hhdeath/src/shared/w_lego.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_handgrenade (0 0 1) (-16 -16 0) (16 16 32)
"model" "models/w_lego.mdl"
HALF-LIFE (1998) ENTITY
Handgrenade Weapon
*/
enum
{
LEGO_IDLE,
LEGO_DRAW,
LEGO_PULLPIN,
LEGO_THROW,
LEGO_HOLSTER
};
void
w_lego_precache(void)
{
#ifdef CLIENT
precache_model("sprites/hud_lego.spr");
precache_model("models/v_lego.mdl");
precache_model("models/p_lego.mdl");
#else
precache_model("models/w_lego.mdl");
precache_model("models/lego2.mdl");
#endif
}
void
w_lego_updateammo(player pl)
{
Weapons_UpdateAmmo(pl, -1, pl.ammo_legogrenade, -1);
}
string
w_lego_wmodel(void)
{
return "models/w_lego.mdl";
}
string
w_lego_pmodel(player pl)
{
return "models/p_lego.mdl";
}
string
w_lego_deathmsg(void)
{
return "";
}
int
w_lego_pickup(player pl, int new, int startammo)
{
#ifdef SERVER
if (pl.ammo_legogrenade < MAX_A_LEGOGRENADE) {
pl.ammo_legogrenade = bound(0, pl.ammo_legogrenade + 1, MAX_A_LEGOGRENADE);
} else {
return (0);
}
#endif
return (1);
}
#ifdef SERVER
void
w_lego_throw(player pl)
{
static void WeaponLego_Throw_Touch(void) {
float dmg = Skill_GetValue("plr_hand_grenade", 150);
FX_Lego(trace_endpos);
Damage_Radius(self.origin, self.owner, dmg, dmg * 1.5f, TRUE, WEAPON_LEGO);
remove(self);
}
vector vPLAngle = pl.v_angle;
if (vPLAngle[0] < 0) {
vPLAngle[0] = -10 + vPLAngle[0] * ((90 - 10) / 90.0);
} else {
vPLAngle[0] = -10 + vPLAngle[0] * ((90 + 10) / 90.0);
}
float flVel = (90 - vPLAngle[0]) * 5;
if (flVel > 1000) {
flVel = 1000;
}
makevectors(vPLAngle);
vector vecSrc = pl.origin + pl.view_ofs + v_forward * 16;
vector vecThrow = v_forward * flVel + pl.velocity;
entity eGrenade = spawn();
eGrenade.owner = pl;
eGrenade.classname = "remove_me";
eGrenade.solid = SOLID_BBOX;
eGrenade.frame = 1;
eGrenade.velocity = vecThrow;
eGrenade.movetype = MOVETYPE_BOUNCE;
eGrenade.touch = WeaponLego_Throw_Touch;
eGrenade.nextthink = time + 4.0f;
setmodel(eGrenade, "models/lego2.mdl");
setsize(eGrenade, [0,0,0], [0,0,0]);
setorigin(eGrenade, vecSrc);
}
#endif
void
w_lego_draw(player pl)
{
Weapons_SetModel("models/v_lego.mdl");
Weapons_ViewAnimation(pl, LEGO_DRAW);
}
void
w_lego_holster(player pl)
{
}
void
w_lego_primary(player pl)
{
if (pl.w_attack_next > 0.0) {
return;
}
/* We're abusing this network variable for the holding check */
if (pl.a_ammo3 > 0) {
return;
}
/* Ammo check */
if (pl.ammo_legogrenade <= 0) {
return;
}
Weapons_ViewAnimation(pl, LEGO_PULLPIN);
pl.a_ammo3 = 1;
pl.w_attack_next = 0.5f;
pl.w_idle_next = 0.5f;
}
void
w_lego_hud(player pl)
{
#ifdef CLIENT
HUD_DrawAmmo2();
vector aicon_pos = g_hudmins + [g_hudres[0] - 42, g_hudres[1] - 64];
drawpic(
aicon_pos,
"sprites/hud_lego.spr_0.tga",
[32,64],
[1,1,1],
pSeatLocal->m_flAmmo2Alpha,
0
);
#endif
}
void
w_lego_release(player pl)
{
if (pl.w_idle_next > 0.0) {
return;
}
if (pl.a_ammo3 == 1) {
#ifdef SERVER
w_lego_throw(pl);
#endif
pl.ammo_legogrenade--;
Weapons_ViewAnimation(pl, LEGO_THROW);
pl.a_ammo3 = 2;
pl.w_attack_next = 1.0f;
pl.w_idle_next = 0.5f;
} else if (pl.a_ammo3 == 2) {
Weapons_ViewAnimation(pl, LEGO_DRAW);
#ifdef SERVER
if (!pl.ammo_legogrenade) {
Weapons_RemoveItem(pl, WEAPON_LEGO);
}
#endif
pl.w_attack_next = 0.5f;
pl.w_idle_next = 0.5f;
pl.a_ammo3 = 0;
} else {
Weapons_ViewAnimation(pl, LEGO_IDLE);
pl.w_idle_next = 3.0f;
}
}
float
w_lego_aimanim(player pl)
{
return pl.flags & FL_CROUCHING ? ANIM_CR_AIMCROWBAR : ANIM_AIMCROWBAR;
}
int
w_lego_isempty(player pl)
{
return 0;
}
void
w_lego_hudpic(player pl, int selected, vector pos, float a)
{
#ifdef CLIENT
if (w_lego_isempty(pl)) {
drawsubpic(
pos,
[80,40],
g_sprWeapons,
[80/256,200/256],
[80/256,40/256],
[1,1,1],
a,
DRAWFLAG_NORMAL
);
} else {
drawsubpic(
pos,
[80,40],
g_sprWeapons,
[0,200/256],
[80/256,40/256],
[1,1,1],
a,
DRAWFLAG_NORMAL
);
}
#endif
}
weapontype_t w_lego_type(player pl)
{
return WPNTYPE_RANGED;
}
weapon_t w_lego =
{
.name = "lego",
.id = ITEM_LEGO,
.slot = 0,
.slot_pos = 5,
.draw = w_lego_draw,
.holster = w_lego_holster,
.primary = w_lego_primary,
.secondary = __NULL__,
.reload = __NULL__,
.release = w_lego_release,
.postdraw = w_lego_hud,
.precache = w_lego_precache,
.pickup = w_lego_pickup,
.updateammo = w_lego_updateammo,
.wmodel = w_lego_wmodel,
.pmodel = w_lego_pmodel,
.deathmsg = w_lego_deathmsg,
.aimanim = w_lego_aimanim,
.hudpic = w_lego_hudpic,
.weight = -10,
.isempty = w_lego_isempty,
.type = w_lego_type
};
#ifdef SERVER
void
weapon_lego(void)
{
Weapons_InitItem(WEAPON_LEGO);
/*item_pickup item = (item_pickup)self;
item.SetRenderMode(RM_FULLBRIGHT);
item.SetRenderAmt(1.0f);*/
}
#endif