WEAPON_SNIPER: Basic implementation

This commit is contained in:
Xylemon 2023-01-18 14:16:09 -08:00
parent dd918f106c
commit 6adad7195e
1 changed files with 106 additions and 12 deletions

View File

@ -14,26 +14,37 @@
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
enum
{
SNIPER_IDLE,
SNIPER_AIM,
SNIPER_FIRE,
SNIPER_DRAW,
SNIPER_HOLSTER,
SNIPER_AUTOIDLE,
SNIPER_AUTOFIRE,
SNIPER_AUTODRAW,
SNIPER_AUTOHOLSTER,
};
void
w_sniper_precache(void)
{
precache_model("models/v_tfc_sniper.mdl");
precache_model("models/w_sniper.mdl");
precache_model("models/p_sniper.mdl");
Sound_Precache("weapon_sniper.fire");
}
void
w_sniper_updateammo(player pl)
{
#ifdef SERVER
Weapons_UpdateAmmo(pl, __NULL__, __NULL__, __NULL__);
#endif
Weapons_UpdateAmmo(pl, __NULL__, pl.m_iAmmoShells, __NULL__);
}
string
w_sniper_wmodel(void)
{
return "models/w_sniper.mdl";
return;
}
string
w_sniper_pmodel(player pl)
@ -47,11 +58,17 @@ w_sniper_deathmsg(void)
return "%s was assaulted by %s's Assault Cannon.";
}
void
w_sniper_release(player pl)
{
Weapons_ViewAnimation(pl, SNIPER_IDLE);
}
void
w_sniper_draw(player pl)
{
Weapons_SetModel("models/v_tfc_sniper.mdl");
Weapons_ViewAnimation(pl, 0);
Weapons_ViewAnimation(pl, SNIPER_IDLE);
}
float
@ -60,6 +77,83 @@ w_sniper_aimanim(player pl)
return self.flags & FL_CROUCHING ? ANIM_CR_AIMCROWBAR : ANIM_AIMCROWBAR;
}
void
w_sniper_primary(player pl)
{
//pl.mode_still = 1 - pl.mode_still;
// TODO
// Below should be in the release, we need to detect whether we are still and then create the "dot"
if (pl.w_attack_next > 0.0)
return;
w_baseauto_fire(pl, player::m_iAmmoShells, 8, [0,0]);
Weapons_ViewAnimation(pl, SNIPER_FIRE);
#ifdef CLIENT
View_SetMuzzleflash(MUZZLE_WEIRD);
#endif
Weapons_Sound(pl, CHAN_WEAPON, "weapon_sniper.fire");
pl.w_attack_next = 2.0f;
pl.w_idle_next = 1.5f;
}
void
w_sniper_secondary(player pl)
{
if (pl.w_attack_next) {
return;
}
/* Simple toggle of fovs */
if (pl.viewzoom == 1.0f) {
pl.viewzoom = 0.2f;
} else {
pl.viewzoom = 1.0f;
}
pl.w_attack_next = 0.5f;
}
/*
void
w_sniper_release(player pl)
{
if (pl.w_attack_next > 0.0)
return;
// Can't fire if moving
//if (pl.mode_still == 1) {
w_baseauto_fire(pl, player::m_iAmmoShells, 8, [0,0]);
Weapons_ViewAnimation(pl, SNIPER_FIRE);
#ifdef CLIENT
View_SetMuzzleflash(MUZZLE_WEIRD);
#else
Sound_Play(pl, CHAN_WEAPON, "weapon_sniper.fire");
#endif
pl.w_attack_next = 2.0f;
//}
pl.w_idle_next = 1.5f;
}
*/
void
w_sniper_postdraw(player pl)
{
#ifdef CLIENT
// crosshair
if (pl.viewzoom == 1) {
Cross_DrawSub(g_cross_spr, [24,24], [72/128,0], [0.1875, 0.1875]);
} else {
Cross_DrawSub(g_cross_spr, [104,16], [24/128,96/128], [104/128, 16/128]);
}
// ammo counter
HUD_DrawAmmo2();
vector aicon_pos = g_hudmins + [g_hudres[0] - 48, g_hudres[1] - 42];
drawsubpic(aicon_pos, [24,24], "sprites/640hud7.spr_0.tga", [72/256,72/128], [24/256, 24/128], g_hud_color, pSeatLocal->m_flAmmo2Alpha, DRAWFLAG_ADDITIVE);
#endif
}
void
w_sniper_hudpic(player pl, int selected, vector pos, float a)
{
@ -69,7 +163,7 @@ w_sniper_hudpic(player pl, int selected, vector pos, float a)
pos,
[170,45],
"sprites/tfchud02.spr_0.tga",
[0,45/256],
[0,0],
[170/256,45/256],
g_hud_color,
a,
@ -80,7 +174,7 @@ w_sniper_hudpic(player pl, int selected, vector pos, float a)
pos,
[170,45],
"sprites/tfchud01.spr_0.tga",
[0,45/256],
[0,0],
[170/256,45/256],
g_hud_color,
a,
@ -98,15 +192,15 @@ weapon_t w_sniper =
.slot_pos = 1,
.draw = w_sniper_draw,
.holster = __NULL__,
.primary = __NULL__,
.secondary = __NULL__,
.primary = w_sniper_primary,
.secondary = w_sniper_secondary,
.reload = __NULL__,
.release = __NULL__,
.postdraw = __NULL__,
.postdraw = w_sniper_postdraw,
.precache = w_sniper_precache,
.pickup = __NULL__,
.updateammo = w_sniper_updateammo,
.wmodel = w_sniper_wmodel,
.wmodel = __NULL__,
.pmodel = w_sniper_pmodel,
.deathmsg = w_sniper_deathmsg,
.aimanim = w_sniper_aimanim,