scihunt/src/shared/w_chainsaw.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.
*/
#ifdef CLIENT
var string g_chainsaw_spr;
#endif
enum
{
CHAINSAW_STARTFIRE,
CHAINSAW_CONTINUEFIRE,
CHAINSAW_STOPFIRE,
CHAINSAW_DEPLOY,
CHAINSAW_HOLSTER,
CHAINSAW_IDLE1,
CHAINSAW_IDLE2,
};
enum
{
CHAINSAWSTATE_IDLE,
CHAINSAWSTATE_ATTACKING,
};
void w_chainsaw_precache(void)
{
#ifdef SERVER
Sound_Precache("weapon_chainsaw.attack");
Sound_Precache("weapon_chainsaw.hit");
Sound_Precache("weapon_chainsaw.hitflesh");
Sound_Precache("weapon_chainsaw.idle");
Sound_Precache("weapon_chainsaw.startup");
#else
precache_model("models/v_chainsaw.mdl");
precache_model("models/p_saw.mdl");
g_chainsaw_spr = spriteframe("sprites/chainsaw.spr", 0, 0.0f);
#endif
}
void w_chainsaw_updateammo(player pl)
{
Weapons_UpdateAmmo(pl, -1, -1, -1);
}
string w_chainsaw_pmodel(player pl)
{
return "models/p_saw.mdl";
}
string w_chainsaw_deathmsg(void)
{
return "%s killed %s with chainsaw.";
}
void w_chainsaw_draw(player pl)
{
Weapons_SetModel("models/v_chainsaw.mdl");
Weapons_ViewAnimation(pl, CHAINSAW_DEPLOY);
#ifdef SERVER
Sound_Play(pl, CHAN_WEAPON, "weapon_chainsaw.startup");
#endif
}
void w_chainsaw_holster(player pl)
{
Weapons_ViewAnimation(pl, CHAINSAW_HOLSTER);
}
void w_chainsaw_primary(player pl)
{
/* only do it in the attack state */
if (pl.ammo_chainsaw_state == CHAINSAWSTATE_ATTACKING)
if (pl.w_attack_next)
return;
pl.ammo_chainsaw_state = CHAINSAWSTATE_ATTACKING;
Weapons_ViewAnimation(pl, CHAINSAW_CONTINUEFIRE);
#ifdef SERVER
Weapons_MakeVectors(pl);
vector src = pl.origin + pl.view_ofs;
traceline(src, src + (v_forward * 32), FALSE, pl);
if (trace_fraction >= 1.0) {
Sound_Play(pl, CHAN_WEAPON, "weapon_chainsaw.attack");
pl.w_attack_next = 0.2f;
} else {
int dmg;
SurfData_Impact(trace_ent, trace_endpos, trace_plane_normal);
if (trace_ent.takedamage) {
if (trace_ent.iBleeds) {
FX_Blood(trace_endpos, [1,0,0]);
/* Push the player towards the victim */
pl.velocity = normalize(trace_ent.origin - pl.origin) * 240;
}
dmg = Skill_GetValue("plr_chainsaw", 10);
Damage_Apply(trace_ent, self, dmg, WEAPON_CHAINSAW, DMG_BLUNT);
Sound_Play(pl, CHAN_WEAPON, "weapon_chainsaw.hitflesh");
} else {
/* well, this is in the advanced options */
if (cvar("sh_chainspark") != 1)
pointparticles(particleeffectnum("fx_spark.main"), trace_endpos, [0,0,0], 1);
Sound_Play(pl, CHAN_WEAPON, "weapon_chainsaw.hit");
}
pl.w_attack_next = 0.1f;
}
#endif
pl.w_idle_next = 0.0f;
}
void w_chainsaw_release(player pl)
{
if (pl.w_idle_next)
return;
if (pl.ammo_chainsaw_state == CHAINSAWSTATE_ATTACKING) {
pl.ammo_chainsaw_state = CHAINSAWSTATE_IDLE;
Weapons_ViewAnimation(pl, CHAINSAW_STOPFIRE);
#ifdef SERVER
Sound_Play(pl, CHAN_WEAPON, "weapon_chainsaw.idle");
#endif
return;
}
if (pl.ammo_chainsaw_state == CHAINSAWSTATE_IDLE) {
if (pl.w_idle_next <= 0.0f) {
/* Loop idle sound */
#ifdef SERVER
Sound_Play(pl, CHAN_WEAPON, "weapon_chainsaw.idle");
#endif
pl.w_idle_next = 1.45f;
}
if (pl.w_attack_next <= 0.0f) {
if (random() < 0.5) {
Weapons_ViewAnimation(pl, CHAINSAW_IDLE1);
} else {
Weapons_ViewAnimation(pl, CHAINSAW_IDLE2);
}
pl.w_attack_next = 5.3333f;
}
}
}
float w_chainsaw_aimanim(player pl)
{
return pl.flags & FL_CROUCHING ? ANIM_CR_AIMEGON : ANIM_AIMEGON;
}
void w_chainsaw_hudpic(player pl, int s, vector pos, float a)
{
#ifdef CLIENT
if (s) {
drawsubpic(pos, [170,45], g_chainsaw_spr,
[0,48/256], [170/256,45/256],
g_hud_color, a, DRAWFLAG_ADDITIVE);
} else {
drawsubpic(pos, [170,45], g_chainsaw_spr,
[0,0], [170/256,45/256],
g_hud_color, a, DRAWFLAG_ADDITIVE);
}
#endif
}
weapon_t w_chainsaw =
{
.name = "chainsaw",
.id = ITEM_CHAINSAW,
.slot = 0,
.slot_pos = 2,
.draw = w_chainsaw_draw,
.holster = w_chainsaw_holster,
.primary = w_chainsaw_primary,
.secondary = w_chainsaw_release,
.reload = w_chainsaw_release,
.release = w_chainsaw_release,
.postdraw = __NULL__,
.precache = w_chainsaw_precache,
.pickup = __NULL__,
.updateammo = w_chainsaw_updateammo,
.wmodel = __NULL__,
.pmodel = w_chainsaw_pmodel,
.deathmsg = w_chainsaw_deathmsg,
.aimanim = w_chainsaw_aimanim,
.hudpic = w_chainsaw_hudpic
};