/* * Copyright (c) 2016-2021 Marco Cawthorne * Copyright (c) 2019-2020 Gethyn ThomasQuail * * Permission to use, copy, modify, and distribute this software for any * purpose with or without fee is hereby granted, provided that the above * copyright notice and this permission notice appear in all copies. * * THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES * WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF * MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR * ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES * WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER * IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING * OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE. */ enum { EGON_IDLE1, EGON_FIDGET1, EGON_ALTFIREON, EGON_ALTFIRECYCLE, EGON_ALTFIREOFF, EGON_FIRE1, EGON_FIRE2, EGON_FIRE3, EGON_FIRE4, EGON_DRAW, EGON_HOLSTER }; void w_flamer_precache(void) { #ifdef SERVER Sound_Precache("weapon_flame.fire"); precache_model("sprites/fthrow.spr"); #endif precache_model("models/v_flame.mdl"); precache_model("models/w_egon.mdl"); precache_model("models/p_egon.mdl"); } void w_flamer_updateammo(player pl) { Weapons_UpdateAmmo(pl, -1, pl.m_iAmmoCells, -1); } string w_flamer_wmodel(void) { return "models/w_egon.mdl"; } string w_flamer_pmodel(player pl) { return "models/p_egon2.mdl"; } string w_flamer_deathmsg(void) { return "%s burned to a crisp by %s's Flamethrower."; } int w_flamer_pickup(player pl, int new, int startammo) { return (1); } void w_flamer_draw(player pl) { Weapons_SetModel("models/v_flame.mdl"); Weapons_ViewAnimation(pl, EGON_DRAW); } void w_flamer_holster(player pl) { } void w_flamer_primary(player pl) { if (pl.w_attack_next > 0.0) return; /* Ammo check */ if (pl.m_iAmmoCells <= 0) return; pl.m_iAmmoCells--; Weapons_ViewAnimation(pl, EGON_FIRE1); #ifdef SERVER static void w_flamer_die(void) { NSEntity::Destroy(); } static void w_flamer_touch(entity target, entity source) { NSEntity me = (NSEntity)source; if (target.takedamage == DAMAGE_YES) { NSSurfacePropEntity m = (NSSurfacePropEntity)target; m.Ignite(source, 5.0f, WEAPON_FLAMER); } } Sound_Play(pl, CHAN_WEAPON, "weapon_flame.fire"); NSProjectile ball = spawn(NSProjectile); ball.SetModel("sprites/fthrow.spr"); ball.SetRenderMode(RM_ADDITIVE); ball.SetOwner(pl); ball.SetImpact(w_flamer_touch); ball.AnimateOnce(0, 15, 0.1f); // To be added to spec // ball.Animate(0,15); // ball.effects |= EF_BRIGHTLIGHT; // Also will need check for water contents (so projectile will die underwater) Weapons_MakeVectors(pl); ball.SetOrigin(Weapons_GetCameraPos(pl) + (v_forward * 16)); ball.SetVelocity(v_forward * 300); #endif pl.w_attack_next = 0.2f; pl.w_idle_next = 0.2f; } void w_flamer_reload(player pl) { } void w_flamer_release(player pl) { if (pl.w_attack_next > 0) return; if (pl.w_idle_next > 0) return; Weapons_ViewAnimation(pl, EGON_IDLE1); } void w_flamer_crosshair(player pl) { #ifdef CLIENT Cross_DrawSub(g_cross_spr, [24,24], [48/128,24/128], [0.1875, 0.1875]); //Cross_DrawSub(g_cross_spr, [24,24], [72/128,48/128], [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, [0,96/128], [24/256, 24/128], g_hud_color, pSeatLocal->m_flAmmo2Alpha, DRAWFLAG_ADDITIVE); #endif } float w_flamer_aimanim(player pl) { return pl.flags & FL_CROUCHING ? TFCANIM_CR_AIMEGON : TFCANIM_AIMEGON; } void w_flamer_hudpic(player pl, int selected, vector pos, float a) { #ifdef CLIENT vector hud_col; if (pl.m_iAmmoCells == 0) hud_col = [1,0,0]; else hud_col = g_hud_color; HUD_DrawAmmoBar(pos, pl.m_iAmmoCells, 200, a); if (selected) { drawsubpic( pos, [170,45], g_tfchud4_spr, [0,45/256], [170/256,45/256], hud_col, a, DRAWFLAG_ADDITIVE ); } else { drawsubpic( pos, [170,45], g_tfchud3_spr, [0,0/256], [170/256,45/256], hud_col, a, DRAWFLAG_ADDITIVE ); } #endif } int w_flamer_isempty(player pl) { if (pl.m_iAmmoCells <= 0) return 1; return 0; } weapontype_t w_flamer_type(player pl) { return WPNTYPE_RANGED; } weapon_t w_flamer = { .name = "flamer", .id = ITEM_FLAMER, .slot = 3, .slot_pos = 2, .weight = WEIGHT_FLAMER, .draw = w_flamer_draw, .holster = __NULL__, .primary = w_flamer_primary, .secondary = w_flamer_release, .reload = __NULL__, .release = w_flamer_release, .postdraw = w_flamer_crosshair, .precache = w_flamer_precache, .pickup = w_flamer_pickup, .updateammo = w_flamer_updateammo, .wmodel = w_flamer_wmodel, .pmodel = w_flamer_pmodel, .deathmsg = w_flamer_deathmsg, .aimanim = w_flamer_aimanim, .isempty = w_flamer_isempty, .type = w_flamer_type, .hudpic = w_flamer_hudpic };