/* * 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 { TRANQUIL_IDLE1, TRANQUIL_IDLE2, TRANQUIL_IDLE3, TRANQUIL_SHOOT, TRANQUIL_SHOOT_EMPTY, TRANQUIL_RELOAD_EMPTY, TRANQUIL_RELOAD, TRANQUIL_DRAW, TRANQUIL_HOLSTER }; void w_tranquil_precache(void) { precache_model("models/v_tfc_pistol.mdl"); precache_model("models/w_tranquil.mdl"); precache_model("models/p_tranquil.mdl"); Sound_Precache("weapon_tranquilizer.fire"); } void w_tranquil_updateammo(player pl) { Weapons_UpdateAmmo(pl, __NULL__, pl.m_iAmmoShells, __NULL__); } string w_tranquil_wmodel(void) { return "models/w_tranquil.mdl"; } string w_tranquil_pmodel(player pl) { return "models/p_9mmhandgun2.mdl"; } string w_tranquil_deathmsg(void) { return "%s is put to sleep by %s."; } void w_tranquil_draw(player pl) { Weapons_SetModel("models/v_tfc_pistol.mdl"); Weapons_ViewAnimation(pl, TRANQUIL_DRAW); Weapons_SetGeomset("geomset 2 2\n"); } void w_tranquil_shootdart(player pl) { static void w_rpg_shootrocket_touch(void) { #ifndef CLIENT /* impact per bullet */ if (trace_ent.iBleeds == 0) { DecalGroups_Place("Impact.BigShot", trace_endpos + (v_forward * -2)); SurfData_Impact(trace_ent, trace_surfaceflagsi, trace_endpos, trace_plane_normal); } if (trace_ent.takedamage == DAMAGE_YES) { Damage_Apply(trace_ent, self.owner, 18, WEAPON_TRANQUIL, DMG_BULLET); } #endif remove(self); } Weapons_MakeVectors(pl); entity p = spawn(); setmodel(p, "models/nail.mdl"); setorigin(p, Weapons_GetCameraPos(pl) + (v_forward * 14) + (v_up * -4) + (v_right * 2)); p.owner = self; p.movetype = MOVETYPE_FLYMISSILE; p.solid = SOLID_BBOX; p.gravity = 0.5f; p.velocity = (v_forward * 1000) + (v_up * 4) + (v_right * -2); p.angles = vectoangles(p.velocity); p.touch = w_rpg_shootrocket_touch; p.think = Util_Destroy; p.nextthink = time + 5.0f; } void w_tranquil_primary(player pl) { int s = w_baseprojectile_fire(pl, WEAPON_TRANQUIL, player::m_iAmmoShells, w_tranquil_shootdart); switch (s) { case AUTO_FIRE_FAILED: return; break; case AUTO_FIRED: case AUTO_LAST: Weapons_ViewAnimation(pl, TRANQUIL_SHOOT); Weapons_ViewPunchAngle(pl, [-2,0,0]); Weapons_Sound(pl, CHAN_WEAPON, "weapon_tranquilizer.fire"); if (pl.flags & FL_CROUCHING) Animation_PlayerTop(pl, TFCANIM_CR_SHOOT1HAND, 0.45f); else Animation_PlayerTop(pl, TFCANIM_SHOOT1HAND, 0.45f); pl.w_attack_next = 1.5f; break; case AUTO_EMPTY: pl.w_attack_next = 0.2f; break; } pl.w_idle_next = 2.5f; } float w_tranquil_aimanim(player pl) { return pl.flags & FL_CROUCHING ? TFCANIM_CR_AIM1HAND : TFCANIM_AIM1HAND; } void w_tranquil_hud(player pl) { #ifdef CLIENT vector aicon_pos; aicon_pos = g_hudmins + [g_hudres[0] - 48, g_hudres[1] - 42]; Cross_DrawSub(g_cross_spr, [24,24], [0.1875,0], [0.1875, 0.1875]); HUD_DrawAmmo2(); 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_tranquil_hudpic(player pl, int selected, vector pos, float a) { #ifdef CLIENT if (selected) { drawsubpic( pos, [170,45], g_tfchud5_spr, [0,135/256], [170/256,45/256], g_hud_color, a, DRAWFLAG_ADDITIVE ); } else { drawsubpic( pos, [170,45], g_tfchud6_spr, [0,45/256], [170/256,45/256], g_hud_color, a, DRAWFLAG_ADDITIVE ); } #endif } weapon_t w_tranquil = { .name = "tranquil", .id = ITEM_TRANQUIL, .slot = 1, .slot_pos = 2, .weight = WEIGHT_TRANQUIL, .draw = w_tranquil_draw, .holster = __NULL__, .primary = w_tranquil_primary, .secondary = __NULL__, .reload = __NULL__, .release = __NULL__, .postdraw = w_tranquil_hud, .precache = w_tranquil_precache, .pickup = __NULL__, .updateammo = w_tranquil_updateammo, .wmodel = w_tranquil_wmodel, .pmodel = w_tranquil_pmodel, .deathmsg = w_tranquil_deathmsg, .aimanim = w_tranquil_aimanim, .hudpic = w_tranquil_hudpic, .isempty = w_asscan_isempty };