503 lines
8.9 KiB
Plaintext
503 lines
8.9 KiB
Plaintext
/*
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* Copyright (c) 2016-2020 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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/* the rocket launcher */
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enum
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{
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DML_IDLE, // 2.5f
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DML_FIDGET, // 2.0f
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DML_RELOADBOTH, // 1.6f
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DML_RELOADLEFT, // 1.6f
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DML_RELOADRIGHT, // 1.6f
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DML_FIRE, // 1.222222f
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DML_CUSTOMIZE, // 4.0f
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DML_DRAW // 1.222222f
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};
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enum
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{
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DS_FULL,
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DS_RELOADING
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};
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enum
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{
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DMENU_NONE,
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DMENU_LAUNCH,
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DMENU_FLIGHTPATH,
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DMENU_DETONATE,
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DMENU_PAYLOAD
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};
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/* customizable states */
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enum
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{
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LAUNCH_FIRED,
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LAUNCH_TARGETED
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};
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enum
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{
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FLIGHTPATH_GUIDED,
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FLIGHTPATH_HOMING,
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FLIGHTPATH_SPIRAL
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} ;
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enum
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{
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DETONATE_IMPACT,
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DETONATE_PROXIMITY,
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DETONATE_TIMED,
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DETONATE_TRIPPED
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};
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enum
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{
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PAYLOAD_EXPLOSIVE,
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PAYLOAD_CLUSTER
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};
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/* functions */
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void
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w_dml_draw(player pl)
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{
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pl.menu_active = 0;
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Weapons_SetModel("models/v_dml.mdl");
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Weapons_SetGeomset("geomset 1 1\n");
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Weapons_ViewAnimation(pl, DML_DRAW);
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}
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void
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w_dml_holster(player pl)
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{
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}
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void
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w_dml_release(player pl)
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{
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if (pl.w_idle_next) {
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return;
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}
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if (pl.dml_state == DS_RELOADING) {
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if (pl.ammo_rocket & 1) {
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Weapons_ViewAnimation(pl, DML_RELOADRIGHT);
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} else {
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Weapons_ViewAnimation(pl, DML_RELOADLEFT);
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}
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#ifdef SERVER
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Sound_Play(pl, CHAN_WEAPON, "weapon_dml.reload");
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#endif
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pl.w_attack_next = 1.6f;
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pl.w_idle_next = pl.w_attack_next;
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pl.dml_state = DS_FULL;
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return;
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}
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int r = (float)input_sequence % 5;
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switch (r) {
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case 0:
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case 1:
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case 2:
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case 3:
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Weapons_ViewAnimation(pl, DML_IDLE);
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pl.w_idle_next = 10.0f;
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break;
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default:
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Weapons_ViewAnimation(pl, DML_FIDGET);
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pl.w_idle_next = 2.0f;
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}
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}
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#ifdef SERVER
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void
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w_dml_firerocket(player pl)
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{
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static void w_dml_rocket_impact(entity target, entity source) {
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Damage_Apply(target, source.owner, Skill_GetValue("sk_gaussfast_d", 13), WEAPON_GAUSSPISTOL, DMG_GENERIC);
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}
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NSProjectile ball = spawn(NSProjectile);
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ball.SetModel("models/rocket.mdl");
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ball.SetAngles(self.v_angle);
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ball.SetScale(0.25f);
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ball.SetRenderMode(RM_ADDITIVE);
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ball.SetOwner(pl);
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ball.SetImpact(w_dml_rocket_impact);
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makevectors(pl.v_angle);
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ball.SetOrigin(Weapons_GetCameraPos(pl) + (v_forward * 8));
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ball.SetVelocity(v_forward * 500);
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}
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#endif
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void
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w_dml_primary(player pl)
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{
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vector src;
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if (pl.gflags & GF_SEMI_TOGGLED)
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return;
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if (pl.menu_active > 0) {
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pl.menu_active = 0;
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pl.gflags |= GF_SEMI_TOGGLED;
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Weapons_ViewAnimation(pl, DML_CUSTOMIZE);
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#ifdef SERVER
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Sound_Play(pl, 8, "weapon_dml.customize");
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#endif
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pl.w_attack_next = 4.0f;
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pl.w_idle_next = 5.0f;
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return;
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}
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if (pl.ammo_rocket <= 0)
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return;
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if (pl.w_attack_next)
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return;
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if (pl.dml_state == DS_RELOADING) {
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w_dml_release(pl);
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return;
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}
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src = Weapons_GetCameraPos(pl);
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#ifdef SERVER
