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.
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c401ab9828
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c1d8d69a77
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@ -58,12 +58,6 @@ w_sniper_deathmsg(void)
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return "%s was assaulted by %s's Assault Cannon.";
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return "%s was assaulted by %s's Assault Cannon.";
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}
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}
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void
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w_sniper_release(player pl)
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{
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Weapons_ViewAnimation(pl, SNIPER_IDLE);
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}
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void
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void
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w_sniper_draw(player pl)
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w_sniper_draw(player pl)
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{
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{
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@ -78,27 +72,45 @@ w_sniper_aimanim(player pl)
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}
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}
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void
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void
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w_sniper_primary(player pl)
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w_sniper_release(player pl)
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{
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{
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//pl.mode_still = 1 - pl.mode_still;
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// TODO
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// Below should be in the release, we need to detect whether we are still and then create the "dot"
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if (pl.w_attack_next > 0.0)
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if (pl.w_attack_next > 0.0)
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return;
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return;
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w_baseauto_fire(pl, player::m_iAmmoShells, 8, [0,0]);
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if (pl.mode_tempstate > 0) {
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Weapons_ViewAnimation(pl, SNIPER_FIRE);
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float dmg = bound(75, (pl.mode_tempstate/2) * 75, 375);
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#ifdef CLIENT
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w_baseauto_fire(pl, player::m_iAmmoShells, dmg, [0,0]);
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View_SetMuzzleflash(MUZZLE_RIFLE);
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Weapons_ViewAnimation(pl, SNIPER_FIRE);
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#endif
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#ifdef CLIENT
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Weapons_Sound(pl, CHAN_WEAPON, "weapon_sniper.fire");
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View_SetMuzzleflash(MUZZLE_RIFLE);
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pl.w_attack_next = 2.0f;
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#endif
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Weapons_Sound(pl, CHAN_WEAPON, "weapon_sniper.fire");
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pl.w_attack_next = 2.0f;
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pl.w_idle_next = 1.5f;
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pl.mode_tempstate = 0;
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}
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}
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pl.w_idle_next = 1.5f;
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void
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w_sniper_primary(player pl)
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{
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/* when moving, immediately release */
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if (vlen(pl.velocity) > 0) {
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w_sniper_release(pl);
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return;
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}
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/* weapon speed check */
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if (pl.w_attack_next > 0.0)
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return;
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/* if we aren't already, 'aim' down... */
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if (pl.mode_tempstate == 0) {
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Weapons_ViewAnimation(pl, SNIPER_AIM);
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}
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pl.mode_tempstate += 1;
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pl.w_attack_next = 1.0f;
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}
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}
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void
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void
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@ -113,30 +125,10 @@ w_sniper_secondary(player pl)
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} else {
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} else {
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pl.viewzoom = 1.0f;
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pl.viewzoom = 1.0f;
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}
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}
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pl.w_attack_next = 0.5f;
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pl.w_attack_next = 0.5f;
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}
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}
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/*
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void
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w_sniper_release(player pl)
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{
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if (pl.w_attack_next > 0.0)
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return;
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// Can't fire if moving
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//if (pl.mode_still == 1) {
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w_baseauto_fire(pl, player::m_iAmmoShells, 8, [0,0]);
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Weapons_ViewAnimation(pl, SNIPER_FIRE);
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#ifdef CLIENT
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View_SetMuzzleflash(MUZZLE_WEIRD);
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#else
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Sound_Play(pl, CHAN_WEAPON, "weapon_sniper.fire");
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#endif
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pl.w_attack_next = 2.0f;
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//}
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pl.w_idle_next = 1.5f;
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}
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*/
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void
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void
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w_sniper_postdraw(player pl)
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w_sniper_postdraw(player pl)
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{
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{
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@ -147,6 +139,31 @@ w_sniper_postdraw(player pl)
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} else {
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} else {
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Cross_DrawSub(g_cross_spr, [104,16], [24/128,96/128], [104/128, 16/128]);
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Cross_DrawSub(g_cross_spr, [104,16], [24/128,96/128], [104/128, 16/128]);
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}
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}
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if (pl.mode_tempstate) {
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vector laser_pos;
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float lerp;
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vector jitter = [0.0f, 0.0f, 0.0f];
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Weapons_MakeVectors(pl);
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vector src = pl.origin + pl.view_ofs;
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traceline(src, src + (v_forward * 256), FALSE, pl);
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lerp = Math_Lerp(18,6, trace_fraction);
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jitter[0] = (random(0,2) - 2) * (1 - trace_fraction);
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jitter[1] = (random(0,2) - 2) * (1 - trace_fraction);
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laser_pos = g_hudmins + (g_hudres / 2) + ([-lerp,-lerp] / 2);
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drawsubpic(
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laser_pos + jitter,
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[lerp,lerp],
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g_laser_spr,
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[0,0],
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[1.0, 1.0],
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[1,1,1],
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1.0f,
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DRAWFLAG_ADDITIVE
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);
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}
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// ammo counter
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// ammo counter
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HUD_DrawAmmo2();
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HUD_DrawAmmo2();
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vector aicon_pos = g_hudmins + [g_hudres[0] - 48, g_hudres[1] - 42];
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vector aicon_pos = g_hudmins + [g_hudres[0] - 48, g_hudres[1] - 42];
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@ -195,7 +212,7 @@ weapon_t w_sniper =
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.primary = w_sniper_primary,
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.primary = w_sniper_primary,
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.secondary = w_sniper_secondary,
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.secondary = w_sniper_secondary,
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.reload = __NULL__,
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.reload = __NULL__,
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.release = __NULL__,
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.release = w_sniper_release,
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.postdraw = w_sniper_postdraw,
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.postdraw = w_sniper_postdraw,
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.precache = w_sniper_precache,
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.precache = w_sniper_precache,
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.pickup = __NULL__,
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.pickup = __NULL__,
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