tfc/src/shared/w_glauncher.qc

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/*
* Copyright (c) 2016-2020 Marco Cawthorne <marco@icculus.org>
*
* 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.
*/
typedef enum
{
GLAUNCHER_GIDLE,
GLAUNCHER_PIDLE,
GLAUNCHER_GFIRE,
GLAUNCHER_PFIRE,
GLAUNCHER_GRELOAD1,
GLAUNCHER_GRELOAD2,
GLAUNCHER_PRELOAD1,
GLAUNCHER_PRELOAD2,
GLAUNCHER_GDRAW,
GLAUNCHER_PDRAW,
GLAUNCHER_GHOLSTER,
GLAUNCHER_PHOLSTER
} w_glauncher_anims_t;
void
w_glauncher_precache(void)
{
#ifdef SERVER
Sound_Precache("weapon_handgrenade.bounce");
Sound_Precache("weapon_mp5.gl");
precache_model("models/w_glauncher.mdl");
precache_model("models/p_glauncher.mdl");
precache_model("models/pipebomb.mdl");
#else
precache_model("models/v_tfgl.mdl");
#endif
}
void
w_glauncher_updateammo(player pl)
{
Weapons_UpdateAmmo(pl, pl.mag_glauncher, pl.m_iAmmoRockets, __NULL__);
}
int
w_glauncher_pickup(player pl, int new, int startammo)
{
#ifdef SERVER
pl.mag_glauncher = bound(0, pl.mag_glauncher + 6, 6);
#endif
return (1);
}
string
w_glauncher_wmodel(void)
{
return "models/w_glauncher.mdl";
}
string
w_glauncher_pmodel(player pl)
{
return "models/p_glauncher2.mdl";
}
string
w_glauncher_deathmsg(void)
{
return "%s was assaulted by %s's Assault Cannon.";
}
void
w_glauncher_draw(player pl)
{
Weapons_SetModel("models/v_tfgl.mdl");
Weapons_ViewAnimation(pl, GLAUNCHER_GDRAW);
}
void
w_glauncher_shootnade(player pl)
{
#ifdef SERVER
vector vecNadeVelocity;
static void w_glauncher_shootnade_touch(void) {
Sound_Play(self, CHAN_BODY, "weapon_handgrenade.bounce");
if (vlen(self.velocity))
self.avelocity = g_vec_null;
}
static void w_glauncher_explode(void) {
float dmg = 100;
pointparticles(particleeffectnum("fx_explosion.main"), self.origin, [0,0,0], 1);
Damage_Radius(self.origin, self.owner, dmg, dmg * 2.5f, TRUE, WEAPON_GLAUNCHER);
Sound_Play(self, CHAN_VOICE, "fx.explosion");
NSEntity::Destroy();
}
Weapons_MakeVectors(pl);
vecNadeVelocity = v_forward * 600 + v_up * 200 + crandom() * v_right * 10 + crandom() * v_up * 10;
NSRenderableEntity eNade = spawn(NSRenderableEntity);
eNade.SetModel("models/pipebomb.mdl");
eNade.SetOrigin(Weapons_GetCameraPos(pl) + (v_forward * 14) + (v_up * -4) + (v_right * 2));
eNade.SetOwner(pl);
eNade.SetMovetype(MOVETYPE_BOUNCE);
eNade.SetSolid(SOLID_BBOX);
eNade.SetGravity(1.0f);
eNade.SetVelocity(vecNadeVelocity);
eNade.SetAngularVelocity([300, 300, 300]);
eNade.SetAngles(vectoangles(eNade.GetVelocity()));
eNade.SetSkin(1);
eNade.touch = w_glauncher_shootnade_touch;
eNade.think = w_glauncher_explode;
eNade.nextthink = time + 2.5f;
Sound_Play(pl, CHAN_WEAPON, "weapon_mp5.gl");
//eNade.traileffectnum = particleeffectnum("weapon_rpg.trail");
#endif
}
void
w_glauncher_reload(player pl)
{
w_baseshotgun_reload(player::mag_glauncher, player::m_iAmmoRockets, 6);
}
void
w_glauncher_release(player pl)
{
int s = w_baseshotgun_release(player::mag_glauncher, player::m_iAmmoRockets, 6);
switch (s) {
case SHOTGUN_IDLE:
Weapons_ViewAnimation(pl, GLAUNCHER_GIDLE);
pl.w_idle_next = 5.0f;
break;
case SHOTGUN_BUSY:
break;
case SHOTGUN_START_RELOAD:
Weapons_ViewAnimation(pl, GLAUNCHER_GRELOAD1);
break;
case SHOTGUN_RELOAD:
break;
case SHOTGUN_END_RELOAD:
Weapons_ViewAnimation(pl, GLAUNCHER_GRELOAD2);
break;
}
}
void
w_glauncher_primary(player pl)
{
int s = w_baseprojectile_fire(pl, WEAPON_GLAUNCHER, player::mag_glauncher, w_glauncher_shootnade);
switch (s) {
case AUTO_FIRE_FAILED:
w_glauncher_release(pl);
return;
break;
case AUTO_FIRED:
case AUTO_LAST:
Weapons_ViewAnimation(pl, GLAUNCHER_GFIRE);
Weapons_ViewPunchAngle(pl, [-1,0,0]);
if (pl.flags & FL_CROUCHING)
Animation_PlayerTop(pl, TFCANIM_CR_SHOOTSHOTGUN, 0.45f);
else
Animation_PlayerTop(pl, TFCANIM_SHOOTSHOTGUN, 0.45f);
pl.w_attack_next = 0.6f;
break;
case AUTO_EMPTY:
Weapons_ViewAnimation(pl, GLAUNCHER_GIDLE);
pl.w_attack_next = 0.2f;
break;
}
pl.w_idle_next = 0.6f;
}
void
w_glauncher_postdraw(player pl)
{
#ifdef CLIENT
vector aicon_pos;
Cross_DrawSub(g_cross_spr, [24,24], [24/128,48/128], [0.1875, 0.1875]);
/* 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
}
float
w_glauncher_aimanim(player pl)
{
return pl.flags & FL_CROUCHING ? TFCANIM_CR_AIMSHOTGUN : TFCANIM_AIMSHOTGUN;
}
void
w_glauncher_hudpic(player pl, int selected, vector pos, float a)
{
#ifdef CLIENT
if (selected) {
drawsubpic(
pos,
[170,45],
g_tfchud2_spr,
[0,135/256],
[170/256,45/256],
g_hud_color,
a,
DRAWFLAG_ADDITIVE
);
} else {
drawsubpic(
pos,
[170,45],
g_tfchud1_spr,
[0,135/256],
[170/256,45/256],
g_hud_color,
a,
DRAWFLAG_ADDITIVE
);
}
#endif
}
weapon_t w_glauncher =
{
.name = "glauncher",
.id = ITEM_GLAUNCHER,
.slot = 3,
.slot_pos = 1,
.weight = WEIGHT_GLAUNCHER,
.draw = w_glauncher_draw,
.holster = __NULL__,
.primary = w_glauncher_primary,
.secondary = __NULL__,
.reload = w_glauncher_reload,
.release = w_glauncher_release,
.postdraw = w_glauncher_postdraw,
.precache = w_glauncher_precache,
.pickup = w_glauncher_pickup,
.updateammo = w_glauncher_updateammo,
.wmodel = w_glauncher_wmodel,
.pmodel = w_glauncher_pmodel,
.deathmsg = w_glauncher_deathmsg,
.aimanim = w_glauncher_aimanim,
.hudpic = w_glauncher_hudpic,
.isempty = w_asscan_isempty
};