245 lines
5.3 KiB
Plaintext
245 lines
5.3 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_hammer_spr;
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#endif
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enum
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{
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HAMMER_IDLE1,
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HAMMER_DRAW,
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HAMMER_HOLSTER,
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HAMMER_ATTACK1,
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HAMMER_ATTACK2,
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HAMMER_IDLE2,
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HAMMER_IDLE3,
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HAMMER_HOLSTER2,
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HAMMER_HOLSTER3
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};
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void w_hammer_precache(void)
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{
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#ifdef SERVER
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precache_sound("sh/ham_hitbod1.wav");
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precache_sound("sh/ham_hitbod2.wav");
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precache_sound("sh/ham_hitbod3.wav");
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precache_sound("sh/ham_hitw.wav");
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precache_sound("sh/ham_swing.wav");
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#else
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precache_model("models/p_hammer.mdl");
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precache_model("models/v_hammer.mdl");
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g_hammer_spr = spriteframe("sprites/hammer.spr", 0, 0.0f);
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#endif
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}
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void w_hammer_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_hammer_pmodel(void)
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{
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return "models/p_hammer.mdl";
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}
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string w_hammer_deathmsg(void)
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{
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return "%s killed %s with hammer.";
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}
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void w_hammer_draw(void)
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{
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Weapons_SetModel("models/v_hammer.mdl");
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Weapons_ViewAnimation(HAMMER_DRAW);
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}
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void w_hammer_holster(void)
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{
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Weapons_ViewAnimation(HAMMER_HOLSTER);
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}
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void w_hammer_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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/* Hack */
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if (pl.ammo_hammer_state != 1) {
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Weapons_ViewAnimation(HAMMER_HOLSTER2);
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pl.ammo_hammer_state = 1;
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pl.w_attack_next = 0.5f;
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}
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}
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pl.w_idle_next = 2.5f;
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}
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void w_hammer_secondary(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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/* Hack */
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if (pl.ammo_hammer_state != 2) {
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Weapons_ViewAnimation(HAMMER_HOLSTER3);
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pl.ammo_hammer_state = 2;
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pl.w_attack_next = 0.5f;
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}
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}
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pl.w_idle_next = 2.5f;
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}
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void w_hammer_reload(void)
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{
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}
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void w_hammer_release(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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#ifdef SERVER
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int hdmg;
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int hitsound = 0;
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vector src = pl.origin + pl.view_ofs;
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makevectors(pl.v_angle);
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traceline(src, src + v_forward * 64, FALSE, self);
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#endif
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if (pl.ammo_hammer_state == 1) {
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#ifdef SERVER
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if (trace_ent.takedamage) {
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hitsound = floor(random(1, 4));
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/* players only take half damage */
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if (trace_ent.classname == "player")
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hdmg = Skill_GetValue("plr_hammer", 100) / 2;
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else
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hdmg = Skill_GetValue("plr_hammer", 100);
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Damage_Apply(trace_ent, self, hdmg, WEAPON_HAMMER, DMG_BLUNT);
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if (trace_ent.classname == "monster_scientist") {
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trace_ent.movetype = MOVETYPE_TOSS;
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trace_ent.velocity = v_forward * 768 + v_up * 256;
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} else if (trace_ent.classname == "player") {
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trace_ent.velocity = v_forward * 768 + v_up * 256;
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}
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} else {
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if (trace_fraction < 1.0) {
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hitsound = 4;
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}
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}
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#endif
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Weapons_ViewAnimation(HAMMER_ATTACK1);
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pl.w_attack_next = 1.0f;
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} else if (pl.ammo_hammer_state == 2) {
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#ifdef SERVER
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if (trace_ent.takedamage) {
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hitsound = floor(random(1, 4));
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hdmg = Skill_GetValue("plr_hammeralt", 200);
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Damage_Apply(trace_ent, self, hdmg, WEAPON_HAMMER, DMG_BLUNT);
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} else {
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if (trace_fraction < 1.0) {
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hitsound = 4;
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}
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}
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#endif
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Weapons_ViewAnimation(HAMMER_ATTACK2);
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pl.w_attack_next = 0.75f;
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}
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#ifdef SERVER
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if (pl.ammo_hammer_state > 0) {
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string snd = "sh/ham_swing.wav";
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switch (hitsound) {
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case 1:
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snd = "sh/ham_hitbod1.wav";
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break;
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case 2:
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snd = "sh/ham_hitbod2.wav";
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break;
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case 3:
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snd = "sh/ham_hitbod3.wav";
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break;
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case 4:
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snd = "sh/ham_hitw.wav";
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break;
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}
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Weapons_PlaySound(pl, CHAN_WEAPON, snd, 1.0f, ATTN_NORM);
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}
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#endif
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/* Reset the hack */
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pl.ammo_hammer_state = 0;
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/* Pure cosmetics start here */
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if (pl.w_idle_next) {
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return;
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}
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int r = floor(random(0,3));
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switch (r) {
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case 0:
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Weapons_ViewAnimation(HAMMER_IDLE1);
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break;
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case 1:
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Weapons_ViewAnimation(HAMMER_IDLE2);
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break;
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case 2:
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Weapons_ViewAnimation(HAMMER_IDLE3);
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break;
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}
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pl.w_idle_next = 10.0f;
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}
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float w_hammer_aimanim(void)
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{
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return self.flags & FL_CROUCHING ? ANIM_CR_AIMCROWBAR : ANIM_AIMCROWBAR;
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}
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void w_hammer_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_hammer_spr, [0,48/256], [170/256,45/256], g_hud_color, a, DRAWFLAG_ADDITIVE);
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} else {
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drawsubpic(pos, [170,45], g_hammer_spr, [0,0], [170/256,45/256], 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_hammer =
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{
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.name = "hammer",
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.id = ITEM_HAMMER,
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.slot = 0,
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.slot_pos = 1,
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.draw = w_hammer_draw,
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.holster = w_hammer_holster,
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.primary = w_hammer_primary,
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.secondary = w_hammer_secondary,
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.reload = w_hammer_reload,
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.release = w_hammer_release,
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.crosshair = __NULL__,
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.precache = w_hammer_precache,
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.pickup = __NULL__,
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.updateammo = w_hammer_updateammo,
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.wmodel = __NULL__,
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.pmodel = w_hammer_pmodel,
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.deathmsg = w_hammer_deathmsg,
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.aimanim = w_hammer_aimanim,
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.hudpic = w_hammer_hudpic
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};
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