238 lines
4.3 KiB
Plaintext
238 lines
4.3 KiB
Plaintext
/*
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* Copyright (c) 2016-2021 Marco Cawthorne <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_IDLE,
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SNIPER_RELOAD,
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SNIPER_DRAW,
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SNIPER_FIRE
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};
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void
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w_sniper2_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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#endif
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precache_model("models/v_hkg36.mdl");
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precache_model("models/w_hkg36.mdl");
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precache_model("models/p_hkg36.mdl");
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}
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int
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w_sniper2_pickup(int new, int startammo)
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{
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return w_sniper_pickup(new, startammo);
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}
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void
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w_sniper2_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_sniper2_wmodel(void)
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{
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return "models/w_hkg36.mdl";
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}
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string
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w_sniper2_pmodel(void)
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{
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return "models/p_hkg36.mdl";
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}
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string
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w_sniper2_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_sniper2_draw(void)
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{
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Weapons_SetModel("models/v_hkg36.mdl");
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Weapons_ViewAnimation(SNIPER_DRAW);
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}
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void
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w_sniper2_holster(void)
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{
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}
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void
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w_sniper2_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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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_sniper2_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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/* Ammo check */
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if (pl.sniper_mag <= 0)
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return;
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pl.sniper_mag--;
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Weapons_ViewPunchAngle([-20,0,0]);
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Weapons_ViewAnimation(SNIPER_FIRE);
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#ifdef CLIENT
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View_AddEvent(w_pistol_ejectshell, 0.0f);
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View_SetMuzzleflash(MUZZLE_SMALL);
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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_sniper2_secondary(void)
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{
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w_sniper_secondary();
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}
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void
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w_sniper2_reload(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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if (pl.sniper_mag >= 5)
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return;
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if (pl.ammo_sniper <= 0)
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return;
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Weapons_ViewAnimation(SNIPER_RELOAD);
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#ifdef SERVER
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Weapons_ReloadWeapon(pl, player::sniper_mag, player::ammo_sniper, 5);
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#endif
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pl.w_attack_next = 3.82f;
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pl.w_idle_next = 5.0f;
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}
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void
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w_sniper2_crosshair(void)
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{
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#ifdef CLIENT
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w_sniper_crosshair();
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#endif
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}
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float
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w_sniper2_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_sniper2_hudpic(int selected, vector pos, float a)
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{
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w_sniper_hudpic(selected, pos, a);
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}
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int
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w_sniper2_isempty(void)
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{
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w_sniper_isempty();
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}
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weapontype_t
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w_sniper2_type(void)
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{
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return WPNTYPE_RANGED;
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}
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weapon_t w_sniper2 =
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{
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.name = "sniper2",
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.id = ITEM_SNIPER2,
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.slot = 2,
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.slot_pos = 4,
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.weight = WEIGHT_SNIPER2,
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.draw = w_sniper2_draw,
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.holster = w_sniper2_holster,
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.primary = w_sniper2_primary,
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.secondary = w_sniper2_secondary,
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.reload = w_sniper2_reload,
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.release = w_sniper2_release,
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.crosshair = w_sniper2_crosshair,
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.precache = w_sniper2_precache,
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.pickup = w_sniper2_pickup,
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.updateammo = w_sniper2_updateammo,
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.wmodel = w_sniper2_wmodel,
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.pmodel = w_sniper2_pmodel,
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.deathmsg = w_sniper2_deathmsg,
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.aimanim = w_sniper2_aimanim,
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.isempty = w_sniper2_isempty,
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.type = w_sniper2_type,
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.hudpic = w_sniper2_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_th_sniper(void)
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{
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Weapons_InitItem(WEAPON_SNIPER2);
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}
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#endif
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