hunger/src/shared/w_rpg.qc

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/*
* Copyright (c) 2016-2021 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_rpg (0 0 1) (-16 -16 0) (16 16 32)
"model" "models/w_rpg.mdl"
HALF-LIFE (1998) ENTITY
RPG Weapon
*/
enum
{
RPG_IDLE,
RPG_FIDGET,
RPG_RELOAD,
RPG_FIRE2,
RPG_HOLSTER1,
RPG_DRAW1,
RPG_HOLSTER2,
RPG_DRAW_UL,
RPG_IDLE_UL,
RPG_FIDGET_UL,
};
void
w_rpg2_precache(void)
{
#ifdef SERVER
Sound_Precache("weapon_rpg.shoot");
precache_model("models/w_rpg.mdl");
precache_model("models/rpgrocket.mdl");
#else
precache_model("models/v_rpg.mdl");
precache_model("models/p_rpg.mdl");
precache_model("sprites/laserdot.spr");
#endif
}
void
w_rpg2_updateammo(player pl)
{
w_rpg_updateammo(pl);
}
string
w_rpg2_wmodel(void)
{
return w_rpg_wmodel();
}
string
w_rpg2_pmodel(void)
{
return w_rpg_pmodel();
}
string
w_rpg2_deathmsg(void)
{
return w_rpg_deathmsg();
}
int
w_rpg2_pickup(int new, int startammo)
{
return w_rpg_pickup(new, startammo);
}
void
w_rpg2_draw(void)
{
w_rpg_draw();
}
void
w_rpg2_holster(void)
{
}
void
w_rpg2_primary(void)
{
w_rpg_primary();
}
void
w_rpg2_reload(void)
{
w_rpg_reload();
}
void
w_rpg2_release(void)
{
w_rpg_release();
}
void
w_rpg2_secondary(void)
{
/* Another change to spice things up */
if (serverkeyfloat("th_rpgstyle") != 1) {
player pl = (player)self;
if (pl.w_attack_next > 0.0) {
return;
}
/* toggle laser */
pl.ammo_rpg_state = 1 - pl.ammo_rpg_state;
pl.w_attack_next = 0.25f;
w_rpg2_release();
}
}
float
w_rpg2_aimanim(void)
{
return w_rpg_aimanim();
}
void
w_rpg2_hudpic(int selected, vector pos, float a)
{
w_rpg_hudpic(selected, pos, a);
}
void
w_rpg2_hud(void)
{
w_rpg_hud();
}
int
w_rpg2_isempty(void)
{
return w_rpg_isempty();
}
weapontype_t
w_rpg2_type(void)
{
return w_rpg_type();
}
weapon_t w_rpg2 =
{
.name = "rpg_rocket",
.id = ITEM_RPG,
.slot = 3,
.slot_pos = 0,
.weight = WEIGHT_RPG,
.draw = w_rpg2_draw,
.holster = w_rpg2_holster,
.primary = w_rpg2_primary,
.secondary = w_rpg2_secondary,
.reload = w_rpg2_reload,
.release = w_rpg2_release,
.crosshair = w_rpg2_hud,
.precache = w_rpg2_precache,
.pickup = w_rpg2_pickup,
.updateammo = w_rpg2_updateammo,
.wmodel = w_rpg2_wmodel,
.pmodel = w_rpg2_pmodel,
.deathmsg = w_rpg2_deathmsg,
.aimanim = w_rpg2_aimanim,
.isempty = w_snark_isempty,
.type = w_snark_type,
.hudpic = w_rpg2_hudpic
};