358 lines
6.2 KiB
Plaintext
358 lines
6.2 KiB
Plaintext
/*
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* Copyright (c) 2016-2021 Marco Hladik <marco@icculus.org>
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* Copyright (c) 2019-2020 Gethyn ThomasQuail <xylemon@posteo.net>
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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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enum
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{
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SNIPER_IDLE1,
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SNIPER_UNUSED1,
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SNIPER_FIRE1,
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SNIPER_DRAW,
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SNIPER_HOLSTER,
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SNIPER_IDLE2
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};
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void
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w_sniper_precache(void)
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{
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#ifdef SERVER
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Sound_Precache("weapon_sniper.fire");
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Sound_Precache("weapon_sniper.reload");
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#endif
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precache_model("models/v_tfc_sniper.mdl");
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precache_model("models/w_isotopebox.mdl");
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precache_model("models/p_sniper.mdl");
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}
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int
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w_sniper_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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if (new) {
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pl.sniper_mag = 5;
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} else {
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if (pl.ammo_sniper < MAX_A_SNIPER) {
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pl.ammo_sniper = bound(0, pl.ammo_sniper + 5, MAX_A_SNIPER);
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} else {
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return FALSE;
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}
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}
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#endif
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return TRUE;
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}
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void
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w_sniper_updateammo(player pl)
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{
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Weapons_UpdateAmmo(pl, pl.sniper_mag, pl.ammo_sniper, -1);
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}
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string
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w_sniper_wmodel(void)
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{
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return "models/w_isotopebox.mdl";
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}
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string
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w_sniper_pmodel(void)
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{
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return "models/p_sniper.mdl";
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}
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string
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w_sniper_deathmsg(void)
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{
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return "%s was taken out by %s's Sniper.";
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}
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void
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w_sniper_draw(void)
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{
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player pl = (player)self;
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pl.mode_tempstate = 0;
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#ifdef CLIENT
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Weapons_SetModel("models/v_tfc_sniper.mdl");
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Weapons_ViewAnimation(SNIPER_DRAW);
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#endif
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}
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void
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w_sniper_holster(void)
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{
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#ifdef CLIENT
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Weapons_ViewAnimation(SNIPER_HOLSTER);
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#endif
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}
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void
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w_sniper_release(void)
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{
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player pl = (player)self;
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/* auto-reload if need be */
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if (pl.w_attack_next <= 0.0)
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if (pl.sniper_mag == 0 && pl.ammo_sniper > 0) {
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Weapons_Reload();
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return;
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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 (pl.mode_tempstate == 1) {
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Weapons_ViewAnimation(SNIPER_DRAW);
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pl.mode_tempstate = 0;
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pl.w_attack_next = 0.0f;
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pl.w_idle_next = 15.0f;
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return;
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}
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int r = floor(random(0,2));
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switch (r) {
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case 0:
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Weapons_ViewAnimation(SNIPER_IDLE1);
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pl.w_idle_next = 3.0f;
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break;
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case 1:
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Weapons_ViewAnimation(SNIPER_IDLE2);
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pl.w_idle_next = 2.0f;
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break;
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}
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pl.w_idle_next = 15.0f;
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}
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void
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w_sniper_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.sniper_mag <= 0) {
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return;
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}
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pl.sniper_mag--;
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/* Actual firing */
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#ifdef CLIENT
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View_SetMuzzleflash(MUZZLE_SMALL);
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Weapons_ViewPunchAngle([-20,0,0]);
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Weapons_ViewAnimation(SNIPER_FIRE1);
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#else
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TraceAttack_FireBullets(1, pl.origin + pl.view_ofs, 40, [0.008, 0.008], WEAPON_SNIPER);
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Sound_Play(pl, CHAN_WEAPON, "weapon_sniper.fire");
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#endif
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/* Simple toggle of fovs */
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if (pl.viewzoom == 1.0f) {
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pl.w_attack_next = 0.1f;
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} else {
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pl.w_attack_next = 1.0f;
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}
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pl.w_idle_next = 10.0f;
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}
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void
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w_sniper_secondary(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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/* Simple toggle of fovs */
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if (pl.viewzoom == 1.0f) {
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pl.viewzoom = 0.25f;
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} else {
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pl.viewzoom = 1.0f;
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}
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pl.w_attack_next = 0.5f;
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}
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void
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w_sniper_reload(void)
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{
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player pl = (player)self;
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if (pl.w_attack_next) {
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w_sniper_release();
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return;
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}
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if (pl.sniper_mag >= 5) {
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return;
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}
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if (pl.ammo_sniper <= 0) {
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return;
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}
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#ifdef CLIENT
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Weapons_ViewAnimation(SNIPER_HOLSTER);
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#else
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Sound_Play(pl, CHAN_WEAPON, "weapon_sniper.reload");
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Weapons_ReloadWeapon(pl, player::sniper_mag, player::ammo_sniper, 5);
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#endif
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pl.mode_tempstate = 1;
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pl.w_attack_next = 2.5f;
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pl.w_idle_next = 2.0f;
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}
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void
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w_sniper_crosshair(void)
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{
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#ifdef CLIENT
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player pl = (player)self;
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static vector cross_pos;
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vector aicon_pos;
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if (pl.viewzoom < 1.0f) {
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drawfill(
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g_hudmins,
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g_hudres,
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[0,0.2,0],
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1.0f,
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DRAWFLAG_ADDITIVE
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);
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cross_pos = g_hudmins + (g_hudres / 2) + [-128,-104];
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drawpic(
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cross_pos,
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"sprites/nmxhair2.spr_0.tga",
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[256,208],
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[1,1,1],
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1.0f,
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DRAWFLAG_NORMAL
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);
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} else {
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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/crosshairs.spr_0.tga",
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[48/128,0],
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[24/128,24/128],
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[1,1,1],
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1.0f,
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DRAWFLAG_NORMAL
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);
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}
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HUD_DrawAmmo1();
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HUD_DrawAmmo2();
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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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[24/256,72/128],
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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_sniper_aimanim(void)
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{
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return w_crossbow_aimanim();
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}
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void
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w_sniper_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.sniper_mag == 0 && pl.ammo_sniper == 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_sniper, MAX_A_SNIPER, 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/tfchud02.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/tfchud01.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_sniper =
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{
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.name = "sniper",
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.id = ITEM_SNIPER,
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.slot = 2,
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.slot_pos = 3,
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.draw = w_sniper_draw,
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.holster = w_sniper_holster,
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.primary = w_sniper_primary,
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.secondary = w_sniper_secondary,
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.reload = w_sniper_reload,
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.release = w_sniper_release,
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.crosshair = w_sniper_crosshair,
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.precache = w_sniper_precache,
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.pickup = w_sniper_pickup,
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.updateammo = w_sniper_updateammo,
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.wmodel = w_sniper_wmodel,
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.pmodel = w_sniper_pmodel,
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.deathmsg = w_sniper_deathmsg,
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.aimanim = w_sniper_aimanim,
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.hudpic = w_sniper_hudpic
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};
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/* pickups */
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#ifdef SERVER
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void
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weapon_einar1(void)
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{
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Weapons_InitItem(WEAPON_SNIPER);
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}
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#endif
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