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