WEAPON_SUPERNAIL: make it work or whatever

This commit is contained in:
Marco Cawthorne 2023-01-17 14:03:13 -08:00
parent f83568c5ef
commit 1b0de737e1
Signed by: eukara
GPG Key ID: CE2032F0A2882A22
2 changed files with 146 additions and 6 deletions

View File

@ -14,20 +14,35 @@
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
enum
{
NAILGUN_IDLE,
NAILGUN_FIDGET1,
NAILGUN_UNUSED1,
NAILGUN_UNUSED2,
NAILGUN_DEPLOY,
NAILGUN_SHOOT1,
NAILGUN_SHOOT2,
NAILGUN_SHOOT3,
};
void
w_supernail_precache(void)
{
#ifdef CLIENT
precache_model("models/v_tfc_supernailgun.mdl");
#else
precache_model("models/w_supernail.mdl");
precache_model("models/p_supernail.mdl");
precache_model("models/nail.mdl");
Sound_Precache("weapon_nailgun.fire");
#endif
}
void
w_supernail_updateammo(player pl)
{
#ifdef SERVER
Weapons_UpdateAmmo(pl, __NULL__, __NULL__, __NULL__);
#endif
Weapons_UpdateAmmo(pl, __NULL__, pl.m_iAmmoNails, __NULL__);
}
string
@ -51,7 +66,7 @@ void
w_supernail_draw(player pl)
{
Weapons_SetModel("models/v_tfc_supernailgun.mdl");
Weapons_ViewAnimation(pl, 0);
Weapons_ViewAnimation(pl, NAILGUN_DEPLOY);
}
float
@ -60,6 +75,105 @@ w_supernail_aimanim(player pl)
return self.flags & FL_CROUCHING ? ANIM_CR_AIMCROWBAR : ANIM_AIMCROWBAR;
}
void
w_supernail_shootnail(player pl)
{
static void w_rpg_shootrocket_touch(void) {
#ifndef CLIENT
/* impact per bullet */
if (trace_ent.iBleeds == 0) {
DecalGroups_Place("Impact.BigShot", trace_endpos + (v_forward * -2));
SurfData_Impact(trace_ent, trace_surfaceflagsi, trace_endpos, trace_plane_normal);
}
#endif
remove(self);
}
Weapons_MakeVectors(pl);
entity p = spawn();
setmodel(p, "models/nail.mdl");
setorigin(p, Weapons_GetCameraPos(pl) + (v_forward * 14) + (v_up * -4) + (v_right * 2));
p.owner = self;
p.movetype = MOVETYPE_FLYMISSILE;
p.solid = SOLID_BBOX;
p.gravity = 0.5f;
p.velocity = (v_forward * 1000) + (v_up * 4) + (v_right * -2);
p.angles = vectoangles(p.velocity);
p.touch = w_rpg_shootrocket_touch;
p.think = Util_Destroy;
p.nextthink = time + 5.0f;
}
void
w_supernail_primary(player pl)
{
int s = w_baseprojectile_fire_num(pl, WEAPON_NAILGUN, player::m_iAmmoNails, w_supernail_shootnail, 2);
switch (s) {
case AUTO_FIRE_FAILED:
return;
break;
case AUTO_FIRED:
case AUTO_LAST:
int r = (float)input_sequence % 3;
if (r == 1) {
Weapons_ViewAnimation(pl, NAILGUN_SHOOT1);
} else if (r == 2) {
Weapons_ViewAnimation(pl, NAILGUN_SHOOT2);
} else {
Weapons_ViewAnimation(pl, NAILGUN_SHOOT3);
}
Weapons_ViewAnimation(pl, NAILGUN_SHOOT2);
Weapons_ViewPunchAngle(pl, [-1,0,0]);
#ifndef CLIENT
Sound_Play(pl, CHAN_WEAPON, "weapon_nailgun.fire");
#endif
pl.w_attack_next = 0.1f;
break;
case AUTO_EMPTY:
pl.w_attack_next = 0.2f;
break;
}
pl.w_idle_next = 1.5f;
}
void
w_supernail_hud(player pl)
{
#ifdef CLIENT
vector cross_pos;
vector aicon_pos;
/* crosshair/laser */
cross_pos = g_hudmins + (g_hudres / 2) + [-12,-12];
drawsubpic(
cross_pos,
[24,24],
g_cross_spr,
[0.1875,0],
[0.1875, 0.1875],
[1,1,1],
1.0f,
DRAWFLAG_NORMAL
);
HUD_DrawAmmo2();
aicon_pos = g_hudmins + [g_hudres[0] - 48, g_hudres[1] - 42];
drawsubpic(
aicon_pos,
[24,24],
g_hud7_spr,
[0,72/128],
[24/256, 24/128],
g_hud_color,
pSeatLocal->m_flAmmo2Alpha,
DRAWFLAG_ADDITIVE
);
#endif
}
void
w_supernail_hudpic(player pl, int selected, vector pos, float a)
{
@ -98,11 +212,11 @@ weapon_t w_supernail =
.slot_pos = 2,
.draw = w_supernail_draw,
.holster = __NULL__,
.primary = __NULL__,
.primary = w_supernail_primary,
.secondary = __NULL__,
.reload = __NULL__,
.release = __NULL__,
.postdraw = __NULL__,
.postdraw = w_supernail_hud,
.precache = w_supernail_precache,
.pickup = __NULL__,
.updateammo = w_supernail_updateammo,

View File

@ -46,3 +46,29 @@ w_baseprojectile_fire(player pl, int w, .int mag, void(player) spawnfunc)
else
return (SEMI_FIRED);
}
int
w_baseprojectile_fire_num(player pl, int w, .int mag, void(player) spawnfunc, int num)
{
if (pl.w_attack_next > 0.0) {
return (SEMI_FIRE_FAILED);
}
if (pl.gflags & GF_SEMI_TOGGLED) {
return (SEMI_FIRE_FAILED);
}
if ((pl.(mag) - num) < 0) {
return (SEMI_EMPTY);
}
pl.(mag) -= num;
#ifdef SERVER
spawnfunc(pl);
#endif
if (pl.(mag) == 0)
return (SEMI_LAST);
else
return (SEMI_FIRED);
}