hunger/src/shared/w_chaingun.qc

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/*
* Copyright (c) 2016-2021 Marco Hladik <marco@icculus.org>
* Copyright (c) 2019-2020 Gethyn ThomasQuail <xylemon@posteo.net>
*
* 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.
*/
/* Animations */
enum
{
CHAINGUN_IDLE1,
CHAINGUN_IDLE2,
CHAINGUN_SPINUP,
CHAINGUN_SPINDOWN,
CHAINGUN_FIRE,
CHAINGUN_DRAW,
CHAINGUN_HOLSTER
};
void
w_chaingun_precache(void)
{
#ifdef SERVER
Sound_Precache("weapon_chaingun.fire");
Sound_Precache("weapon_chaingun.reload");
Sound_Precache("weapon_chaingun.spindown");
Sound_Precache("weapon_chaingun.spinup");
#endif
precache_model("models/v_tfac.mdl");
precache_model("models/w_tfac.mdl");
precache_model("models/p_tfac.mdl");
}
int
w_chaingun_pickup(int new, int startammo)
{
#ifdef SERVER
player pl = (player)self;
if (new) {
pl.chaingun_mag = 100;
} else {
if (pl.ammo_9mm < MAX_A_9MM) {
pl.ammo_9mm = bound(0, pl.ammo_9mm + 100, MAX_A_9MM);
} else {
return FALSE;
}
}
#endif
return TRUE;
}
void
w_chaingun_updateammo(player pl)
{
Weapons_UpdateAmmo(pl, pl.chaingun_mag, pl.ammo_9mm, -1);
}
string
w_chaingun_wmodel(void)
{
return "models/w_tfac.mdl";
}
string
w_chaingun_pmodel(void)
{
return "models/p_tfac.mdl";
}
string
w_chaingun_deathmsg(void)
{
return "%s was rolled over by %s' Chaingun.";
}
void
w_chaingun_draw(void)
{
player pl = (player)self;
pl.mode_tempstate = 0;
#ifdef CLIENT
Weapons_SetModel("models/v_tfac.mdl");
Weapons_ViewAnimation(CHAINGUN_DRAW);
#endif
}
void
w_chaingun_holster(void)
{
Weapons_ViewAnimation(CHAINGUN_HOLSTER);
}
void
w_chaingun_release(void)
{
player pl = (player)self;
/* auto-reload if need be */
if (pl.w_attack_next <= 0.0)
if (pl.chaingun_mag == 0 && pl.ammo_9mm > 0) {
Weapons_Reload();
return;
}
if (pl.w_idle_next > 0.0) {
return;
}
/* end firing */
if (pl.mode_tempstate == 1) {
pl.mode_tempstate = 0;
#ifdef SERVER
Sound_Play(pl, CHAN_WEAPON, "weapon_chaingun.spindown");
#endif
Weapons_ViewAnimation(CHAINGUN_SPINDOWN);
pl.w_attack_next = 1.0f;
pl.w_idle_next = pl.w_attack_next;
return;
}
/* end reload */
if (pl.mode_tempstate == 2) {
pl.mode_tempstate = 0;
Weapons_ViewAnimation(CHAINGUN_DRAW);
pl.w_attack_next = 1.0f;
pl.w_idle_next = pl.w_attack_next;
return;
}
int r = (float)input_sequence % 2;
if (r) {
Weapons_ViewAnimation(CHAINGUN_IDLE1);
} else {
Weapons_ViewAnimation(CHAINGUN_IDLE2);
}
pl.w_idle_next = 15.0f;
}
void
w_chaingun_primary(void)
{
player pl = (player)self;
/* in case we're spamming primary while reloading */
if (pl.mode_tempstate == 2) {
w_chaingun_release();
return;
}
if (pl.w_attack_next > 0.0) {
return;
}
/* ammo check */
if (pl.chaingun_mag <= 0) {
return;
}
/* spin up first */
if (pl.mode_tempstate == 0) {
pl.mode_tempstate = 1;
Weapons_ViewAnimation(CHAINGUN_SPINUP);
#ifdef SERVER
Sound_Play(pl, CHAN_WEAPON, "weapon_chaingun.spinup");
#endif
pl.w_attack_next = 0.5f;
pl.w_idle_next = pl.w_attack_next;
return;
}
pl.chaingun_mag--;
/* actual firing */
#ifdef CLIENT
View_SetMuzzleflash(MUZZLE_RIFLE);
Weapons_ViewAnimation(CHAINGUN_FIRE);
Weapons_ViewPunchAngle([random(-2, 2),0,0]);
#else
TraceAttack_FireBullets(1, Weapons_GetCameraPos(), 8, [0.15,0.15], WEAPON_CHAINGUN);
Sound_Play(pl, CHAN_WEAPON, "weapon_chaingun.fire");
#endif
pl.w_attack_next = 0.1f;
pl.w_idle_next = 0.0f;
}
void
w_chaingun_reload(void)
{
player pl = (player)self;
if (pl.w_attack_next) {
w_chaingun_release();
return;
}
/* ammo check */
if (pl.chaingun_mag >= 100) {
return;
}
if (pl.ammo_9mm <= 0) {
return;
}
#ifdef CLIENT
Weapons_ViewAnimation(CHAINGUN_HOLSTER);
#else
Sound_Play(pl, CHAN_WEAPON, "weapon_chaingun.reload");
Weapons_ReloadWeapon(pl, player::chaingun_mag, player::ammo_9mm, 100);
#endif
pl.mode_tempstate = 2;
pl.w_attack_next = 10.0f;
pl.w_idle_next = 1.5f;
}
void
w_chaingun_hud(void)
{
w_glock_hud();
}
float
w_chaingun_aimanim(void)
{
return w_mp5_aimanim();
}
void
w_chaingun_hudpic(int selected, vector pos, float a)
{
#ifdef CLIENT
player pl = (player)self;
vector hud_col;
if (pl.chaingun_mag == 0 && pl.ammo_9mm == 0)
hud_col = [1,0,0];
else
hud_col = g_hud_color;
HUD_DrawAmmoBar(pos, pl.ammo_9mm, MAX_A_9MM, a);
if (selected) {
drawsubpic(
pos,
[170,45],
"sprites/tfchud04.spr_0.tga",
[0,90/256],
[170/256,45/256],
hud_col,
a,
DRAWFLAG_ADDITIVE
);
} else {
drawsubpic(
pos,
[170,45],
"sprites/tfchud03.spr_0.tga",
[0,45/256],
[170/256,45/256],
hud_col,
a,
DRAWFLAG_ADDITIVE
);
}
#endif
}
weapon_t w_chaingun =
{
.name = "chaingun",
.id = ITEM_CHAINGUN,
.slot = 3,
.slot_pos = 3,
.draw = w_chaingun_draw,
.holster = w_chaingun_holster,
.primary = w_chaingun_primary,
.secondary = w_chaingun_release,
.reload = w_chaingun_reload,
.release = w_chaingun_release,
.crosshair = w_chaingun_hud,
.precache = w_chaingun_precache,
.pickup = w_chaingun_pickup,
.updateammo = w_chaingun_updateammo,
.wmodel = w_chaingun_wmodel,
.pmodel = w_chaingun_pmodel,
.deathmsg = w_chaingun_deathmsg,
.aimanim = w_chaingun_aimanim,
.hudpic = w_chaingun_hudpic
};
/* pickups */
#ifdef SERVER
void
weapon_th_chaingun(void)
{
Weapons_InitItem(WEAPON_CHAINGUN);
}
#endif