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w_dml_firerocket(pl);
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Sound_Play(pl, CHAN_WEAPON, "weapon_dml.fire");
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#endif
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Weapons_ViewAnimation(pl, DML_FIRE);
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pl.ammo_rocket -= 1;
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pl.w_attack_next = 1.222222f;
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pl.w_idle_next = 1.222222f;
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pl.dml_state = DS_RELOADING;
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}
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void
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w_dml_secondary(player pl)
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{
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if (pl.gflags & GF_SEMI_TOGGLED) {
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return;
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}
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pl.gflags |= GF_SEMI_TOGGLED;
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if (pl.w_attack_next) {
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return;
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}
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/* activate menu */
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if (pl.menu_active <= 0 || pl.menu_active == DMENU_PAYLOAD) {
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pl.menu_active = 1;
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} else {
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pl.menu_active = bound(DMENU_LAUNCH, pl.menu_active + 1, DMENU_PAYLOAD);
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}
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}
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void
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w_dml_updateammo(player pl)
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{
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Weapons_UpdateAmmo(pl, -1, pl.ammo_rocket, -1);
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}
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string
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w_dml_wmodel(void)
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{
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return "models/w_dml.mdl";
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}
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string
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w_dml_pmodel(player pl)
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{
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return "models/p_crossbow.mdl";
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}
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string
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w_dml_deathmsg(void)
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{
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return "";
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}
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float
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w_dml_aimanim(player pl)
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{
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return (0);
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}
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int
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w_dml_pickup(player pl, int new, int startammo)
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{
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#ifdef SERVER
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if (pl.ammo_rocket < 100) {
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pl.ammo_rocket = bound(0, pl.ammo_rocket + 2, 100);
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} else {
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return (0);
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}
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#endif
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return (1);
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}
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void
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w_dml_hud(player pl)
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{
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#ifdef CLIENT
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static string lmodes[] = {
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"WHEN FIRED",
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"WHEN TARGETED"
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};
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static string fmodes[] = {
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"GUIDED",
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"HOMING",
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"SPIRAL"
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};
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static string dmodes[] = {
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"ON IMPACT",
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"IN PROXIMITY",
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"TIMED",
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"WHEN TRIPPED"
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};
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static string pmodes[] = {
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"EXPLOSIVE",
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"CLUSTER"
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};
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vector pos;
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vector jitter = g_vec_null;
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float lerp;
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/* laser */
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if (pl.dml_flightpath == FLIGHTPATH_GUIDED) {
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Weapons_MakeVectors(pl);
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vector src = Weapons_GetCameraPos(pl);
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traceline(src, src + (v_forward * 256), FALSE, pl);
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lerp = Math_Lerp(18,6, trace_fraction);
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jitter[0] = (random(0,2) - 2) * (1 - trace_fraction);
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jitter[1] = (random(0,2) - 2) * (1 - trace_fraction);
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pos = (g_hudres / 2) + ([-lerp,-lerp] / 2);
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drawsubpic(
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pos + jitter,
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[lerp,lerp],
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"sprites/laserdot.spr_0.tga",
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[0,0],
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[1.0, 1.0],
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[1,1,1],
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1.0f,
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DRAWFLAG_ADDITIVE
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);
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}
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/* menu */
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if (pl.menu_active > 0) {
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vector col1, col2, col3, col4;
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string txt1, txt2, txt3, txt4;
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col1 = col2 = col3 = col4 = [1,1,1];
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switch (pl.menu_active) {
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case DMENU_LAUNCH:
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col1 = [0,1,0];
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break;
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case DMENU_FLIGHTPATH:
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col2 = [0,1,0];
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break;
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case DMENU_DETONATE:
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col3 = [0,1,0];
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break;
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case DMENU_PAYLOAD:
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col4 = [0,1,0];
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break;
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}
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txt1 = sprintf("LAUNCH: %s", lmodes[pl.dml_launch]);
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txt2 = sprintf("FLIGHTPATH: %s", fmodes[pl.dml_flightpath]);
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txt3 = sprintf("DETONATE: %s", dmodes[pl.dml_detonate]);
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txt4 = sprintf("PAYLOAD: %s", pmodes[pl.dml_payload]);
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pos = g_hudmins + (g_hudres / 2) + [-80,-48];
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drawfont = Font_GetID(FONT_20);
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drawstring(pos, txt1, [20,20], col1, 1.0f,
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DRAWFLAG_ADDITIVE);
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pos[1] += 24;
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drawstring(pos, txt2, [20,20], col2, 1.0f,
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DRAWFLAG_ADDITIVE);
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pos[1] += 24;
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drawstring(pos, txt3, [20,20], col3, 1.0f,
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DRAWFLAG_ADDITIVE);
