rewolf/src/shared/w_minigun.qc

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/*
* Copyright (c) 2016-2020 Marco Cawthorne <marco@icculus.org>
*
* 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
{
MG_IDLE, // 2.0f
MG_FIDGET, // 2.6f
MG_FIRE, // 0.333333f
MG_SPINUP, // 2.0f
MG_FIRELOOP, // 0.666667f
MG_SPINDOWN, // 2.0f
MG_DRAW, // 1.5f
MG_IDLELOOP, // 0.666667f
MG_HOLSTER // 1.5f
};
void
w_minigun_draw(player pl)
{
pl.menu_active = 0;
Weapons_SetModel("models/v_mechagun.mdl");
Weapons_SetGeomset("geomset 1 1\n");
Weapons_ViewAnimation(pl, MG_DRAW);
}
void
w_minigun_holster(player pl)
{
Weapons_ViewAnimation(pl, MG_DRAW);
}
void
w_minigun_release(player pl)
{
if (pl.w_idle_next) {
return;
}
if (pl.menu_active == 1) {
Weapons_ViewAnimation(pl, MG_IDLELOOP);
pl.w_idle_next = 0.666667f;
return;
}
int r = (float)input_sequence % 5;
switch (r) {
case 0:
case 1:
case 2:
case 3:
Weapons_ViewAnimation(pl, MG_IDLE);
pl.w_idle_next = 10.0f;
break;
default:
Weapons_ViewAnimation(pl, MG_FIDGET);
pl.w_idle_next = 2.0f;
}
}
void
w_minigun_primary(player pl)
{
vector src;
if (pl.w_attack_next)
return;
if (pl.ammo_minigun <= 0) {
w_minigun_release(pl);
return;
}
src = Weapons_GetCameraPos(pl);
#ifdef SERVER
Sound_Play(pl, CHAN_WEAPON, "weapon_minigun.fire");
#else
View_SetMuzzleflash(MUZZLE_RIFLE);
#endif
Weapons_ViewPunchAngle(pl, [-2,0,0]);
pl.ammo_minigun--;
if (pl.menu_active == 1) {
Weapons_ViewAnimation(pl, MG_FIRELOOP);
#ifdef SERVER
TraceAttack_FireBulletsWithDecal(1, src, Skill_GetValue("sk_9mmAR_bullet", 10), [0.1,0.1], WEAPON_MINIGUN, "Impact.BigShot");
#endif
pl.w_attack_next = 0.1f;
pl.w_idle_next = 0.1f;
} else {
Weapons_ViewAnimation(pl, MG_FIRE);
#ifdef SERVER
TraceAttack_FireBulletsWithDecal(1, src, Skill_GetValue("sk_9mmAR_bullet", 10), [0.05,0.05], WEAPON_MINIGUN, "Impact.BigShot");
#endif
pl.w_attack_next = 0.25f;
pl.w_idle_next = 2.5f;
}
}
void
w_minigun_secondary(player pl)
{
if (pl.w_attack_next)
return;
#ifdef SERVER
if (pl.menu_active == 0) {
//Sound_Play(pl, 8, "weapon_minigun.spinup");
} else {
//Sound_Play(pl, 8, "weapon_minigun.spindown");
}
#endif
if (pl.menu_active == 0) {
Weapons_ViewAnimation(pl, MG_SPINUP);
} else {
Weapons_ViewAnimation(pl, MG_SPINDOWN);
}
pl.menu_active = 1 - pl.menu_active;
pl.w_attack_next = 2.0f;
pl.w_idle_next = 2.0f;
}
void
w_minigun_updateammo(player pl)
{
Weapons_UpdateAmmo(pl, -1, pl.ammo_minigun, -1);
}
string
w_minigun_wmodel(void)
{
return "models/w_mechagun.mdl";
}
string
w_minigun_pmodel(player pl)
{
return "models/p_9mmar.mdl";
}
string
w_minigun_deathmsg(void)
{
return "";
}
float
w_minigun_aimanim(player pl)
{
return (0);
}
int
w_minigun_pickup(player pl, int new, int startammo)
{
#ifdef SERVER
if (pl.ammo_minigun < 100) {
pl.ammo_minigun = bound(0, pl.ammo_minigun + 30, 100);
} else {
return (0);
}
#endif
return (1);
}
void
w_minigun_hud(player pl)
{
#ifdef CLIENT
vector pos;
pos = g_hudmins + (g_hudres / 2) + [-23,-15];
drawsubpic(
pos,
[47,31],
g_cross_spr,
[67/256,1/128],
[47/256, 31/128],
[1,1,1],
1.0f,
DRAWFLAG_NORMAL
);
pos = g_hudmins + [g_hudres[0] - 125, g_hudres[1] - 42];
for (int i = 0; i < 3; i++) {
drawpic(
pos,
"gfx/vgui/640_ammo_minigun.tga",
[32,16],
[1,1,1],
1.0f,
DRAWFLAG_NORMAL
);
pos[1] += 8;
}
HUD_DrawAmmo2();
#endif
}
void
w_minigun_hudpic(player pl, int selected, vector pos, float a)
{
#ifdef CLIENT
drawpic(
pos,
"gfx/vgui/640_weapon_minigun0.tga",
[170,43],
[1,1,1],
a,
DRAWFLAG_NORMAL
);
#endif
}
void
w_minigun_precache(void)
{
#ifdef SERVER
Sound_Precache("weapon_minigun.fire");
Sound_Precache("weapon_minigun.spindown");
Sound_Precache("weapon_minigun.spinup");
#endif
precache_model("models/v_mechagun.mdl");
precache_model("models/w_mechagun.mdl");
precache_model("models/p_9mmar.mdl");
}
weapon_t w_minigun =
{
.name = "minigun",
.id = ITEM_MINIGUN,
.slot = 2,
.slot_pos = 1,
.draw = w_minigun_draw,
.holster = w_minigun_holster,
.primary = w_minigun_primary,
.secondary = w_minigun_secondary,
.reload = __NULL__,
.release = w_minigun_release,
.postdraw = w_minigun_hud,
.precache = w_minigun_precache,
.pickup = w_minigun_pickup,
.updateammo = w_minigun_updateammo,
.wmodel = w_minigun_wmodel,
.pmodel = w_minigun_pmodel,
.deathmsg = w_minigun_deathmsg,
.aimanim = w_minigun_aimanim,
.type = gunman_wpntype_ranged,
.hudpic = w_minigun_hudpic
};