179 lines
4.3 KiB
Plaintext
179 lines
4.3 KiB
Plaintext
/*
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* Copyright (c) 2016-2020 Marco Hladik <marco@icculus.org>
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*
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* Permission to use, copy, modify, and distribute this software for any
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* purpose with or without fee is hereby granted, provided that the above
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* copyright notice and this permission notice appear in all copies.
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*
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* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
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* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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#ifdef CLIENT
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var string g_chainsaw_spr;
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#endif
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enum
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{
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CHAINSAW_STARTFIRE,
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CHAINSAW_CONTINUEFIRE,
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CHAINSAW_STOPFIRE,
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CHAINSAW_DEPLOY,
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CHAINSAW_HOLSTER,
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CHAINSAW_IDLE1,
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CHAINSAW_IDLE2,
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};
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void w_chainsaw_precache(void)
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{
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#ifdef SERVER
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precache_sound("sh/chainsaw_cutinto.wav");
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precache_sound("sh/chainsaw_cutintoflesh.wav");
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precache_sound("sh/chainsaw_idle.wav");
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precache_sound("sh/chainsaw_idle2.wav");
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precache_sound("sh/chainsaw_pullout.wav");
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precache_sound("sh/chainsaw_startup.wav");
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#else
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precache_model("models/v_chainsaw.mdl");
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precache_model("models/p_saw.mdl");
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g_chainsaw_spr = spriteframe("sprites/chainsaw.spr", 0, 0.0f);
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#endif
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}
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void w_chainsaw_updateammo(player pl)
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{
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Weapons_UpdateAmmo(pl, -1, -1, -1);
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}
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string w_chainsaw_pmodel(void)
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{
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return "models/p_saw.mdl";
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}
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string w_chainsaw_deathmsg(void)
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{
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return "%s killed %s with chainsaw.";
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}
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void w_chainsaw_draw(void)
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{
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Weapons_SetModel("models/v_chainsaw.mdl");
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Weapons_ViewAnimation(CHAINSAW_DEPLOY);
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}
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void w_chainsaw_holster(void)
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{
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Weapons_ViewAnimation(CHAINSAW_HOLSTER);
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}
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void w_chainsaw_primary(void)
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{
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player pl = (player)self;
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if (pl.w_attack_next) {
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return;
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}
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pl.ammo_chainsaw_state = 1;
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Weapons_ViewAnimation(CHAINSAW_CONTINUEFIRE);
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#ifdef SERVER
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Weapons_MakeVectors();
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vector src = pl.origin + pl.view_ofs;
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traceline(src, src + (v_forward * 32), FALSE, pl);
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if (trace_fraction >= 1.0) {
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Weapons_PlaySound(pl, CHAN_WEAPON, "sh/chainsaw_idle2.wav", 1, ATTN_NORM);
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pl.w_attack_next = 0.2f;
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} else {
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int dmg;
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FX_Impact(IMPACT_MELEE, trace_endpos, trace_plane_normal);
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if (trace_ent.takedamage) {
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if (trace_ent.iBleeds) {
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/* Push the player towards the victim */
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pl.velocity = normalize(trace_ent.origin - pl.origin) * 240;
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}
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dmg = Skill_GetValue("plr_chainsaw", 10);
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Damage_Apply(trace_ent, self, dmg, WEAPON_CHAINSAW, DMG_BLUNT);
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Weapons_PlaySound(pl, CHAN_WEAPON, "sh/chainsaw_cutintoflesh.wav", 1, ATTN_NORM);
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} else {
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FX_Spark(trace_endpos, trace_plane_normal);
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Weapons_PlaySound(pl, CHAN_WEAPON, "sh/chainsaw_cutinto.wav", 1, ATTN_NORM);
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}
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pl.w_attack_next = 0.1f;
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}
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#endif
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pl.w_idle_next = 0.0f;
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}
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void w_chainsaw_release(void)
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{
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player pl = (player)self;
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if (pl.w_idle_next) {
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return;
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}
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if (pl.ammo_chainsaw_state == 1) {
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pl.ammo_chainsaw_state = 0;
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pl.w_idle_next = 1.0f;
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Weapons_ViewAnimation(CHAINSAW_STOPFIRE);
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return;
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} else {
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pl.w_idle_next = 10.0f;
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}
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if (random() < 0.5) {
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Weapons_ViewAnimation(CHAINSAW_IDLE1);
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} else {
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Weapons_ViewAnimation(CHAINSAW_IDLE2);
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}
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}
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float w_chainsaw_aimanim(void)
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{
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return self.flags & FL_CROUCHING ? ANIM_CR_AIMSQUEAK : ANIM_AIMSQUEAK;
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}
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void w_chainsaw_hudpic(int s, vector pos, float a)
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{
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#ifdef CLIENT
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if (s) {
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drawsubpic(pos, [170,45], g_chainsaw_spr,
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[0,48/256], [170/256,45/256],
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g_hud_color, a, DRAWFLAG_ADDITIVE);
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} else {
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drawsubpic(pos, [170,45], g_chainsaw_spr,
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[0,0], [170/256,45/256],
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g_hud_color, a, DRAWFLAG_ADDITIVE);
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}
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#endif
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}
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weapon_t w_chainsaw =
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{
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.name = "chainsaw",
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.id = ITEM_CHAINSAW,
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.slot = 0,
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.slot_pos = 2,
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.draw = w_chainsaw_draw,
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.holster = w_chainsaw_holster,
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.primary = w_chainsaw_primary,
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.secondary = w_chainsaw_release,
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.reload = w_chainsaw_release,
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.release = w_chainsaw_release,
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.crosshair = __NULL__,
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.precache = w_chainsaw_precache,
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.pickup = __NULL__,
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.updateammo = w_chainsaw_updateammo,
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.wmodel = __NULL__,
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.pmodel = w_chainsaw_pmodel,
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.deathmsg = w_chainsaw_deathmsg,
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.aimanim = w_chainsaw_aimanim,
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.hudpic = w_chainsaw_hudpic
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};
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