav");
#else
precache_model("models/v_m40a1.mdl");
precache_model("models/p_m40a1.mdl");
#endif
}
int
w_sniperrifle_pickup(int new, int startammo)
{
#ifdef SERVER
player pl = (player)self;
if (new) {
pl.sniper_mag = 5;
} else {
if (pl.ammo_762 < MAX_A_762) {
pl.ammo_762 = bound(0, pl.ammo_762 + 5, MAX_A_762);
} else {
return FALSE;
}
}
#endif
return TRUE;
}
void
w_sniperrifle_updateammo(player pl)
{
Weapons_UpdateAmmo(pl, pl.sniper_mag, pl.ammo_762, -1);
}
string
w_sniperrifle_wmodel(void)
{
return "models/w_m40a1.mdl";
}
string
w_sniperrifle_pmodel(void)
{
return "models/p_m40a1.mdl";
}
string
w_sniperrifle_deathmsg(void)
{
return "";
}
void
w_sniperrifle_draw(void)
{
Weapons_SetModel("models/v_m40a1.mdl");
Weapons_ViewAnimation(SNIPER_DRAW);
#ifdef SERVER
player pl = (player)self;
Weapons_UpdateAmmo(pl, pl.sniper_mag, pl.ammo_762, -1);
#endif
}
void
w_sniperrifle_holster(void)
{
Weapons_ViewAnimation(SNIPER_HOLSTER);
}
void
w_sniperrifle_primary(void)
{
player pl = (player)self;
if (pl.w_attack_next > 0.0) {
return;
}
/* Ammo check */
#ifdef CLIENT
if (pl.sniper_mag <= 0) {
return;
}
#else
if (pl.sniper_mag <= 0) {
return;
}
#endif
/* Actual firing */
#ifdef SERVER
TraceAttack_FireBullets(1, pl.origin + pl.view_ofs, 40, [0.00873, 0.00873], WEAPON_SNIPERRIFLE);
Weapons_PlaySound(pl, CHAN_WEAPON, "weapons/sniper_fire.wav", 1, ATTN_NORM);
pl.sniper_mag--;
Weapons_UpdateAmmo(pl, pl.sniper_mag, pl.ammo_762, __NULL__);
#else
pl.sniper_mag--;
View_SetMuzzleflash(MUZZLE_SMALL);
Weapons_ViewPunchAngle([-10,0,0]);
if (pl.sniper_mag) {
Weapons_ViewAnimation(SNIPER_FIRE1);
} else {
Weapons_ViewAnimation(SNIPER_FIRE2);
}
#endif
pl.w_attack_next = 1.75f;
pl.w_idle_next = 10.0f;
}
void
w_sniperrifle_secondary(void)
{
player pl = (player)self;
if (pl.w_attack_next > 0.0) {
return;
}
/* Simple toggle of fovs */
if (pl.viewzoom == 1.0f) {
pl.viewzoom = 0.25f;
} else {
pl.viewzoom = 1.0f;
}
pl.w_attack_next = 0.5f;
}
void
w_sniperrifle_reload(void)
{
player pl = (player)self;
if (pl.w_attack_next > 0.0) {
return;
}
/* Ammo check */
#ifdef CLIENT
if (pl.sniper_mag >= 5) {
return;
}
if (pl.ammo_762 <= 0) {
return;
}
#else
if (pl.sniper_mag >= 5) {
return;
}
if (pl.ammo_762 <= 0) {
return;
}
#endif
/* Audio-Visual bit */
/* TODO has a couple reloading states */
Weapons_ViewAnimation(SNIPER_RELOAD1);
#ifdef SERVER
Weapons_ReloadWeapon(pl, player::sniper_mag, player::ammo_762, 5);
Weapons_UpdateAmmo(pl, pl.sniper_mag, pl.ammo_762, __NULL__);
#endif
pl.w_attack_next = 2.3f;
pl.w_idle_next = 10.0f;
}
void
w_sniperrifle_release(void)
{
player pl = (player)self;
/* auto-reload if need be */
if (pl.w_attack_next <= 0.0)
if (pl.sniper_mag == 0 && pl.ammo_762 > 0) {
Weapons_Reload();
return;
}
if (pl.w_idle_next > 0.0) {
return;
}
int r = (float)input_sequence % 2;
if (r == 1) {
Weapons_ViewAnimation(SNIPER_IDLE1);
} else {
Weapons_ViewAnimation(SNIPER_IDLE2);
}
pl.w_idle_next = 15.0f;
}
void
w_sniperrifle_crosshair(void)
{
#ifdef CLIENT
player pl = (player)self;
static vector cross_pos;
if (pl.viewzoom == 1.0f) {
cross_pos = g_hudmins + (g_hudres / 2) + [-12,-12];
drawsubpic(
cross_pos,
[24,24],
"sprites/ofch1.spr_0.tga",
[0,48/72],
[24/72, 24/72],
[1,1,1],
1,
DRAWFLAG_NORMAL
);
} else {
cross_pos = g_hudmins + (g_hudres / 2) + [-128,-128];
drawsubpic(
cross_pos,
[256,256],
"sprites/ofch2.spr_0.tga",
[0,0],
[1, 1],
[1,1,1],
1,
DRAWFLAG_NORMAL
);
}
HUD_DrawAmmo1();
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", [24/256,72/128], [24/256, 24/128], g_hud_color, pSeat->m_flAmmo2Alpha, DRAWFLAG_ADDITIVE);
#endif
}
float
w_sniperrifle_aimanim(void)
{
return self.flags & FL_CROUCHING ? ANIM_CR_AIMPYTHON : ANIM_AIMPYTHON;
}
void
w_sniperrifle_hudpic(int s, vector pos, float a)
{
#ifdef CLIENT
player pl = (player)self;
vector hud_col;
if (pl.sniper_mag == 0 && pl.ammo_762 == 0)
hud_col = [1,0,0];
else
hud_col = g_hud_color;
HUD_DrawAmmoBar(pos, pl.ammo_762, MAX_A_762, a);
if (s) {
drawsubpic(pos, [170,45], "sprites/640hudof04.spr_0.tga", [0,135/256], [170/256,45/256], hud_col, a, DRAWFLAG_ADDITIVE);
} else {
drawsubpic(pos, [170,45], "sprites/640hudof03.spr_0.tga", [0,135/256], [170/256,45/256], hud_col, a, DRAWFLAG_ADDITIVE);
}
#endif
}
weapon_t w_sniperrifle =
{
.name = "sniperrifle",
.id = ITEM_SNIPERRIFLE,
.slot = 5,
.slot_pos = 2,
.draw = w_sniperrifle_draw,
.holster = w_sniperrifle_holster,
.primary = w_sniperrifle_primary,
.secondary = w_sniperrifle_secondary,
.reload = w_sniperrifle_reload,
.release = w_sniperrifle_release,
.crosshair = w_sniperrifle_crosshair,
.precache = w_sniperrifle_precache,
.pickup = w_sniperrifle_pickup,
.updateammo = w_sniperrifle_updateammo,
.wmodel = w_sniperrifle_wmodel,
.pmodel = w_sniperrifle_pmodel,
.deathmsg = w_sniperrifle_deathmsg,
.aimanim = w_sniperrifle_aimanim,
.hudpic = w_sniperrifle_hudpic
};
#ifdef SERVER
void
weapon_sniperrifle(void)
{
Weapons_InitItem(WEAPON_SNIPERRIFLE);
}
#endif