scihunt/src/shared/w_chainsaw.qc

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/*
* Copyright (c) 2016-2020 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_chainsaw_spr;
#endif
enum
{
CHAINSAW_STARTFIRE,
CHAINSAW_CONTINUEFIRE,
CHAINSAW_STOPFIRE,
CHAINSAW_DEPLOY,
CHAINSAW_HOLSTER,
CHAINSAW_IDLE1,
CHAINSAW_IDLE2,
};
void w_chainsaw_precache(void)
{
#ifdef SERVER
precache_sound("sh/chainsaw_cutinto.wav");
precache_sound("sh/chainsaw_cutintoflesh.wav");
precache_sound("sh/chainsaw_idle.wav");
precache_sound("sh/chainsaw_idle2.wav");
precache_sound("sh/chainsaw_pullout.wav");
precache_sound("sh/chainsaw_startup.wav");
#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(void)
{
return "models/p_saw.mdl";
}
string w_chainsaw_deathmsg(void)
{
return "%s killed %s with chainsaw.";
}
void w_chainsaw_draw(void)
{
Weapons_SetModel("models/v_chainsaw.mdl");
Weapons_ViewAnimation(CHAINSAW_DEPLOY);
}
void w_chainsaw_holster(void)
{
Weapons_ViewAnimation(CHAINSAW_HOLSTER);
}
void w_chainsaw_primary(void)
{
player pl = (player)self;
if (pl.w_attack_next) {
return;
}
pl.ammo_chainsaw_state = 1;
Weapons_ViewAnimation(CHAINSAW_CONTINUEFIRE);
#ifdef SERVER
Weapons_MakeVectors();
vector src = pl.origin + pl.view_ofs;
traceline(src, src + (v_forward * 32), FALSE, pl);
if (trace_fraction >= 1.0) {
Weapons_PlaySound(pl, CHAN_WEAPON, "sh/chainsaw_idle2.wav", 1, ATTN_NORM);
pl.w_attack_next = 0.2f;
} else {
int dmg;
FX_Impact(IMPACT_MELEE, trace_endpos, trace_plane_normal);
if (trace_ent.takedamage) {
if (trace_ent.iBleeds) {
/* 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);
Weapons_PlaySound(pl, CHAN_WEAPON, "sh/chainsaw_cutintoflesh.wav", 1, ATTN_NORM);
} else {
FX_Spark(trace_endpos, trace_plane_normal);
Weapons_PlaySound(pl, CHAN_WEAPON, "sh/chainsaw_cutinto.wav", 1, ATTN_NORM);
}
pl.w_attack_next = 0.1f;
}
#endif
pl.w_idle_next = 0.0f;
}
void w_chainsaw_release(void)
{
player pl = (player)self;
if (pl.w_idle_next) {
return;
}
if (pl.ammo_chainsaw_state == 1) {
pl.ammo_chainsaw_state = 0;
pl.w_idle_next = 1.0f;
Weapons_ViewAnimation(CHAINSAW_STOPFIRE);
return;
} else {
pl.w_idle_next = 10.0f;
}
if (random() < 0.5) {
Weapons_ViewAnimation(CHAINSAW_IDLE1);
} else {
Weapons_ViewAnimation(CHAINSAW_IDLE2);
}
}
float w_chainsaw_aimanim(void)
{
return self.flags & FL_CROUCHING ? ANIM_CR_AIMSQUEAK : ANIM_AIMSQUEAK;
}
void w_chainsaw_hudpic(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,
.crosshair = __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
};