hhdeath/src/shared/w_knife.qc

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/*
* Copyright (c) 2016-2020 Marco Cawthorne <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_knife (0 0 1) (-16 -16 0) (16 16 32)
"model" "models/w_knife.mdl"
Household DEATH! (2003) ENTITY
Throwable Butcher/Cleaver Knife Weapon
*/
enum
{
KNIFE_IDLE1,
KNIFE_IDLE2,
KNIFE_IDLE3,
KNIFE_THROW,
KNIFE_DRAW,
KNIFE_HOLSTER
};
void
w_knife_precache(void)
{
#ifdef SERVER
Sound_Precache("weapon_knife.hitbody");
Sound_Precache("weapon_knife.move");
Sound_Precache("weapon_knife.stick");
Sound_Precache("weapon_knife.throw");
precache_model("models/w_knife.mdl");
precache_model("models/knife.mdl");
#else
precache_model("sprites/hud_knife.spr");
precache_model("models/v_knife.mdl");
precache_model("models/p_knife.mdl");
g_crossKnife = spriteframe("sprites/cross_knife.spr", 0, 0.0);
#endif
}
void
w_knife_updateammo(player pl)
{
Weapons_UpdateAmmo(pl, -1, pl.ammo_knives, -1);
}
string
w_knife_wmodel(void)
{
return "models/w_knife.mdl";
}
string
w_knife_pmodel(player pl)
{
return "models/p_knife.mdl";
}
string
w_knife_deathmsg(void)
{
return "";
}
int
w_knife_pickup(player pl, int new, int startammo)
{
#ifdef SERVER
if (pl.ammo_knives < MAX_A_KNIVES) {
pl.ammo_knives = bound(0, pl.ammo_knives + 1, MAX_A_KNIVES);
} else {
return (0);
}
#endif
return (1);
}
void
w_knife_draw(player pl)
{
Weapons_SetModel("models/v_knife.mdl");
Weapons_ViewAnimation(pl, KNIFE_DRAW);
}
void
w_knife_holster(player pl)
{
Weapons_ViewAnimation(pl, KNIFE_HOLSTER);
}
void
w_knife_primary(player pl)
{
if (pl.w_attack_next > 0.0) {
return;
}
/* Ammo check */
if (pl.ammo_knives <= 0) {
return;
}
/* Actual firing */
#ifdef SERVER
static void Knife_Touch(void) {
/* Has two submodels, changes random in view and world model */
setmodel(self, "models/knife.mdl");
/* Bleed and remove model if player, stick and spark if wall */
if (trace_ent.iBleeds) {
FX_Blood(trace_endpos, [1,0,0]);
remove(self);
} else {
pointparticles(particleeffectnum("fx_spark.main"), trace_endpos, trace_plane_normal, 1);
}
if (other.takedamage == DAMAGE_YES) {
Damage_Apply(other, self.owner, 15, WEAPON_KNIFE, DMG_GENERIC);
Sound_Play(self, CHAN_WEAPON, "weapon_knife.hitbody");
} else {
Sound_Play(self, CHAN_WEAPON, "weapon_knife.stick");
}
self.movetype = MOVETYPE_NONE;
}
Weapons_MakeVectors(pl);
entity knife = spawn();
setmodel(knife, "models/w_knife.mdl");
setorigin(knife, Weapons_GetCameraPos(pl));
knife.owner = self;
knife.velocity = v_forward * 1200;
knife.movetype = MOVETYPE_FLY;
knife.solid = SOLID_BBOX;
knife.angles = vectoangles(knife.velocity);
knife.avelocity[2] = 10;
knife.touch = Knife_Touch;
/* TODO Knife randomly changes submodel upon firing, no API support yet
* int r = (float)input_sequence % 2;
