/* * 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. */ #define TFC_RPG_ROCKET_SPEED 900.0f enum { RPG_IDLE1, RPG_FIDGET1, RPG_FIRE, RPG_HOLSTER1, RPG_DRAW1, RPG_HOLSTER2, RPG_DRAW2, RPG_RELOAD_START, RPG_RELOAD, RPG_RELOAD_END, RPG_IDLE2, RPG_FIDGET2 }; void w_rpg_precache(void) { precache_model("models/v_tfc_rpg.mdl"); precache_model("models/w_rpg.mdl"); precache_model("models/p_rpg.mdl"); precache_model("models/rpgrocket.mdl"); } int w_rpg_pickup(player pl, int new, int startammo) { #ifdef SERVER pl.mag_rpg = bound(0, pl.mag_rpg + 4, 4); #endif return (1); } void w_rpg_updateammo(player pl) { Weapons_UpdateAmmo(pl, pl.mag_rpg, pl.m_iAmmoRockets, __NULL__); } string w_rpg_wmodel(void) { return "models/w_rpg.mdl"; } string w_rpg_pmodel(player pl) { return "models/p_rpg.mdl"; } string w_rpg_deathmsg(void) { return "%s was assaulted by %s's Assault Cannon."; } void w_rpg_draw(player pl) { Weapons_SetModel("models/v_tfc_rpg.mdl"); Weapons_ViewAnimation(pl, 0); } void w_rpg_shootrocket(player pl) { static void w_rpg_shootrocket_touch(void) { FX_Explosion(self.origin); remove(self); } Weapons_MakeVectors(pl); entity p = spawn(); setmodel(p, "models/rpgrocket.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 * TFC_RPG_ROCKET_SPEED); p.angles = vectoangles(p.velocity); p.touch = w_rpg_shootrocket_touch; p.think = Util_Destroy; p.nextthink = time + 5.0f; } void w_rpg_primary(player pl) { int s = w_baseprojectile_fire(pl, WEAPON_RPG, player::mag_rpg, w_rpg_shootrocket); switch (s) { case AUTO_FIRE_FAILED: return; break; case AUTO_FIRED: Weapons_ViewAnimation(pl, RPG_FIRE); Weapons_ViewPunchAngle(pl, [-2,0,0]); pl.w_attack_next = 0.8f; break; case AUTO_LAST: Weapons_ViewAnimation(pl, RPG_FIRE); Weapons_ViewPunchAngle(pl, [-2,0,0]); pl.w_attack_next = 0.8f; break; case AUTO_EMPTY: pl.w_attack_next = 0.2f; break; } pl.w_idle_next = 1.5f; } void w_rpg_reload(player pl) { w_baseshotgun_reload(player::mag_rpg, player::m_iAmmoRockets, 4); } void w_rpg_release(player pl) { int s = w_baseshotgun_release(player::mag_rpg, player::m_iAmmoRockets, 4); switch (s) { case SHOTGUN_IDLE: int r = (float)input_sequence % 3; if (r == 1) { Weapons_ViewAnimation(pl, RPG_IDLE1); } else if (r == 2) { Weapons_ViewAnimation(pl, RPG_FIDGET1); } else { Weapons_ViewAnimation(pl, RPG_FIDGET2); } pl.w_idle_next = 5.0f; break; case SHOTGUN_BUSY: break; case SHOTGUN_START_RELOAD: Weapons_ViewAnimation(pl, RPG_RELOAD_START); break; case SHOTGUN_RELOAD: Weapons_ViewAnimation(pl, RPG_RELOAD); break; case SHOTGUN_END_RELOAD: Weapons_ViewAnimation(pl, RPG_RELOAD_END); break; } } float w_rpg_aimanim(player pl) { return self.flags & FL_CROUCHING ? ANIM_CR_AIMCROWBAR : ANIM_AIMCROWBAR; } void w_rpg_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, [0,0], [0.1875, 0.1875], [1,1,1], 1, DRAWFLAG_NORMAL ); /* 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 } void w_rpg_hudpic(player pl, int selected, vector pos, float a) { #ifdef CLIENT if (selected) { drawsubpic(pos, [170,45], "sprites/640hud5.spr_0.tga", [0,45/256], [170/256,45/256], g_hud_color, a, DRAWFLAG_ADDITIVE); } else { drawsubpic(pos, [170,45], "sprites/640hud2.spr_0.tga", [0,45/256], [170/256,45/256], g_hud_color, a, DRAWFLAG_ADDITIVE); } #endif } weapon_t w_rpg = { .name = "rpg", .id = ITEM_RPG, .slot = 4, .slot_pos = 0, .draw = w_rpg_draw, .holster = __NULL__, .primary = w_rpg_primary, .secondary = __NULL__, .reload = w_rpg_reload, .release = w_rpg_release, .postdraw = w_rpg_hud, .precache = w_rpg_precache, .pickup = w_rpg_pickup, .updateammo = w_rpg_updateammo, .wmodel = w_rpg_wmodel, .pmodel = w_rpg_pmodel, .deathmsg = w_rpg_deathmsg, .aimanim = w_rpg_aimanim, .hudpic = w_rpg_hudpic };