269 lines
5.2 KiB
Plaintext
269 lines
5.2 KiB
Plaintext
/*
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* Copyright (c) 2016-2021 Marco Hladik <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_bradnailer (0 0 1) (-16 -16 0) (16 16 32)
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"model" "models/w_bradnailer.mdl"
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Poke646 (2001) ENTITY
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Handheld Nailgun that kills like a pistol
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*/
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enum
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{
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BNAIL_IDLE1,
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BNAIL_IDLE2,
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BNAIL_IDLE3,
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BNAIL_SHOOT,
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BNAIL_UNUSED1,
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BNAIL_RELOAD,
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BNAIL_UNUSED2,
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BNAIL_DRAW,
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BNAIL_HOLSTER,
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BNAIL_UNUSED3,
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BNAIL_TILT,
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BNAIL_TILTBACK,
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BNAIL_SHOOT2
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};
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void
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w_bradnailer_precache(void)
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{
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#ifdef SERVER
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Sound_Precache("weapon_bradnailer.fire");
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Sound_Precache("weapon_bradnailer.hitbody");
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#endif
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precache_model("models/nail.mdl");
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precache_model("models/v_bradnailer.mdl");
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precache_model("models/w_bradnailer.mdl");
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}
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void
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w_bradnailer_updateammo(player pl)
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{
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Weapons_UpdateAmmo(pl, pl.bradnailer_mag, pl.ammo_nail, -1);
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}
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string
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w_bradnailer_wmodel(void)
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{
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return "models/w_bradnailer.mdl";
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}
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int
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w_bradnailer_pickup(int new, int startammo)
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{
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/* TODO */
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return TRUE;
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}
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void
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w_bradnailer_draw(void)
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{
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Weapons_SetModel("models/v_bradnailer.mdl");
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Weapons_ViewAnimation(BNAIL_DRAW);
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}
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void
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w_bradnailer_holster(void)
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{
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Weapons_ViewAnimation(BNAIL_HOLSTER);
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}
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#ifdef SERVER
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void
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w_bradnailer_shootnail(void)
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{
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player pl = (player)self;
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static void Nail_Touch(void) {
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FX_Spark(self.origin, trace_plane_normal);
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if (other.takedamage == DAMAGE_YES) {
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Damage_Apply(other, self.owner, 15, WEAPON_BRADNAILER, DMG_GENERIC);
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Sound_Play(self, CHAN_WEAPON, "weapon_bradnailer.hitbody");
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} else {
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Sound_Play(self, CHAN_WEAPON, "weapon_crossbow.hit");
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}
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remove(self);
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}
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Weapons_MakeVectors();
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entity nail = spawn();
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setmodel(nail, "models/nail.mdl");
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setorigin(nail, Weapons_GetCameraPos() + (v_forward * 16));
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nail.owner = self;
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nail.velocity = v_forward * 2000;
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nail.movetype = MOVETYPE_FLY;
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nail.solid = SOLID_BBOX;
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nail.angles = vectoangles(nail.velocity);
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nail.avelocity[2] = 10;
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nail.touch = Nail_Touch;
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setsize(nail, [0,0,0], [0,0,0]);
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if (self.flags & FL_CROUCHING)
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Animation_PlayerTopTemp(ANIM_SHOOT1HAND, 0.45f);
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else
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Animation_PlayerTopTemp(ANIM_CR_SHOOT1HAND, 0.45f);
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Sound_Play(pl, CHAN_WEAPON, "weapon_bradnailer.fire");
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}
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#endif
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void
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w_bradnailer_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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#ifdef SERVER
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w_bradnailer_shootnail();
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#else
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Weapons_ViewPunchAngle([-2,0,0]);
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Weapons_ViewAnimation(BNAIL_SHOOT);
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#endif
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pl.w_attack_next = 0.3f;
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pl.w_idle_next = 5.0f;
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}
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void
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w_bradnailer_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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/* Hack */
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if (pl.a_ammo3 == 0) {
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pl.a_ammo3 = 1;
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Weapons_ViewAnimation(BNAIL_TILT);
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pl.w_attack_next = 0.4f;
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pl.w_idle_next = pl.w_attack_next;
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return;
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}
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#ifdef SERVER
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w_bradnailer_shootnail();
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#else
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Weapons_ViewPunchAngle([-2,0,0]);
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Weapons_ViewAnimation(BNAIL_SHOOT2);
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#endif
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pl.w_attack_next = 0.2f;
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pl.w_idle_next = pl.w_attack_next;
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}
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void
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w_bradnailer_release(void)
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{
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player pl = (player)self;
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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.a_ammo3 == 1) {
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pl.a_ammo3 = 0;
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Weapons_ViewAnimation(BNAIL_TILTBACK);
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pl.w_attack_next = 0.4f;
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pl.w_idle_next = pl.w_attack_next;
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return;
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}
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int r = (float)input_sequence % 3;
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switch (r) {
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case 0:
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Weapons_ViewAnimation(BNAIL_IDLE1);
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break;
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case 1:
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Weapons_ViewAnimation(BNAIL_IDLE2);
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break;
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case 2:
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Weapons_ViewAnimation(BNAIL_IDLE3);
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break;
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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_bradnailer_hudpic(int selected, vector pos, float a)
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{
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#ifdef CLIENT
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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/hud640_01.spr_0.tga",
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[0,45/256],
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[170/256,45/256],
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g_hud_color,
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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/hud640_01.spr_0.tga",
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[0,45/256],
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[170/256,45/256],
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g_hud_color,
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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_bradnailer =
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{
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.name = "bradnailer",
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.id = ITEM_BRADNAILER,
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.slot = 1,
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.slot_pos = 0,
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.draw = w_bradnailer_draw,
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.holster = w_bradnailer_holster,
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.primary = w_bradnailer_primary,
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.secondary = w_bradnailer_secondary,
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.reload = __NULL__,
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.release = w_bradnailer_release,
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.crosshair = __NULL__,
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.precache = w_bradnailer_precache,
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.pickup = w_bradnailer_pickup,
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.updateammo = w_bradnailer_updateammo,
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.wmodel = w_bradnailer_wmodel,
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.pmodel = __NULL__,
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.deathmsg = __NULL__,
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.aimanim = __NULL__,
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.hudpic = w_bradnailer_hudpic
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};
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/* entity definitions for pickups */
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#ifdef SERVER
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void
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weapon_bradnailer(void)
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{
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Weapons_InitItem(WEAPON_BRADNAILER);
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}
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#endif
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