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pos[1] += 24;
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drawstring(pos, txt4, [20,20], col4, 1.0f,
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DRAWFLAG_ADDITIVE);
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return;
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}
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pos = g_hudmins + (g_hudres / 2) + [-32,-15];
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drawsubpic(
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pos,
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[63,31],
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g_cross_spr,
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[149/256,1/128],
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[63/256, 31/128],
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[1,1,1],
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1.0f,
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DRAWFLAG_NORMAL
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);
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HUD_DrawAmmo2();
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#endif
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}
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void
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w_dml_hudpic(player pl, int selected, vector pos, float a)
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{
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#ifdef CLIENT
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drawpic(
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pos,
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"gfx/vgui/640_weapon_dml0.tga",
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[170,43],
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[1,1,1],
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a,
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DRAWFLAG_NORMAL
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);
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#endif
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}
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void
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w_dml_precache(void)
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{
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precache_model("models/v_dml.mdl");
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precache_model("sprites/laserdot.spr");
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#ifdef SERVER
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Sound_Precache("weapon_dml.customize");
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Sound_Precache("weapon_dml.fire");
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Sound_Precache("weapon_dml.reload");
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clientstat(42, EV_INTEGER, player::dml_launch);
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clientstat(43, EV_INTEGER, player::dml_flightpath);
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clientstat(44, EV_INTEGER, player::dml_detonate);
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clientstat(45, EV_INTEGER, player::dml_payload);
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#endif
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}
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weapon_t w_dml =
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{
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.name = "dml",
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.id = ITEM_DML,
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.weight = WEIGHT_DML,
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.slot = 3,
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.slot_pos = 1,
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.draw = w_dml_draw,
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.holster = w_dml_holster,
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.primary = w_dml_primary,
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.secondary = w_dml_secondary,
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.reload = __NULL__,
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.release = w_dml_release,
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.postdraw = w_dml_hud,
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.precache = w_dml_precache,
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.pickup = w_dml_pickup,
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.updateammo = w_dml_updateammo,
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.wmodel = w_dml_wmodel,
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.pmodel = w_dml_pmodel,
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.deathmsg = w_dml_deathmsg,
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.aimanim = w_dml_aimanim,
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.type = gunman_wpntype_ranged,
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.hudpic = w_dml_hudpic
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};
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#ifdef CLIENT
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int
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w_dml_hudforward(player pl)
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{
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if (pl.menu_active <= 0) {
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return (1);
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}
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switch (pl.menu_active) {
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case DMENU_LAUNCH:
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sendevent("w_dml_launch", "i", 1i);
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break;
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case DMENU_FLIGHTPATH:
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sendevent("w_dml_path", "i", 1i);
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break;
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case DMENU_DETONATE:
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sendevent("w_dml_det", "i", 1i);
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break;
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case DMENU_PAYLOAD:
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sendevent("w_dml_pay", "i", 1i);
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break;
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}
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return (0);
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}
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int
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w_dml_hudback(player pl)
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{
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if (pl.menu_active <= 0) {
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return (1);
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}
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switch (pl.menu_active) {
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case DMENU_LAUNCH:
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sendevent("w_dml_launch", "i", -1i);
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break;
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case DMENU_FLIGHTPATH:
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sendevent("w_dml_path", "i", -1i);
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break;
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case DMENU_DETONATE:
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sendevent("w_dml_det", "i", -1i);
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break;
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case DMENU_PAYLOAD:
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sendevent("w_dml_pay", "i", -1i);
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break;
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}
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return (0);
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}
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#else
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void
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CSEv_w_dml_launch_i(int f)
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{
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player pl = (player)self;
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pl.dml_launch = bound(0, pl.dml_launch + f, 1);
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}
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void
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CSEv_w_dml_path_i(int f)
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{
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player pl = (player)self;
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pl.dml_flightpath = bound(0, pl.dml_flightpath + f, 2);
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}
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void
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CSEv_w_dml_det_i(int f)
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{
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player pl = (player)self;
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pl.dml_detonate = bound(0, pl.dml_detonate + f, 3);
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}
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void
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CSEv_w_dml_pay_i(int f)
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{
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player pl = (player)self;
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pl.dml_payload = bound(0, pl.dml_payload + f, 1);
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}
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#endif
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