tfc/src/shared/w_sniper.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.
*/
enum
{
SNIPER_IDLE,
SNIPER_AIM,
SNIPER_FIRE,
SNIPER_DRAW,
SNIPER_HOLSTER,
SNIPER_AUTOIDLE,
SNIPER_AUTOFIRE,
SNIPER_AUTODRAW,
SNIPER_AUTOHOLSTER,
};
void
w_sniper_precache(void)
{
precache_model("models/v_tfc_sniper.mdl");
precache_model("models/p_sniper.mdl");
Sound_Precache("weapon_sniper.fire");
}
void
w_sniper_updateammo(player pl)
{
Weapons_UpdateAmmo(pl, __NULL__, pl.m_iAmmoShells, __NULL__);
}
string
w_sniper_wmodel(void)
{
return "";
}
string
w_sniper_pmodel(player pl)
{
return "models/p_sniper.mdl";
}
string
w_sniper_deathmsg(void)
{
return "%s was assaulted by %s's Assault Cannon.";
}
void
w_sniper_draw(player pl)
{
Weapons_SetModel("models/v_tfc_sniper.mdl");
Weapons_ViewAnimation(pl, SNIPER_DRAW);
pl.w_idle_next = 1.0f;
}
float
w_sniper_aimanim(player pl)
{
return pl.flags & FL_CROUCHING ? TFCANIM_CR_AIMSNIPER : TFCANIM_AIMSNIPER;
}
void
w_sniper_release(player pl)
{
if (pl.w_idle_next > 0.0)
return;
if (pl.mode_tempstate > 0) {
float dmg = bound(75, (pl.mode_tempstate/2) * 75, 375);
w_baseauto_fire(WEAPON_SNIPER, player::m_iAmmoShells, dmg, [0,0]);
Weapons_ViewAnimation(pl, SNIPER_FIRE);
if (pl.flags & FL_CROUCHING)
Animation_PlayerTop(pl, TFCANIM_CR_SHOOTSNIPER, 0.45f);
else
Animation_PlayerTop(pl, TFCANIM_SHOOTSNIPER, 0.45f);
#ifdef CLIENT
View_SetMuzzleflash(MUZZLE_RIFLE);
#endif
Weapons_Sound(pl, CHAN_WEAPON, "weapon_sniper.fire");
pl.w_attack_next = 2.0f;
pl.w_idle_next = 0.5f;
pl.mode_tempstate = 0;
}
}
void
w_sniper_primary(player pl)
{
/* when moving, immediately release */
if (vlen(pl.velocity) > 0) {
w_sniper_release(pl);
return;
}
/* weapon speed check */
if (pl.w_attack_next > 0.0)
return;
/* if we aren't already, 'aim' down... */
pl.mode_tempstate += 1;
pl.w_attack_next = 1.0f;
if (pl.mode_tempstate == 0) {
Weapons_ViewAnimation(pl, SNIPER_AIM);
pl.w_idle_next = pl.w_attack_next;
}
}
void
w_sniper_secondary(player pl)
{
if (!(input_buttons & INPUT_BUTTON0)) {
if (pl.mode_tempstate != 0) {
w_sniper_release(pl);
return;
}
}
if (pl.w_idle_next > 0) {
return;
}
/* Simple toggle of fovs */
if (pl.viewzoom == 1.0f) {
pl.viewzoom = 0.2f;
} else {
pl.viewzoom = 1.0f;
}
pl.w_idle_next = 0.25f;
}
void
w_sniper_postdraw(player pl)
{
#ifdef CLIENT
Cross_DrawSub(g_cross_spr, [24,24], [72/128,0], [0.1875, 0.1875]);
if (pl.mode_tempstate) {
vector laser_pos;
float lerp;
vector jitter = [0.0f, 0.0f, 0.0f];
Weapons_MakeVectors(pl);
vector src = pl.origin + pl.view_ofs;
float a = bound(0.0, (pl.mode_tempstate / 10), 1.0) * 0.75;
traceline(src, src + (v_forward * 256), FALSE, pl);
lerp = Math_Lerp(32,16, trace_fraction);
jitter[0] = (random(0,2) - 2) * (1 - trace_fraction);
jitter[1] = (random(0,2) - 2) * (1 - trace_fraction);
laser_pos = g_hudmins + (g_hudres / 2) + ([-lerp,-lerp] / 2);
drawsubpic(
laser_pos + jitter,
[lerp,lerp],
g_laser_spr,
[0,0],
[1.0, 1.0],
[1,1,1] * (0.25 + a),
1.0,
DRAWFLAG_ADDITIVE
);
}
// ammo counter
HUD_DrawAmmo2();
vector aicon_pos = g_hudmins + [g_hudres[0] - 48, g_hudres[1] - 42];
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_sniper_hudpic(player pl, int selected, vector pos, float a)
{
#ifdef CLIENT
if (selected) {
drawsubpic(
pos,
[170,45],
g_tfchud2_spr,
[0,0],
[170/256,45/256],
g_hud_color,
a,
DRAWFLAG_ADDITIVE
);
} else {
drawsubpic(
pos,
[170,45],
g_tfchud1_spr,
[0,0],
[170/256,45/256],
g_hud_color,
a,
DRAWFLAG_ADDITIVE
);
}
#endif
}
weapon_t w_sniper =
{
.name = "sniper",
.id = ITEM_SNIPER,
.slot = 1,
.slot_pos = 1,
.weight = WEIGHT_SNIPER,
.draw = w_sniper_draw,
.holster = __NULL__,
.primary = w_sniper_primary,
.secondary = w_sniper_secondary,
.reload = __NULL__,
.release = w_sniper_release,
.postdraw = w_sniper_postdraw,
.precache = w_sniper_precache,
.pickup = __NULL__,
.updateammo = w_sniper_updateammo,
.wmodel = __NULL__,
.pmodel = w_sniper_pmodel,
.deathmsg = w_sniper_deathmsg,
.aimanim = w_sniper_aimanim,
.hudpic = w_sniper_hudpic,
.isempty = w_asscan_isempty
};