/* * Copyright (c) 2016-2021 Marco Cawthorne * * 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. */ enum { NAIL_IDLE1, NAIL_IDLE2, NAIL_UNUSED1, NAIL_RELOAD, NAIL_DRAW, NAIL_SHOOT }; void w_nailgun_precache(void) { precache_sound("weapons/brad_hit1.wav"); precache_sound("weapons/brad_hit2.wav"); precache_sound("weapons/nailgun.wav"); precache_model("models/nail.mdl"); precache_model("models/v_nailgun.mdl"); precache_model("models/w_nailgun.mdl"); } void w_nailgun_updateammo(player pl) { #ifdef SERVER Weapons_UpdateAmmo(pl, __NULL__, __NULL__, __NULL__); #endif } string w_nailgun_wmodel(void) { return "models/w_nailgun.mdl"; } void w_nailgun_draw(player pl) { Weapons_SetModel("models/v_nailgun.mdl"); Weapons_ViewAnimation(pl, NAIL_DRAW); } void w_nailgun_primary(player pl) { if (pl.w_attack_next > 0.0) { return; } #ifdef SERVER static void Nail_Touch(void) { SurfData_Impact(trace_ent, trace_endpos, trace_plane_normal); if (other.takedamage == DAMAGE_YES) { Damage_Apply(other, self.owner, 15, WEAPON_NAILGUN, DMG_GENERIC); if (random() < 0.5) { sound(self, CHAN_WEAPON, "weapons/brad_hit1.wav", 1, ATTN_NORM); } else { sound(self, CHAN_WEAPON, "weapons/brad_hit2.wav", 1, ATTN_NORM); } } else { sound(self, CHAN_WEAPON, "weapons/xbow_hit1.wav", 1, ATTN_NORM); } remove(self); } Weapons_MakeVectors(pl); entity nail = spawn(); setmodel(nail, "models/nail.mdl"); setorigin(nail, Weapons_GetCameraPos(pl) + (v_forward * 16)); nail.owner = pl; nail.velocity = v_forward * 2000; nail.movetype = MOVETYPE_FLY; nail.solid = SOLID_BBOX; nail.angles = vectoangles(nail.velocity); nail.avelocity[2] = 10; nail.touch = Nail_Touch; setsize(nail, [0,0,0], [0,0,0]); if (pl.flags & FL_CROUCHING) Animation_PlayerTop(pl, ANIM_SHOOT1HAND, 0.45f); else Animation_PlayerTop(pl, ANIM_CR_SHOOT1HAND, 0.45f); sound(pl, CHAN_WEAPON, "weapons/nailgun.wav", 1, ATTN_NORM); #else Weapons_ViewPunchAngle(pl, [-2,0,0]); Weapons_ViewAnimation(pl, NAIL_SHOOT); #endif pl.w_attack_next = 0.1f; pl.w_idle_next = 5.0f; } void w_nailgun_release(player pl) { if (pl.w_idle_next > 0) { return; } if (random() < 0.5) { Weapons_ViewAnimation(pl, NAIL_IDLE1); } else { Weapons_ViewAnimation(pl, NAIL_IDLE2); } pl.w_idle_next = 10.0f; } void w_nailgun_hudpic(player pl, int selected, vector pos, float a) { #ifdef CLIENT if (selected) { drawsubpic( pos, [170,45], "sprites/hud640_01.spr_0.tga", [0,45/256], [170/256,45/256], g_hud_color, a, DRAWFLAG_ADDITIVE ); } else { drawsubpic( pos, [170,45], "sprites/hud640_01.spr_0.tga", [0,45/256], [170/256,45/256], g_hud_color, a, DRAWFLAG_ADDITIVE ); } #endif } weapon_t w_nailgun = { .name = "nailgun", .id = ITEM_NAILGUN, .slot = 1, .slot_pos = 1, .draw = w_nailgun_draw, .holster = __NULL__, .primary = w_nailgun_primary, .secondary = __NULL__, .reload = __NULL__, .release = w_nailgun_release, .postdraw = __NULL__, .precache = w_nailgun_precache, .pickup = __NULL__, .updateammo = w_nailgun_updateammo, .wmodel = w_nailgun_wmodel, .pmodel = __NULL__, .deathmsg = __NULL__, .aimanim = __NULL__, .hudpic = w_nailgun_hudpic }; /* entity definitions for pickups */ #ifdef SERVER void weapon_nailgun(void) { Weapons_InitItem(WEAPON_NAILGUN); } #endif