WEAPON_GLAUNCHER: initial implementation... mostly done

This commit is contained in:
Marco Cawthorne 2023-01-17 16:12:59 -08:00
parent 4f065e08f6
commit 14843ee5fd
Signed by: eukara
GPG Key ID: CE2032F0A2882A22
2 changed files with 173 additions and 7 deletions

View File

@ -43,6 +43,7 @@ class player:NSClientPlayer
PREDICTED_INT(mag_sbs)
PREDICTED_INT(mag_dbs)
PREDICTED_INT(mag_rpg)
PREDICTED_INT(mag_glauncher)
/* ammo 2 */
PREDICTED_INT(m_iAmmoRockets)
@ -110,6 +111,7 @@ player::ReceiveEntity(float new, float fl)
mag_sbs = readbyte();
mag_dbs = readbyte();
mag_rpg = readbyte();
mag_glauncher = readbyte();
}
if (fl & PLAYER_AMMO2) {
@ -170,6 +172,7 @@ player::PredictPreFrame(void)
SAVE_STATE(mag_sbs);
SAVE_STATE(mag_dbs);
SAVE_STATE(mag_rpg);
SAVE_STATE(mag_glauncher);
SAVE_STATE(m_iAmmoRockets);
SAVE_STATE(m_iAmmoNails);
@ -204,6 +207,7 @@ player::PredictPostFrame(void)
ROLL_BACK(mag_sbs);
ROLL_BACK(mag_dbs);
ROLL_BACK(mag_rpg);
ROLL_BACK(mag_glauncher);
ROLL_BACK(m_iAmmoRockets);
ROLL_BACK(m_iAmmoNails);
@ -235,6 +239,8 @@ player::EvaluateEntity(void)
SendFlags |= PLAYER_AMMO1;
else if (ATTR_CHANGED(mag_rpg))
SendFlags |= PLAYER_AMMO1;
else if (ATTR_CHANGED(mag_glauncher))
SendFlags |= PLAYER_AMMO1;
/* ammo 2 type updates */
if (ATTR_CHANGED(m_iAmmoRockets))
@ -259,6 +265,7 @@ player::EvaluateEntity(void)
SAVE_STATE(mag_sbs);
SAVE_STATE(mag_dbs);
SAVE_STATE(mag_rpg);
SAVE_STATE(mag_glauncher);
SAVE_STATE(m_iAmmoRockets);
SAVE_STATE(m_iAmmoNails);
@ -537,6 +544,7 @@ player::SendEntity(entity ePEnt, float flChanged)
WriteByte(MSG_ENTITY, mag_sbs);
WriteByte(MSG_ENTITY, mag_dbs);
WriteByte(MSG_ENTITY, mag_rpg);
WriteByte(MSG_ENTITY, mag_glauncher);
}
if (flChanged & PLAYER_AMMO2) {

