tfc/src/shared/w_tranquil.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
{
TRANQUIL_IDLE1,
TRANQUIL_IDLE2,
TRANQUIL_IDLE3,
TRANQUIL_SHOOT,
TRANQUIL_SHOOT_EMPTY,
TRANQUIL_RELOAD_EMPTY,
TRANQUIL_RELOAD,
TRANQUIL_DRAW,
TRANQUIL_HOLSTER
};
void
w_tranquil_precache(void)
{
precache_model("models/v_tfc_pistol.mdl");
precache_model("models/w_tranquil.mdl");
precache_model("models/p_tranquil.mdl");
Sound_Precache("weapon_tranquilizer.fire");
}
void
w_tranquil_updateammo(player pl)
{
Weapons_UpdateAmmo(pl, __NULL__, pl.m_iAmmoShells, __NULL__);
}
string
w_tranquil_wmodel(void)
{
return "models/w_tranquil.mdl";
}
string
w_tranquil_pmodel(player pl)
{
return "models/p_9mmhandgun2.mdl";
}
string
w_tranquil_deathmsg(void)
{
return "%s is put to sleep by %s.";
}
void
w_tranquil_draw(player pl)
{
Weapons_SetModel("models/v_tfc_pistol.mdl");
Weapons_ViewAnimation(pl, TRANQUIL_DRAW);
Weapons_SetGeomset("geomset 2 2\n");
}
void
w_tranquil_shootdart(player pl)
{
static void w_rpg_shootrocket_touch(void) {
#ifndef CLIENT
/* impact per bullet */
if (trace_ent.iBleeds == 0) {
DecalGroups_Place("Impact.BigShot", trace_endpos + (v_forward * -2));
SurfData_Impact(trace_ent, trace_surfaceflagsi, trace_endpos, trace_plane_normal);
}
if (trace_ent.takedamage == DAMAGE_YES) {
Damage_Apply(trace_ent, self.owner, 18, WEAPON_TRANQUIL, DMG_BULLET);
}
#endif
remove(self);
}
Weapons_MakeVectors(pl);
entity p = spawn();
setmodel(p, "models/nail.mdl");
setorigin(p, Weapons_GetCameraPos(pl) + (v_forward * 14) + (v_up * -4) + (v_right * 2));
p.owner = self;
p.movetype = MOVETYPE_FLYMISSILE;
p.solid = SOLID_BBOX;
p.gravity = 0.5f;
p.velocity = (v_forward * 1000) + (v_up * 4) + (v_right * -2);
p.angles = vectoangles(p.velocity);
p.touch = w_rpg_shootrocket_touch;
p.think = Util_Destroy;
p.nextthink = time + 5.0f;
}
void
w_tranquil_primary(player pl)
{
int s = w_baseprojectile_fire(pl, WEAPON_TRANQUIL, player::m_iAmmoShells, w_tranquil_shootdart);
switch (s) {
case AUTO_FIRE_FAILED:
return;
break;
case AUTO_FIRED:
case AUTO_LAST:
Weapons_ViewAnimation(pl, TRANQUIL_SHOOT);
Weapons_ViewPunchAngle(pl, [-2,0,0]);
Weapons_Sound(pl, CHAN_WEAPON, "weapon_tranquilizer.fire");
if (pl.flags & FL_CROUCHING)
Animation_PlayerTop(pl, TFCANIM_CR_SHOOT1HAND, 0.45f);
else
Animation_PlayerTop(pl, TFCANIM_SHOOT1HAND, 0.45f);
pl.w_attack_next = 1.5f;
break;
case AUTO_EMPTY:
pl.w_attack_next = 0.2f;
break;
}
pl.w_idle_next = 2.5f;
}
float
w_tranquil_aimanim(player pl)
{
return pl.flags & FL_CROUCHING ? TFCANIM_CR_AIM1HAND : TFCANIM_AIM1HAND;
}
void
w_tranquil_hud(player pl)
{
#ifdef CLIENT
vector aicon_pos;
aicon_pos = g_hudmins + [g_hudres[0] - 48, g_hudres[1] - 42];
Cross_DrawSub(g_cross_spr, [24,24], [0.1875,0], [0.1875, 0.1875]);
HUD_DrawAmmo2();
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_tranquil_hudpic(player pl, int selected, vector pos, float a)
{
#ifdef CLIENT
if (selected) {
drawsubpic(
pos,
[170,45],
g_tfchud5_spr,
[0,135/256],
[170/256,45/256],
g_hud_color,
a,
DRAWFLAG_ADDITIVE
);
} else {
drawsubpic(
pos,
[170,45],
g_tfchud6_spr,
[0,45/256],
[170/256,45/256],
g_hud_color,
a,
DRAWFLAG_ADDITIVE
);
}
#endif
}
weapon_t w_tranquil =
{
.name = "tranquil",
.id = ITEM_TRANQUIL,
.slot = 1,
.slot_pos = 2,
.weight = WEIGHT_TRANQUIL,
.draw = w_tranquil_draw,
.holster = __NULL__,
.primary = w_tranquil_primary,
.secondary = __NULL__,
.reload = __NULL__,
.release = __NULL__,
.postdraw = w_tranquil_hud,
.precache = w_tranquil_precache,
.pickup = __NULL__,
.updateammo = w_tranquil_updateammo,
.wmodel = w_tranquil_wmodel,
.pmodel = w_tranquil_pmodel,
.deathmsg = w_tranquil_deathmsg,
.aimanim = w_tranquil_aimanim,
.hudpic = w_tranquil_hudpic,
.isempty = w_asscan_isempty
};