/* * Copyright (c) 2016-2021 Marco Hladik * * 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. */ #ifdef CLIENT var string g_cannon_spr; #endif typedef enum { CANNON_FIREBOTH, CANNON_FIRELEFT, CANNON_FIRERIGHT, CANNON_RELOAD, CANNON_DEPLOY, CANNON_PUTAWAY, CANNON_IDLE1, CANNON_IDLE2 } cannonAnims_t; void w_cannon_precache(void) { #ifdef SERVER precache_sound("cannon/cin.wav"); precache_sound("cannon/close.wav"); precache_sound("cannon/cout.wav"); precache_sound("cannon/fire.wav"); precache_sound("cannon/open.wav"); #else precache_model("models/v_cannon.mdl"); precache_model("models/p_cannon.mdl"); g_cannon_spr = spriteframe("sprites/w_cannon.spr", 0, 0.0f); #endif } void w_cannon_updateammo(player pl) { Weapons_UpdateAmmo(pl, pl.cannon_mag, pl.ammo_buckshot, -1); } string w_cannon_pmodel(void) { return "models/p_cannon.mdl"; } string w_cannon_deathmsg(void) { return "%s killed %s with handcannon."; } void w_cannon_reload(void) { player pl = (player)self; if (pl.w_attack_next > 0) { return; } if (pl.cannon_mag >= 2) { return; } if (!pl.ammo_buckshot) { return; } #ifdef CLIENT Weapons_ViewAnimation(CANNON_RELOAD); #else Weapons_ReloadWeapon(pl, player::cannon_mag, player::ammo_buckshot, 2); #endif pl.w_attack_next = 3.0f; pl.w_idle_next = 3.0f; } int w_cannon_pickup(int new, int startammo) { #ifdef SERVER player pl = (player)self; if (new) { pl.cannon_mag = 2; } else { if (pl.ammo_buckshot < 125) { pl.ammo_buckshot = bound(0, pl.ammo_buckshot + 2, 125); } else { return FALSE; } } #endif return TRUE; } void w_cannon_draw(void) { Weapons_SetModel("models/v_cannon.mdl"); Weapons_ViewAnimation(CANNON_DEPLOY); } void w_cannon_holster(void) { Weapons_ViewAnimation(CANNON_PUTAWAY); } void w_cannon_primary(void) { player pl = (player)self; if (pl.w_attack_next > 0.0) { return; } if (pl.cannon_mag != 2) { w_cannon_reload(); return; } #ifdef CLIENT View_SetMuzzleflash(MUZZLE_SMALL); #else int dmg; dmg = Skill_GetValue("plr_cannon", 5); TraceAttack_FireBullets(20, pl.origin + pl.view_ofs, dmg, [0.08716,0.04362], WEAPON_CANNON); pl.cannon_mag -= 2; Weapons_PlaySound(pl, CHAN_WEAPON, "cannon/fire.wav", 1, ATTN_NORM); Weapons_UpdateAmmo(pl, pl.cannon_mag, pl.ammo_buckshot, __NULL__); #endif Weapons_ViewPunchAngle([-5,0,0]); Weapons_ViewAnimation(CANNON_FIREBOTH); pl.w_attack_next = 1.5f; pl.w_idle_next = 2.5f; } void w_cannon_secondary(void) { player pl = (player)self; if (pl.w_attack_next > 0.0) { return; } if (!pl.cannon_mag) { w_cannon_reload(); return; } #ifdef CLIENT Weapons_ViewPunchAngle([-5,0,0]); #else int dmg; dmg = Skill_GetValue("plr_cannon", 5); TraceAttack_FireBullets(10, pl.origin + pl.view_ofs, dmg, [0.08716,0.04362], WEAPON_CANNON); pl.cannon_mag--; Weapons_PlaySound(pl, CHAN_WEAPON, "cannon/fire.wav", 1, ATTN_NORM); #endif if (pl.cannon_mag == 2) { Weapons_ViewAnimation(CANNON_FIRELEFT); } else { Weapons_ViewAnimation(CANNON_FIRERIGHT); } pl.w_attack_next = 1.5f; pl.w_idle_next = 2.5f; } void w_cannon_release(void) { player pl = (player)self; /* auto-reload if need be */ if (pl.w_attack_next <= 0.0) if (pl.cannon_mag == 0 && pl.ammo_buckshot > 0) { Weapons_Reload(); return; } if (pl.w_idle_next > 0.0) { return; } int r = floor(random(0,2)); switch (r) { case 0: Weapons_ViewAnimation(CANNON_IDLE1); break; case 1: Weapons_ViewAnimation(CANNON_IDLE2); break; } pl.w_idle_next = 8.0f; } void w_cannon_crosshair(void) { #ifdef CLIENT static vector cross_pos; cross_pos = g_hudmins + (g_hudres / 2) + [-12,-12]; drawsubpic(cross_pos, [24,24], g_cross_spr, [48/128,24/128], [0.1875, 0.1875], [1,1,1], 1, DRAWFLAG_NORMAL); HUD_DrawAmmo1(); HUD_DrawAmmo2(); vector aicon_pos = g_hudmins + [g_hudres[0] - 48, g_hudres[1] - 42]; drawsubpic(aicon_pos, [24,24], g_hud7_spr, [72/256,72/128], [24/256, 24/128], g_hud_color, pSeat->m_flAmmo2Alpha, DRAWFLAG_ADDITIVE); #endif } float w_cannon_aimanim(void) { return self.flags & FL_CROUCHING ? ANIM_CR_AIMSHOTGUN : ANIM_AIMSHOTGUN; } void w_cannon_hudpic(int s, vector pos, float a) { #ifdef CLIENT player pl = (player)self; vector hud_col; if (pl.cannon_mag == 0 && pl.ammo_buckshot == 0) hud_col = [1,0,0]; else hud_col = g_hud_color; if (s) { drawsubpic(pos, [170,45], g_cannon_spr, [0,48/256], [170/256,45/256], g_hud_color, a, DRAWFLAG_ADDITIVE); } else { drawsubpic(pos, [170,45], g_cannon_spr, [0,0], [170/256,45/256], g_hud_color, a, DRAWFLAG_ADDITIVE); } HUD_DrawAmmoBar(pos, pl.ammo_buckshot, MAX_A_BUCKSHOT, a); #endif } weapon_t w_cannon = { .name = "handcannon", .id = ITEM_CANNON, .slot = 2, .slot_pos = 3, .draw = w_cannon_draw, .holster = w_cannon_holster, .primary = w_cannon_primary, .secondary = w_cannon_secondary, .reload = w_cannon_reload, .release = w_cannon_release, .crosshair = w_cannon_crosshair, .precache = w_cannon_precache, .pickup = w_cannon_pickup, .updateammo = w_cannon_updateammo, .wmodel = __NULL__, .pmodel = w_cannon_pmodel, .deathmsg = w_cannon_deathmsg, .aimanim = w_cannon_aimanim, .hudpic = w_cannon_hudpic };