* setcustomskin(knife, "", r == 1 ? "geomset 1 0\n" : "geomset 1 1\n"); */
setsize(knife, [0,0,0], [0,0,0]);
/* The thrown knife has it's own movement sound */
Sound_Play(knife, CHAN_WEAPON, "weapon_knife.move");
Sound_Play(pl, CHAN_WEAPON, "weapon_knife.throw");
/* Remove weapon if we run out of knives */
if (pl.ammo_knives <= 0) {
Weapons_RemoveItem(pl, WEAPON_KNIFE);
return;
}
#else
/* Knife randomly changes submodel upon firing */
int r = (float)input_sequence % 2;
Weapons_SetGeomset(r == 1 ? "geomset 0 0\n" : "geomset 0 1\n");
#endif
pl.ammo_knives--;
Weapons_ViewPunchAngle(pl, [-2,0,0]);
Weapons_ViewAnimation(pl, KNIFE_THROW);
pl.w_attack_next = 0.8f;
pl.w_idle_next = 5.0f;
}
void
w_knife_release(player pl)
{
if (pl.w_idle_next > 0.0) {
return;
}
int r;
r = (float)input_sequence % 3;
switch (r) {
case 1:
Weapons_ViewAnimation(pl, KNIFE_IDLE1);
pl.w_idle_next = 2.0f;
break;
case 2:
Weapons_ViewAnimation(pl, KNIFE_IDLE2);
pl.w_idle_next = 3.0f;
break;
default:
Weapons_ViewAnimation(pl, KNIFE_IDLE3);
pl.w_idle_next = 1.285f;
}
}
void
w_knife_crosshair(player pl)
{
#ifdef CLIENT
static vector cross_pos;
cross_pos = g_hudmins + (g_hudres / 2) + [-12,-12];
drawsubpic(
cross_pos,
[32,32],
g_crossKnife,
[0,0],
[1, 1],
[1,0,0],
1,
DRAWFLAG_NORMAL
);
HUD_DrawAmmo2();
vector aicon_pos = g_hudmins + [g_hudres[0] - 42, g_hudres[1] - 64];
drawpic(
aicon_pos,
"sprites/hud_knife.spr_0.tga",
[32,64],
[1,1,1],
pSeatLocal->m_flAmmo2Alpha,
0
);
#endif
}
float
w_knife_aimanim(player pl)
{
return self.flags & FL_CROUCHING ? ANIM_CR_AIMBOW : ANIM_AIMBOW;
}
int
w_knife_isempty(player pl)
{
return 0;
}
void
w_knife_hudpic(player pl, int selected, vector pos, float a)
{
#ifdef CLIENT
if (w_knife_isempty(pl)) {
drawsubpic(
pos,
[80,40],
g_sprWeapons,
[80/256,120/256],
[80/256,40/256],
[1,1,1],
a,
DRAWFLAG_NORMAL
);
} else {
drawsubpic(
pos,
[80,40],
g_sprWeapons,
[0,120/256],
[80/256,40/256],
[1,1,1],
a,
DRAWFLAG_NORMAL
);
}
#endif
}
weapontype_t w_knife_type(player pl)
{
return WPNTYPE_CLOSE;
}
weapon_t w_knife =
{
.name = "knife",
.id = ITEM_KNIFE,
.slot = 0,
.slot_pos = 3,
.draw = w_knife_draw,
.holster = w_knife_holster,
.primary = w_knife_primary,
.secondary = __NULL__,
.reload = __NULL__,
.release = w_knife_release,
.postdraw = w_knife_crosshair,
.precache = w_knife_precache,
.pickup = w_knife_pickup,
.updateammo = w_knife_updateammo,
.wmodel = w_knife_wmodel,
.pmodel = w_knife_pmodel,
.deathmsg = w_knife_deathmsg,
.aimanim = w_knife_aimanim,
.hudpic = w_knife_hudpic,
.weight = -10,
.isempty = w_knife_isempty,
.type = w_knife_type
};
#ifdef SERVER
void
weapon_knife(void)
{
Weapons_InitItem(WEAPON_KNIFE);
/*item_pickup item = (item_pickup)self;
item.SetRenderMode(RM_FULLBRIGHT);
item.SetRenderAmt(1.0f);
item.SetFloating(TRUE);*/
}
#endif