From c1d8d69a77e154e72634f8a35b45f5145704cdfa Mon Sep 17 00:00:00 2001 From: Marco Cawthorne Date: Wed, 18 Jan 2023 21:04:25 -0800 Subject: [PATCH] WEAPON_SNIPER: shooting more or less handles or how it supposed to, with the holding down + laser and all that. Still needs more accurate movement restrictions. --- src/shared/w_sniper.qc | 103 ++++++++++++++++++++++++----------------- 1 file changed, 60 insertions(+), 43 deletions(-) diff --git a/src/shared/w_sniper.qc b/src/shared/w_sniper.qc index cfd7879..eb35d61 100644 --- a/src/shared/w_sniper.qc +++ b/src/shared/w_sniper.qc @@ -58,12 +58,6 @@ 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) { @@ -78,27 +72,45 @@ w_sniper_aimanim(player pl) } void -w_sniper_primary(player pl) +w_sniper_release(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_RIFLE); - #endif - Weapons_Sound(pl, CHAN_WEAPON, "weapon_sniper.fire"); - pl.w_attack_next = 2.0f; + if (pl.mode_tempstate > 0) { + float dmg = bound(75, (pl.mode_tempstate/2) * 75, 375); + w_baseauto_fire(pl, player::m_iAmmoShells, dmg, [0,0]); + Weapons_ViewAnimation(pl, SNIPER_FIRE); + #ifdef CLIENT + View_SetMuzzleflash(MUZZLE_RIFLE); + #endif + Weapons_Sound(pl, CHAN_WEAPON, "weapon_sniper.fire"); + pl.w_attack_next = 2.0f; + pl.w_idle_next = 1.5f; + pl.mode_tempstate = 0; + } +} - pl.w_idle_next = 1.5f; +void +w_sniper_primary(player pl) +{ + /* when moving, immediately release */ + if (vlen(pl.velocity) > 0) { + w_sniper_release(pl); + return; + } + /* weapon speed check */ + if (pl.w_attack_next > 0.0) + return; + + /* if we aren't already, 'aim' down... */ + if (pl.mode_tempstate == 0) { + Weapons_ViewAnimation(pl, SNIPER_AIM); + } + + pl.mode_tempstate += 1; + pl.w_attack_next = 1.0f; } void @@ -113,30 +125,10 @@ w_sniper_secondary(player pl) } 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) { @@ -147,6 +139,31 @@ w_sniper_postdraw(player pl) } else { Cross_DrawSub(g_cross_spr, [104,16], [24/128,96/128], [104/128, 16/128]); } + + if (pl.mode_tempstate) { + vector laser_pos; + float lerp; + vector jitter = [0.0f, 0.0f, 0.0f]; + Weapons_MakeVectors(pl); + vector src = pl.origin + pl.view_ofs; + traceline(src, src + (v_forward * 256), FALSE, pl); + lerp = Math_Lerp(18,6, trace_fraction); + jitter[0] = (random(0,2) - 2) * (1 - trace_fraction); + jitter[1] = (random(0,2) - 2) * (1 - trace_fraction); + laser_pos = g_hudmins + (g_hudres / 2) + ([-lerp,-lerp] / 2); + + drawsubpic( + laser_pos + jitter, + [lerp,lerp], + g_laser_spr, + [0,0], + [1.0, 1.0], + [1,1,1], + 1.0f, + DRAWFLAG_ADDITIVE + ); + } + // ammo counter HUD_DrawAmmo2(); vector aicon_pos = g_hudmins + [g_hudres[0] - 48, g_hudres[1] - 42]; @@ -195,7 +212,7 @@ weapon_t w_sniper = .primary = w_sniper_primary, .secondary = w_sniper_secondary, .reload = __NULL__, - .release = __NULL__, + .release = w_sniper_release, .postdraw = w_sniper_postdraw, .precache = w_sniper_precache, .pickup = __NULL__,