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