203 lines
4.9 KiB
Plaintext
203 lines
4.9 KiB
Plaintext
/*
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* Copyright (c) 2016-2020 Marco Cawthorne <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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enum
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{
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CHAINSAWSTATE_IDLE,
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CHAINSAWSTATE_ATTACKING,
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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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Sound_Precache("weapon_chainsaw.attack");
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Sound_Precache("weapon_chainsaw.hit");
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Sound_Precache("weapon_chainsaw.hitflesh");
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Sound_Precache("weapon_chainsaw.idle");
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Sound_Precache("weapon_chainsaw.startup");
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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(player pl)
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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(player pl)
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{
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Weapons_SetModel("models/v_chainsaw.mdl");
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Weapons_ViewAnimation(pl, CHAINSAW_DEPLOY);
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#ifdef SERVER
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Sound_Play(pl, CHAN_WEAPON, "weapon_chainsaw.startup");
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#endif
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}
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void w_chainsaw_holster(player pl)
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{
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Weapons_ViewAnimation(pl, CHAINSAW_HOLSTER);
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}
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void w_chainsaw_primary(player pl)
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{
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/* only do it in the attack state */
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if (pl.ammo_chainsaw_state == CHAINSAWSTATE_ATTACKING)
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if (pl.w_attack_next)
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return;
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pl.ammo_chainsaw_state = CHAINSAWSTATE_ATTACKING;
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Weapons_ViewAnimation(pl, CHAINSAW_CONTINUEFIRE);
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#ifdef SERVER
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Weapons_MakeVectors(pl);
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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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Sound_Play(pl, CHAN_WEAPON, "weapon_chainsaw.attack");
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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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FX_Blood(trace_endpos, [1,0,0]);
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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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Sound_Play(pl, CHAN_WEAPON, "weapon_chainsaw.hitflesh");
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} else {
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/* well, this is in the advanced options */
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if (cvar("sh_chainspark") != 1)
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FX_Spark(trace_endpos, trace_plane_normal);
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Sound_Play(pl, CHAN_WEAPON, "weapon_chainsaw.hit");
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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(player pl)
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{
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if (pl.w_idle_next)
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return;
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if (pl.ammo_chainsaw_state == CHAINSAWSTATE_ATTACKING) {
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pl.ammo_chainsaw_state = CHAINSAWSTATE_IDLE;
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Weapons_ViewAnimation(pl, CHAINSAW_STOPFIRE);
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#ifdef SERVER
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Sound_Play(pl, CHAN_WEAPON, "weapon_chainsaw.idle");
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#endif
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return;
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}
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if (pl.ammo_chainsaw_state == CHAINSAWSTATE_IDLE) {
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if (pl.w_idle_next <= 0.0f) {
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/* Loop idle sound */
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#ifdef SERVER
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Sound_Play(pl, CHAN_WEAPON, "weapon_chainsaw.idle");
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#endif
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pl.w_idle_next = 1.45f;
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}
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if (pl.w_attack_next <= 0.0f) {
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if (random() < 0.5) {
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Weapons_ViewAnimation(pl, CHAINSAW_IDLE1);
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} else {
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Weapons_ViewAnimation(pl, CHAINSAW_IDLE2);
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}
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pl.w_attack_next = 5.3333f;
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}
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}
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}
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float w_chainsaw_aimanim(player pl)
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{
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return pl.flags & FL_CROUCHING ? ANIM_CR_AIMEGON : ANIM_AIMEGON;
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}
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void w_chainsaw_hudpic(player pl, 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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.postdraw = __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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