View File

@ -14,20 +14,49 @@
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
typedef enum
{
GLAUNCHER_GIDLE,
GLAUNCHER_PIDLE,
GLAUNCHER_GFIRE,
GLAUNCHER_PFIRE,
GLAUNCHER_GRELOAD1,
GLAUNCHER_GRELOAD2,
GLAUNCHER_PRELOAD1,
GLAUNCHER_PRELOAD2,
GLAUNCHER_GDRAW,
GLAUNCHER_PDRAW,
GLAUNCHER_GHOLSTER,
GLAUNCHER_PHOLSTER
} w_glauncher_anims_t;
void
w_glauncher_precache(void)
{
precache_model("models/v_tfgl.mdl");
#ifdef SERVER
Sound_Precache("weapon_handgrenade.bounce");
Sound_Precache("weapon_mp5.gl");
precache_model("models/w_glauncher.mdl");
precache_model("models/p_glauncher.mdl");
precache_model("models/pipebomb.mdl");
#else
precache_model("models/v_tfgl.mdl");
#endif
}
void
w_glauncher_updateammo(player pl)
{
Weapons_UpdateAmmo(pl, pl.mag_glauncher, pl.m_iAmmoRockets, __NULL__);
}
int
w_glauncher_pickup(player pl, int new, int startammo)
{
#ifdef SERVER
Weapons_UpdateAmmo(pl, __NULL__, __NULL__, __NULL__);
pl.mag_glauncher = bound(0, pl.mag_glauncher + 6, 6);
#endif
return (1);
}
string
@ -54,6 +83,135 @@ w_glauncher_draw(player pl)
Weapons_ViewAnimation(pl, 0);
}
float
crandom(void)
{
return ((random() - 0.5f) * 2.0f);
}
void
w_glauncher_shootnade(player pl)
{
vector vecNadeVelocity;
static void w_glauncher_shootnade_touch(void) {
Sound_Play(self, CHAN_BODY, "weapon_handgrenade.bounce");
if (vlen(self.velocity))
self.avelocity = g_vec_null;
}
static void w_glauncher_explode(void) {
float dmg = 100;
FX_Explosion(self.origin);
//Damage_Radius(self.origin, self.owner, dmg, dmg * 2.5f, TRUE, WEAPON_GLAUNCHER);
sound(self, CHAN_WEAPON, sprintf("weapons/explode%d.wav", floor(random() * 2) + 3), 1, ATTN_NORM);
NSEntity::Destroy();
}
Weapons_MakeVectors(pl);
vecNadeVelocity = v_forward * 600 + v_up * 200 + crandom() * v_right * 10 + crandom() * v_up * 10;
NSRenderableEntity eNade = spawn(NSRenderableEntity);
eNade.SetModel("models/pipebomb.mdl");
eNade.SetOrigin(Weapons_GetCameraPos(pl) + (v_forward * 14) + (v_up * -4) + (v_right * 2));
eNade.SetOwner(pl);
eNade.SetMovetype(MOVETYPE_BOUNCE);
eNade.SetSolid(SOLID_BBOX);
eNade.SetGravity(1.0f);
eNade.SetVelocity(vecNadeVelocity);
eNade.SetAngularVelocity([300, 300, 300]);
eNade.SetAngles(vectoangles(eNade.GetVelocity()));
eNade.SetSkin(1);
eNade.touch = w_glauncher_shootnade_touch;
eNade.think = w_glauncher_explode;
eNade.nextthink = time + 2.5f;
Sound_Play(pl, CHAN_WEAPON, "weapon_mp5.gl");
//eNade.traileffectnum = particleeffectnum("weapon_rpg.trail");
}
void
w_glauncher_reload(player pl)
{
w_baseshotgun_reload(player::mag_glauncher, player::m_iAmmoRockets, 6);
}
void
w_glauncher_release(player pl)
{
int s = w_baseshotgun_release(player::mag_glauncher, player::m_iAmmoRockets, 6);
switch (s) {
case SHOTGUN_IDLE:
Weapons_ViewAnimation(pl, GLAUNCHER_GIDLE);
pl.w_idle_next = 5.0f;
break;
case SHOTGUN_BUSY:
break;
case SHOTGUN_START_RELOAD:
Weapons_ViewAnimation(pl, GLAUNCHER_GRELOAD1);
break;
case SHOTGUN_RELOAD:
break;
case SHOTGUN_END_RELOAD:
Weapons_ViewAnimation(pl, GLAUNCHER_GRELOAD2);
break;
}
}
void
w_glauncher_primary(player pl)
{
int s = w_baseprojectile_fire(pl, WEAPON_GLAUNCHER, player::mag_glauncher, w_glauncher_shootnade);
switch (s) {
case AUTO_FIRE_FAILED:
w_glauncher_release(pl);
return;
break;
case AUTO_FIRED:
case AUTO_LAST:
Weapons_ViewAnimation(pl, GLAUNCHER_GFIRE);
Weapons_ViewPunchAngle(pl, [-1,0,0]);
pl.w_attack_next = 0.6f;
break;
case AUTO_EMPTY:
Weapons_ViewAnimation(pl, GLAUNCHER_GIDLE);
pl.w_attack_next = 0.2f;
break;
}
pl.w_idle_next = 0.6f;
}
void
w_glauncher_postdraw(player pl)
{
#ifdef CLIENT
vector aicon_pos;
/* ammo counters */
HUD_DrawAmmo1();
HUD_DrawAmmo2();
/* ammo icon */
aicon_pos = g_hudmins + [g_hudres[0] - 48, g_hudres[1] - 42];
drawsubpic(
aicon_pos,
[24,24],
"sprites/640hud7.spr_0.tga",
[120/256,72/128],
[24/256, 24/128],
g_hud_color,
pSeatLocal->m_flAmmo2Alpha,
DRAWFLAG_ADDITIVE
);
#endif
}
float
w_glauncher_aimanim(player pl)
{
@ -98,13 +256,13 @@ weapon_t w_glauncher =
.slot_pos = 1,
.draw = w_glauncher_draw,
.holster = __NULL__,
.primary = __NULL__,
.primary = w_glauncher_primary,
.secondary = __NULL__,
.reload = __NULL__,
.release = __NULL__,
.postdraw = __NULL__,
.reload = w_glauncher_reload,
.release = w_glauncher_release,
.postdraw = w_glauncher_postdraw,
.precache = w_glauncher_precache,
.pickup = __NULL__,
.pickup = w_glauncher_pickup,
.updateammo = w_glauncher_updateammo,
.wmodel = w_glauncher_wmodel,
.pmodel = w_glauncher_pmodel,