Railgun now fully works, just needs visual fluff. Nailgun now uses modern crosshair approach

This commit is contained in:
Xylemon 2023-01-17 16:44:48 -08:00
parent dc9ac96279
commit 2db9152e1b
3 changed files with 93 additions and 38 deletions

View File

@ -136,38 +136,13 @@ w_nailgun_primary(player pl)
}
void
w_nailgun_hud(player pl)
w_nailgun_crosshair(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
);
Cross_DrawSub(g_cross_spr, [24,24], [0.1875,0], [0.1875, 0.1875]);
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
);
vector 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
}
@ -213,7 +188,7 @@ weapon_t w_nailgun =
.secondary = __NULL__,
.reload = __NULL__,
.release = __NULL__,
.postdraw = w_nailgun_hud,
.postdraw = w_nailgun_crosshair,
.precache = w_nailgun_precache,
.pickup = __NULL__,
.updateammo = w_nailgun_updateammo,

View File

@ -1,5 +1,6 @@
/*
* Copyright (c) 2016-2020 Marco Cawthorne <marco@icculus.org>
* Copyright (c) 2016-2023 Marco Cawthorne <marco@icculus.org>
* Copyright (c) 2023 Gethyn ThomasQuail <xylemon@posteo.net>
*
* Permission to use, copy, modify, and distribute this software for any
* purpose with or without fee is hereby granted, provided that the above
@ -14,20 +15,27 @@
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
enum
{
RAILGUN_IDLE,
RAILGUN_SHOOT,
RAILGUN_DRAW,
RAILGUN_HOLSTER,
};
void
w_railgun_precache(void)
{
precache_model("models/v_tfc_railgun.mdl");
precache_model("models/w_railgun.mdl");
precache_model("models/p_railgun.mdl");
Sound_Precache("weapon_railgun.fire");
}
void
w_railgun_updateammo(player pl)
{
#ifdef SERVER
Weapons_UpdateAmmo(pl, __NULL__, __NULL__, __NULL__);
#endif
Weapons_UpdateAmmo(pl, __NULL__, pl.m_iAmmoNails, __NULL__);
}
string
@ -44,7 +52,7 @@ w_railgun_pmodel(player pl)
string
w_railgun_deathmsg(void)
{
return "%s was assaulted by %s's Assault Cannon.";
return "%s was assaulted by %s's railgun.";
}
void
@ -57,7 +65,74 @@ w_railgun_draw(player pl)
float
w_railgun_aimanim(player pl)
{
return self.flags & FL_CROUCHING ? ANIM_CR_AIMCROWBAR : ANIM_AIMCROWBAR;
return pl.flags & FL_CROUCHING ? ANIM_CR_AIM1HAND : ANIM_AIM1HAND;
}
void
w_railgun_shootbeam(player pl)
{
static void w_railgun_shootbeam_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_railgun_shootbeam_touch;
p.think = Util_Destroy;
p.nextthink = time + 5.0f;
}
void
w_railgun_primary(player pl)
{
int s = w_baseprojectile_fire(pl, WEAPON_RAILGUN, player::m_iAmmoNails, w_railgun_shootbeam);
switch (s) {
case AUTO_FIRE_FAILED:
return;
break;
case AUTO_FIRED:
case AUTO_LAST:
int r = (float)input_sequence % 3;
Weapons_ViewAnimation(pl, RAILGUN_SHOOT);
Weapons_ViewPunchAngle(pl, [-1,0,0]);
#ifndef CLIENT
Sound_Play(pl, CHAN_WEAPON, "weapon_railgun.fire");
#endif
pl.w_attack_next = 0.4f;
break;
case AUTO_EMPTY:
pl.w_attack_next = 0.2f;
break;
}
pl.w_idle_next = 1.5f;
}
void
w_railgun_crosshair(player pl)
{
#ifdef CLIENT
Cross_DrawSub(g_cross_spr, [24,24], [48/128,24/128], [0.1875, 0.1875]);
HUD_DrawAmmo2();
vector 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
@ -98,11 +173,11 @@ weapon_t w_railgun =
.slot_pos = 3,
.draw = w_railgun_draw,
.holster = __NULL__,
.primary = __NULL__,
.primary = w_railgun_primary,
.secondary = __NULL__,
.reload = __NULL__,
.release = __NULL__,
.postdraw = __NULL__,
.postdraw = w_railgun_crosshair,
.precache = w_railgun_precache,
.pickup = __NULL__,
.updateammo = w_railgun_updateammo,

View File

@ -23,6 +23,11 @@ weapon_nailgun.fire
sample weapons/airgun_1.wav
}
weapon_railgun.fire
{
sample weapons/railgun.wav
}
weapon_sniper.fire
{
sample weapons/sniper.wav