/* * 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. */ /* stat wise is this the same as the crowbar, but we might tweak it, so it's a * seperate weapon entry. who knows what modders/servers come up with, too */ enum { UMBRELLA_IDLE, UMBRELLA_DRAW, UMBRELLA_HOLSTER, UMBRELLA_ATTACK1HIT, UMBRELLA_ATTACK1MISS, UMBRELLA_ATTACK2MISS, UMBRELLA_ATTACK2HIT, UMBRELLA_ATTACK3MISS, UMBRELLA_ATTACK3HIT }; void w_umbrella_precache(void) { precache_sound("weapons/cbar_miss1.wav"); precache_sound("weapons/cbar_hit1.wav"); precache_sound("weapons/cbar_hit2.wav"); precache_sound("weapons/cbar_hitbod1.wav"); precache_sound("weapons/cbar_hitbod2.wav"); precache_sound("weapons/cbar_hitbod3.wav"); precache_model("models/v_umbrella.mdl"); precache_model("models/w_umbrella.mdl"); precache_model("models/p_umbrella.mdl"); } void w_umbrella_updateammo(player pl) { #ifdef SERVER Weapons_UpdateAmmo(pl, __NULL__, __NULL__, __NULL__); #endif } string w_umbrella_wmodel(void) { return "models/w_umbrella.mdl"; } string w_umbrella_pmodel(player pl) { return "models/p_umbrella.mdl"; } string w_umbrella_deathmsg(void) { return "%s was assaulted by %s's Umbrella."; } void w_umbrella_draw(player pl) { Weapons_SetModel("models/v_umbrella.mdl"); Weapons_ViewAnimation(pl, UMBRELLA_DRAW); } void w_umbrella_holster(player pl) { Weapons_ViewAnimation(pl, UMBRELLA_HOLSTER); } void w_umbrella_primary(player pl) { int anim = 0; vector src; if (pl.w_attack_next) { return; } Weapons_MakeVectors(pl); src = pl.origin + pl.view_ofs; traceline(src, src + (v_forward * 32), FALSE, pl); int r = (float)input_sequence % 3; switch (r) { case 0: anim = trace_fraction >= 1 ? UMBRELLA_ATTACK1MISS:UMBRELLA_ATTACK1HIT; break; case 1: anim = trace_fraction >= 1 ? UMBRELLA_ATTACK2MISS:UMBRELLA_ATTACK2HIT; break; default: anim = trace_fraction >= 1 ? UMBRELLA_ATTACK3MISS:UMBRELLA_ATTACK3HIT; } Weapons_ViewAnimation(pl, anim); if (trace_fraction >= 1.0) { pl.w_attack_next = 0.5f; } else { pl.w_attack_next = 0.25f; } pl.w_idle_next = 2.5f; #ifdef SERVER if (pl.flags & FL_CROUCHING) { Animation_PlayerTop(pl, ANIM_SHOOTCROWBAR, 0.5f); } else { Animation_PlayerTop(pl, ANIM_CR_SHOOTCROWBAR, 0.42f); } sound(pl, CHAN_WEAPON, "weapons/cbar_miss1.wav", 1, ATTN_NORM); if (trace_fraction >= 1.0) { return; } /* don't bother with decals, we got squibs */ if (trace_ent.iBleeds) { FX_Blood(trace_endpos, [1,0,0]); } else { FX_Impact(IMPACT_MELEE, trace_endpos, trace_plane_normal); } if (trace_ent.takedamage) { Damage_Apply(trace_ent, self, 10, WEAPON_UMBRELLA, DMG_BLUNT); if (!trace_ent.iBleeds) { return; } if (random() < 0.33) { sound(pl, 8, "weapons/cbar_hitbod1.wav", 1, ATTN_NORM); } else if (random() < 0.66) { sound(pl, 8, "weapons/cbar_hitbod2.wav", 1, ATTN_NORM); } else { sound(pl, 8, "weapons/cbar_hitbod3.wav", 1, ATTN_NORM); } } else { if (random() < 0.5) { sound(pl, 8, "weapons/cbar_hit1.wav", 1, ATTN_NORM); } else { sound(pl, 8, "weapons/cbar_hit2.wav", 1, ATTN_NORM); } } #endif } void w_umbrella_release(player pl) { if (pl.w_idle_next) { return; } Weapons_ViewAnimation(pl, UMBRELLA_IDLE); pl.w_idle_next = 15.0f; } float w_umbrella_aimanim(player pl) { return self.flags & FL_CROUCHING ? ANIM_CR_AIMCROWBAR : ANIM_AIMCROWBAR; } void w_umbrella_hudpic(player pl, int selected, vector pos, float a) { #ifdef CLIENT if (selected) { drawsubpic( pos, [170,45], "sprites/640hud4.spr_0.tga", [0,0], [170/256,45/256], g_hud_color, a, DRAWFLAG_ADDITIVE ); } else { drawsubpic( pos, [170,45], "sprites/640hud1.spr_0.tga", [0,0], [170/256,45/256], g_hud_color, a, DRAWFLAG_ADDITIVE ); } #endif } weapon_t w_umbrella = { .name = "umbrella", .id = ITEM_UMBRELLA, .slot = 0, .slot_pos = 4, .draw = w_umbrella_draw, .holster = w_umbrella_holster, .primary = w_umbrella_primary, .secondary = __NULL__, .reload = __NULL__, .release = w_umbrella_release, .postdraw = __NULL__, .precache = w_umbrella_precache, .pickup = __NULL__, .updateammo = w_umbrella_updateammo, .wmodel = w_umbrella_wmodel, .pmodel = w_umbrella_pmodel, .deathmsg = w_umbrella_deathmsg, .aimanim = w_umbrella_aimanim, .hudpic = w_umbrella_hudpic };