209 lines
4.6 KiB
Plaintext
209 lines
4.6 KiB
Plaintext
/*
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* Copyright (c) 2016-2020 Marco Cawthorne <marco@icculus.org>
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*
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* Permission to use, copy, modify, and distribute this software for any
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* purpose with or without fee is hereby granted, provided that the above
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* copyright notice and this permission notice appear in all copies.
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*
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* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
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* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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enum
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{
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TRANQUIL_IDLE1,
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TRANQUIL_IDLE2,
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TRANQUIL_IDLE3,
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TRANQUIL_SHOOT,
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TRANQUIL_SHOOT_EMPTY,
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TRANQUIL_RELOAD_EMPTY,
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TRANQUIL_RELOAD,
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TRANQUIL_DRAW,
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TRANQUIL_HOLSTER
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};
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void
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w_tranquil_precache(void)
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{
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precache_model("models/v_tfc_pistol.mdl");
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precache_model("models/w_tranquil.mdl");
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precache_model("models/p_tranquil.mdl");
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Sound_Precache("weapon_tranquilizer.fire");
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}
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void
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w_tranquil_updateammo(player pl)
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{
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Weapons_UpdateAmmo(pl, __NULL__, pl.m_iAmmoShells, __NULL__);
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}
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string
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w_tranquil_wmodel(void)
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{
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return "models/w_tranquil.mdl";
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}
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string
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w_tranquil_pmodel(player pl)
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{
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return "models/p_9mmhandgun2.mdl";
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}
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string
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w_tranquil_deathmsg(void)
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{
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return "%s is put to sleep by %s.";
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}
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void
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w_tranquil_draw(player pl)
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{
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Weapons_SetModel("models/v_tfc_pistol.mdl");
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Weapons_ViewAnimation(pl, TRANQUIL_DRAW);
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Weapons_SetGeomset("geomset 2 2\n");
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}
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void
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w_tranquil_shootdart(player pl)
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{
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static void w_rpg_shootrocket_touch(void) {
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#ifndef CLIENT
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/* impact per bullet */
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if (trace_ent.iBleeds == 0) {
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DecalGroups_Place("Impact.BigShot", trace_endpos + (v_forward * -2));
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SurfData_Impact(trace_ent, trace_surfaceflagsi, trace_endpos, trace_plane_normal);
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}
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if (trace_ent.takedamage == DAMAGE_YES) {
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Damage_Apply(trace_ent, self.owner, 18, WEAPON_TRANQUIL, DMG_BULLET);
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}
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#endif
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remove(self);
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}
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Weapons_MakeVectors(pl);
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entity p = spawn();
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setmodel(p, "models/nail.mdl");
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setorigin(p, Weapons_GetCameraPos(pl) + (v_forward * 14) + (v_up * -4) + (v_right * 2));
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p.owner = self;
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p.movetype = MOVETYPE_FLYMISSILE;
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p.solid = SOLID_BBOX;
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p.gravity = 0.5f;
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p.velocity = (v_forward * 1000) + (v_up * 4) + (v_right * -2);
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p.angles = vectoangles(p.velocity);
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p.touch = w_rpg_shootrocket_touch;
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p.think = Util_Destroy;
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p.nextthink = time + 5.0f;
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}
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void
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w_tranquil_primary(player pl)
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{
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int s = w_baseprojectile_fire(pl, WEAPON_TRANQUIL, player::m_iAmmoShells, w_tranquil_shootdart);
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switch (s) {
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case AUTO_FIRE_FAILED:
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return;
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break;
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case AUTO_FIRED:
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case AUTO_LAST:
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Weapons_ViewAnimation(pl, TRANQUIL_SHOOT);
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Weapons_ViewPunchAngle(pl, [-2,0,0]);
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Weapons_Sound(pl, CHAN_WEAPON, "weapon_tranquilizer.fire");
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if (pl.flags & FL_CROUCHING)
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Animation_PlayerTop(pl, TFCANIM_CR_SHOOT1HAND, 0.45f);
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else
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Animation_PlayerTop(pl, TFCANIM_SHOOT1HAND, 0.45f);
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pl.w_attack_next = 1.5f;
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break;
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case AUTO_EMPTY:
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pl.w_attack_next = 0.2f;
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break;
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}
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pl.w_idle_next = 2.5f;
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}
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float
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w_tranquil_aimanim(player pl)
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{
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return pl.flags & FL_CROUCHING ? TFCANIM_CR_AIM1HAND : TFCANIM_AIM1HAND;
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}
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void
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w_tranquil_hud(player pl)
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{
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#ifdef CLIENT
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vector aicon_pos;
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aicon_pos = g_hudmins + [g_hudres[0] - 48, g_hudres[1] - 42];
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Cross_DrawSub(g_cross_spr, [24,24], [0.1875,0], [0.1875, 0.1875]);
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HUD_DrawAmmo2();
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drawsubpic(aicon_pos, [24,24], g_hud7_spr, [72/256,72/128], [24/256, 24/128], g_hud_color, pSeatLocal->m_flAmmo2Alpha, DRAWFLAG_ADDITIVE);
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#endif
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}
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void
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w_tranquil_hudpic(player pl, int selected, vector pos, float a)
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{
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#ifdef CLIENT
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if (selected) {
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drawsubpic(
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pos,
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[170,45],
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g_tfchud5_spr,
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[0,135/256],
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[170/256,45/256],
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g_hud_color,
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a,
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DRAWFLAG_ADDITIVE
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);
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} else {
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drawsubpic(
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pos,
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[170,45],
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g_tfchud6_spr,
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[0,45/256],
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[170/256,45/256],
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g_hud_color,
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a,
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DRAWFLAG_ADDITIVE
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);
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}
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#endif
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}
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weapon_t w_tranquil =
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{
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.name = "tranquil",
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.id = ITEM_TRANQUIL,
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.slot = 1,
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.slot_pos = 2,
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.weight = WEIGHT_TRANQUIL,
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.draw = w_tranquil_draw,
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.holster = __NULL__,
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.primary = w_tranquil_primary,
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.secondary = __NULL__,
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.reload = __NULL__,
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.release = __NULL__,
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.postdraw = w_tranquil_hud,
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.precache = w_tranquil_precache,
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.pickup = __NULL__,
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.updateammo = w_tranquil_updateammo,
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.wmodel = w_tranquil_wmodel,
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.pmodel = w_tranquil_pmodel,
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.deathmsg = w_tranquil_deathmsg,
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.aimanim = w_tranquil_aimanim,
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.hudpic = w_tranquil_hudpic,
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.isempty = w_asscan_isempty
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};
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