/* * 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. */ 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/p_sniper.mdl"); Sound_Precache("weapon_sniper.fire"); } void w_sniper_updateammo(player pl) { Weapons_UpdateAmmo(pl, __NULL__, pl.m_iAmmoShells, __NULL__); } string w_sniper_wmodel(void) { return ""; } string w_sniper_pmodel(player pl) { return "models/p_sniper.mdl"; } string w_sniper_deathmsg(void) { return "%s was assaulted by %s's Assault Cannon."; } void w_sniper_draw(player pl) { Weapons_SetModel("models/v_tfc_sniper.mdl"); Weapons_ViewAnimation(pl, SNIPER_DRAW); pl.w_idle_next = 1.0f; } float w_sniper_aimanim(player pl) { return pl.flags & FL_CROUCHING ? TFCANIM_CR_AIMSNIPER : TFCANIM_AIMSNIPER; } void w_sniper_release(player pl) { if (pl.w_idle_next > 0.0) return; if (pl.mode_tempstate > 0) { float dmg = bound(75, (pl.mode_tempstate/2) * 75, 375); w_baseauto_fire(WEAPON_SNIPER, player::m_iAmmoShells, dmg, [0,0]); Weapons_ViewAnimation(pl, SNIPER_FIRE); if (pl.flags & FL_CROUCHING) Animation_PlayerTop(pl, TFCANIM_CR_SHOOTSNIPER, 0.45f); else Animation_PlayerTop(pl, TFCANIM_SHOOTSNIPER, 0.45f); #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 = 0.5f; pl.mode_tempstate = 0; } } 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... */ pl.mode_tempstate += 1; pl.w_attack_next = 1.0f; if (pl.mode_tempstate == 0) { Weapons_ViewAnimation(pl, SNIPER_AIM); pl.w_idle_next = pl.w_attack_next; } } void w_sniper_secondary(player pl) { if (!(input_buttons & INPUT_BUTTON0)) { if (pl.mode_tempstate != 0) { w_sniper_release(pl); return; } } if (pl.w_idle_next > 0) { return; } /* Simple toggle of fovs */ if (pl.viewzoom == 1.0f) { pl.viewzoom = 0.2f; } else { pl.viewzoom = 1.0f; } pl.w_idle_next = 0.25f; } void w_sniper_postdraw(player pl) { #ifdef CLIENT Cross_DrawSub(g_cross_spr, [24,24], [72/128,0], [0.1875, 0.1875]); 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; float a = bound(0.0, (pl.mode_tempstate / 10), 1.0) * 0.75; traceline(src, src + (v_forward * 256), FALSE, pl); lerp = Math_Lerp(32,16, 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] * (0.25 + a), 1.0, DRAWFLAG_ADDITIVE ); } // ammo counter HUD_DrawAmmo2(); vector aicon_pos = g_hudmins + [g_hudres[0] - 48, g_hudres[1] - 42]; drawsubpic(aicon_pos, [24,24], g_hud7_spr, [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) { #ifdef CLIENT if (selected) { drawsubpic( pos, [170,45], g_tfchud2_spr, [0,0], [170/256,45/256], g_hud_color, a, DRAWFLAG_ADDITIVE ); } else { drawsubpic( pos, [170,45], g_tfchud1_spr, [0,0], [170/256,45/256], g_hud_color, a, DRAWFLAG_ADDITIVE ); } #endif } weapon_t w_sniper = { .name = "sniper", .id = ITEM_SNIPER, .slot = 1, .slot_pos = 1, .weight = WEIGHT_SNIPER, .draw = w_sniper_draw, .holster = __NULL__, .primary = w_sniper_primary, .secondary = w_sniper_secondary, .reload = __NULL__, .release = w_sniper_release, .postdraw = w_sniper_postdraw, .precache = w_sniper_precache, .pickup = __NULL__, .updateammo = w_sniper_updateammo, .wmodel = __NULL__, .pmodel = w_sniper_pmodel, .deathmsg = w_sniper_deathmsg, .aimanim = w_sniper_aimanim, .hudpic = w_sniper_hudpic, .isempty = w_asscan_isempty };