WEAPON_TRANQUIL: made that work more too.

This commit is contained in:
Marco Cawthorne 2023-01-17 14:03:52 -08:00
parent 1b0de737e1
commit 4f065e08f6
Signed by: eukara
GPG Key ID: CE2032F0A2882A22
1 changed files with 91 additions and 7 deletions

View File

@ -14,6 +14,19 @@
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
enum
{
TRANQUIL_IDLE1,
TRANQUIL_IDLE2,
TRANQUIL_IDLE3,
TRANQUIL_SHOOT,
TRANQUIL_SHOOT_EMPTY,
TRANQUIL_RELOAD_EMPTY,
TRANQUIL_RELOAD,
TRANQUIL_DRAW,
TRANQUIL_HOLSTER
};
void
w_tranquil_precache(void)
{
@ -25,9 +38,7 @@ w_tranquil_precache(void)
void
w_tranquil_updateammo(player pl)
{
#ifdef SERVER
Weapons_UpdateAmmo(pl, __NULL__, __NULL__, __NULL__);
#endif
Weapons_UpdateAmmo(pl, __NULL__, pl.m_iAmmoShells, __NULL__);
}
string
@ -44,14 +55,70 @@ w_tranquil_pmodel(player pl)
string
w_tranquil_deathmsg(void)
{
return "%s was assaulted by %s's Assault Cannon.";
return "%s is put to sleep by %s.";
}
void
w_tranquil_draw(player pl)
{
Weapons_SetModel("models/v_tfc_pistol.mdl");
Weapons_ViewAnimation(pl, 0);
Weapons_ViewAnimation(pl, TRANQUIL_DRAW);
Weapons_SetGeomset("geomset 2 2\n");
}
void
w_tranquil_shootdart(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_tranquil_primary(player pl)
{
int s = w_baseprojectile_fire(pl, WEAPON_TRANQUIL, player::m_iAmmoShells, w_tranquil_shootdart);
switch (s) {
case AUTO_FIRE_FAILED:
return;
break;
case AUTO_FIRED:
case AUTO_LAST:
Weapons_ViewAnimation(pl, TRANQUIL_SHOOT);
Weapons_ViewPunchAngle(pl, [-2,0,0]);
#ifndef CLIENT
Sound_Play(pl, CHAN_WEAPON, "weapon_tranquilizer.fire");
#endif
pl.w_attack_next = 1.5f;
break;
case AUTO_EMPTY:
pl.w_attack_next = 0.2f;
break;
}
pl.w_idle_next = 2.5f;
}
float
@ -60,6 +127,23 @@ w_tranquil_aimanim(player pl)
return self.flags & FL_CROUCHING ? ANIM_CR_AIMCROWBAR : ANIM_AIMCROWBAR;
}
void
w_tranquil_hud(player pl)
{
#ifdef CLIENT
vector aicon_pos;
aicon_pos = g_hudmins + [g_hudres[0] - 48, g_hudres[1] - 42];
Cross_DrawSub(g_cross_spr, [24,24], [0.1875,0], [0.1875, 0.1875]);
HUD_DrawAmmo2();
drawsubpic(aicon_pos, [24,24], g_hud7_spr, [72/256,72/128], [24/256, 24/128], g_hud_color, pSeatLocal->m_flAmmo2Alpha, DRAWFLAG_ADDITIVE);
#endif
}
void
w_tranquil_hudpic(player pl, int selected, vector pos, float a)
{
@ -98,11 +182,11 @@ weapon_t w_tranquil =
.slot_pos = 2,
.draw = w_tranquil_draw,
.holster = __NULL__,
.primary = __NULL__,
.primary = w_tranquil_primary,
.secondary = __NULL__,
.reload = __NULL__,
.release = __NULL__,
.postdraw = __NULL__,
.postdraw = w_tranquil_hud,
.precache = w_tranquil_precache,
.pickup = __NULL__,
.updateammo = w_tranquil_updateammo,