/* * Copyright (c) 2016-2020 Marco Cawthorne * * 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. */ typedef enum { GLAUNCHER_GIDLE, GLAUNCHER_PIDLE, GLAUNCHER_GFIRE, GLAUNCHER_PFIRE, GLAUNCHER_GRELOAD1, GLAUNCHER_GRELOAD2, GLAUNCHER_PRELOAD1, GLAUNCHER_PRELOAD2, GLAUNCHER_GDRAW, GLAUNCHER_PDRAW, GLAUNCHER_GHOLSTER, GLAUNCHER_PHOLSTER } w_glauncher_anims_t; void w_glauncher_precache(void) { #ifdef SERVER Sound_Precache("weapon_handgrenade.bounce"); Sound_Precache("weapon_mp5.gl"); precache_model("models/w_glauncher.mdl"); precache_model("models/p_glauncher.mdl"); precache_model("models/pipebomb.mdl"); #else precache_model("models/v_tfgl.mdl"); #endif } void w_glauncher_updateammo(player pl) { Weapons_UpdateAmmo(pl, pl.mag_glauncher, pl.m_iAmmoRockets, __NULL__); } int w_glauncher_pickup(player pl, int new, int startammo) { #ifdef SERVER pl.mag_glauncher = bound(0, pl.mag_glauncher + 6, 6); #endif return (1); } string w_glauncher_wmodel(void) { return "models/w_glauncher.mdl"; } string w_glauncher_pmodel(player pl) { return "models/p_glauncher2.mdl"; } string w_glauncher_deathmsg(void) { return "%s was assaulted by %s's Assault Cannon."; } void w_glauncher_draw(player pl) { Weapons_SetModel("models/v_tfgl.mdl"); Weapons_ViewAnimation(pl, GLAUNCHER_GDRAW); } void w_glauncher_shootnade(player pl) { #ifdef SERVER vector vecNadeVelocity; static void w_glauncher_shootnade_touch(void) { Sound_Play(self, CHAN_BODY, "weapon_handgrenade.bounce"); if (vlen(self.velocity)) self.avelocity = g_vec_null; } static void w_glauncher_explode(void) { float dmg = 100; pointparticles(particleeffectnum("fx_explosion.main"), self.origin, [0,0,0], 1); Damage_Radius(self.origin, self.owner, dmg, dmg * 2.5f, TRUE, WEAPON_GLAUNCHER); Sound_Play(self, CHAN_VOICE, "fx.explosion"); NSEntity::Destroy(); } Weapons_MakeVectors(pl); vecNadeVelocity = v_forward * 600 + v_up * 200 + crandom() * v_right * 10 + crandom() * v_up * 10; NSRenderableEntity eNade = spawn(NSRenderableEntity); eNade.SetModel("models/pipebomb.mdl"); eNade.SetOrigin(Weapons_GetCameraPos(pl) + (v_forward * 14) + (v_up * -4) + (v_right * 2)); eNade.SetOwner(pl); eNade.SetMovetype(MOVETYPE_BOUNCE); eNade.SetSolid(SOLID_BBOX); eNade.SetGravity(1.0f); eNade.SetVelocity(vecNadeVelocity); eNade.SetAngularVelocity([300, 300, 300]); eNade.SetAngles(vectoangles(eNade.GetVelocity())); eNade.SetSkin(1); eNade.touch = w_glauncher_shootnade_touch; eNade.think = w_glauncher_explode; eNade.nextthink = time + 2.5f; Sound_Play(pl, CHAN_WEAPON, "weapon_mp5.gl"); //eNade.traileffectnum = particleeffectnum("weapon_rpg.trail"); #endif } void w_glauncher_reload(player pl) { w_baseshotgun_reload(player::mag_glauncher, player::m_iAmmoRockets, 6); } void w_glauncher_release(player pl) { int s = w_baseshotgun_release(player::mag_glauncher, player::m_iAmmoRockets, 6); switch (s) { case SHOTGUN_IDLE: Weapons_ViewAnimation(pl, GLAUNCHER_GIDLE); pl.w_idle_next = 5.0f; break; case SHOTGUN_BUSY: break; case SHOTGUN_START_RELOAD: Weapons_ViewAnimation(pl, GLAUNCHER_GRELOAD1); break; case SHOTGUN_RELOAD: break; case SHOTGUN_END_RELOAD: Weapons_ViewAnimation(pl, GLAUNCHER_GRELOAD2); break; } } void w_glauncher_primary(player pl) { int s = w_baseprojectile_fire(pl, WEAPON_GLAUNCHER, player::mag_glauncher, w_glauncher_shootnade); switch (s) { case AUTO_FIRE_FAILED: w_glauncher_release(pl); return; break; case AUTO_FIRED: case AUTO_LAST: Weapons_ViewAnimation(pl, GLAUNCHER_GFIRE); Weapons_ViewPunchAngle(pl, [-1,0,0]); if (pl.flags & FL_CROUCHING) Animation_PlayerTop(pl, TFCANIM_CR_SHOOTSHOTGUN, 0.45f); else Animation_PlayerTop(pl, TFCANIM_SHOOTSHOTGUN, 0.45f); pl.w_attack_next = 0.6f; break; case AUTO_EMPTY: Weapons_ViewAnimation(pl, GLAUNCHER_GIDLE); pl.w_attack_next = 0.2f; break; } pl.w_idle_next = 0.6f; } void w_glauncher_postdraw(player pl) { #ifdef CLIENT vector aicon_pos; Cross_DrawSub(g_cross_spr, [24,24], [24/128,48/128], [0.1875, 0.1875]); /* ammo counters */ HUD_DrawAmmo1(); HUD_DrawAmmo2(); /* ammo icon */ aicon_pos = g_hudmins + [g_hudres[0] - 48, g_hudres[1] - 42]; drawsubpic( aicon_pos, [24,24], "sprites/640hud7.spr_0.tga", [120/256,72/128], [24/256, 24/128], g_hud_color, pSeatLocal->m_flAmmo2Alpha, DRAWFLAG_ADDITIVE ); #endif } float w_glauncher_aimanim(player pl) { return pl.flags & FL_CROUCHING ? TFCANIM_CR_AIMSHOTGUN : TFCANIM_AIMSHOTGUN; } void w_glauncher_hudpic(player pl, int selected, vector pos, float a) { #ifdef CLIENT if (selected) { drawsubpic( pos, [170,45], g_tfchud2_spr, [0,135/256], [170/256,45/256], g_hud_color, a, DRAWFLAG_ADDITIVE ); } else { drawsubpic( pos, [170,45], g_tfchud1_spr, [0,135/256], [170/256,45/256], g_hud_color, a, DRAWFLAG_ADDITIVE ); } #endif } weapon_t w_glauncher = { .name = "glauncher", .id = ITEM_GLAUNCHER, .slot = 3, .slot_pos = 1, .weight = WEIGHT_GLAUNCHER, .draw = w_glauncher_draw, .holster = __NULL__, .primary = w_glauncher_primary, .secondary = __NULL__, .reload = w_glauncher_reload, .release = w_glauncher_release, .postdraw = w_glauncher_postdraw, .precache = w_glauncher_precache, .pickup = w_glauncher_pickup, .updateammo = w_glauncher_updateammo, .wmodel = w_glauncher_wmodel, .pmodel = w_glauncher_pmodel, .deathmsg = w_glauncher_deathmsg, .aimanim = w_glauncher_aimanim, .hudpic = w_glauncher_hudpic, .isempty = w_asscan_isempty };