/* * 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 { NAILGUN_IDLE, NAILGUN_FIDGET1, NAILGUN_UNUSED1, NAILGUN_UNUSED2, NAILGUN_DEPLOY, NAILGUN_SHOOT1, NAILGUN_SHOOT2, NAILGUN_SHOOT3, }; void w_nailgun_precache(void) { precache_model("models/v_tfc_nailgun.mdl"); precache_model("models/w_nailgun.mdl"); precache_model("models/p_nailgun.mdl"); precache_model("models/nail.mdl"); } void w_nailgun_updateammo(player pl) { Weapons_UpdateAmmo(pl, __NULL__, pl.m_iAmmoNails, __NULL__); } string w_nailgun_wmodel(void) { return "models/w_nailgun.mdl"; } string w_nailgun_pmodel(player pl) { return "models/p_nailgun.mdl"; } string w_nailgun_deathmsg(void) { return "%s was assaulted by %s's Assault Cannon."; } void w_nailgun_draw(player pl) { Weapons_SetModel("models/v_tfc_nailgun.mdl"); Weapons_ViewAnimation(pl, NAILGUN_DEPLOY); } float w_nailgun_aimanim(player pl) { return self.flags & FL_CROUCHING ? ANIM_CR_AIMCROWBAR : ANIM_AIMCROWBAR; } void w_nailgun_shootnail(player pl) { static void w_rpg_shootrocket_touch(void) { remove(self); } Weapons_MakeVectors(pl); entity p = spawn(); setmodel(p, "models/nail.mdl"); setorigin(p, Weapons_GetCameraPos(pl) + (v_forward * 8)); p.owner = self; p.movetype = MOVETYPE_FLYMISSILE; p.solid = SOLID_BBOX; p.gravity = 0.5f; p.velocity = (v_forward * 1000); p.angles = vectoangles(p.velocity); p.touch = w_rpg_shootrocket_touch; p.think = Util_Destroy; p.nextthink = time + 5.0f; } void w_nailgun_primary(player pl) { int s = w_baseprojectile_fire(pl, WEAPON_NAILGUN, player::m_iAmmoNails, w_nailgun_shootnail); switch (s) { case AUTO_FIRE_FAILED: return; break; case AUTO_FIRED: case AUTO_LAST: int r = (float)input_sequence % 3; if (r == 1) { Weapons_ViewAnimation(pl, NAILGUN_SHOOT1); } else if (r == 2) { Weapons_ViewAnimation(pl, NAILGUN_SHOOT2); } else { Weapons_ViewAnimation(pl, NAILGUN_SHOOT3); } Weapons_ViewAnimation(pl, NAILGUN_SHOOT2); Weapons_ViewPunchAngle(pl, [-1,0,0]); pl.w_attack_next = 0.1f; break; case AUTO_EMPTY: pl.w_attack_next = 0.2f; break; } pl.w_idle_next = 1.5f; } void w_nailgun_hud(player pl) { #ifdef CLIENT vector cross_pos; vector aicon_pos; /* crosshair/laser */ cross_pos = g_hudmins + (g_hudres / 2) + [-12,-12]; drawsubpic( cross_pos, [24,24], g_cross_spr, [0.1875,0], [0.1875, 0.1875], [1,1,1], 1.0f, DRAWFLAG_NORMAL ); HUD_DrawAmmo2(); aicon_pos = g_hudmins + [g_hudres[0] - 48, g_hudres[1] - 42]; drawsubpic( aicon_pos, [24,24], g_hud7_spr, [0,72/128], [24/256, 24/128], g_hud_color, pSeatLocal->m_flAmmo2Alpha, DRAWFLAG_ADDITIVE ); #endif } void w_nailgun_hudpic(player pl, int selected, vector pos, float a) { #ifdef CLIENT if (selected) { drawsubpic( pos, [170,45], "sprites/tfchud07.spr_0.tga", [0,90/256], [170/256,45/256], g_hud_color, a, DRAWFLAG_ADDITIVE ); } else { drawsubpic( pos, [170,45], "sprites/tfchud07.spr_0.tga", [0,90/256], [170/256,45/256], g_hud_color, a, DRAWFLAG_ADDITIVE ); } #endif } weapon_t w_nailgun = { .name = "nailgun", .id = ITEM_NAILGUN, .slot = 3, .slot_pos = 0, .draw = w_nailgun_draw, .holster = __NULL__, .primary = w_nailgun_primary, .secondary = __NULL__, .reload = __NULL__, .release = __NULL__, .postdraw = w_nailgun_hud, .precache = w_nailgun_precache, .pickup = __NULL__, .updateammo = w_nailgun_updateammo, .wmodel = w_nailgun_wmodel, .pmodel = w_nailgun_pmodel, .deathmsg = w_nailgun_deathmsg, .aimanim = w_nailgun_aimanim, .hudpic = w_nailgun_hudpic };