scihunt/src/shared/w_cannon.qc

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/*
* Copyright (c) 2016-2021 Marco Hladik <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_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
};