tfc/src/shared/w_nailgun.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
{
NAILGUN_IDLE,
NAILGUN_FIDGET1,
NAILGUN_UNUSED1,
NAILGUN_UNUSED2,
NAILGUN_DEPLOY,
NAILGUN_SHOOT1,
NAILGUN_SHOOT2,
NAILGUN_SHOOT3,
};
void
w_nailgun_precache(void)
{
precache_model("models/v_tfc_nailgun.mdl");
precache_model("models/w_nailgun.mdl");
precache_model("models/p_nailgun.mdl");
precache_model("models/nail.mdl");
}
void
w_nailgun_updateammo(player pl)
{
Weapons_UpdateAmmo(pl, __NULL__, pl.m_iAmmoNails, __NULL__);
}
string
w_nailgun_wmodel(void)
{
return "models/w_nailgun.mdl";
}
string
w_nailgun_pmodel(player pl)
{
return "models/p_nailgun.mdl";
}
string
w_nailgun_deathmsg(void)
{
return "%s was assaulted by %s's Assault Cannon.";
}
void
w_nailgun_draw(player pl)
{
Weapons_SetModel("models/v_tfc_nailgun.mdl");
Weapons_ViewAnimation(pl, NAILGUN_DEPLOY);
}
float
w_nailgun_aimanim(player pl)
{
return self.flags & FL_CROUCHING ? ANIM_CR_AIMCROWBAR : ANIM_AIMCROWBAR;
}
void
w_nailgun_shootnail(player pl)
{
static void w_rpg_shootrocket_touch(void) {
remove(self);
}
Weapons_MakeVectors(pl);
entity p = spawn();
setmodel(p, "models/nail.mdl");
setorigin(p, Weapons_GetCameraPos(pl) + (v_forward * 8));
p.owner = self;
p.movetype = MOVETYPE_FLYMISSILE;
p.solid = SOLID_BBOX;
p.gravity = 0.5f;
p.velocity = (v_forward * 1000);
p.angles = vectoangles(p.velocity);
p.touch = w_rpg_shootrocket_touch;
p.think = Util_Destroy;
p.nextthink = time + 5.0f;
}
void
w_nailgun_primary(player pl)
{
int s = w_baseprojectile_fire(pl, WEAPON_NAILGUN, player::m_iAmmoNails, w_nailgun_shootnail);
switch (s) {
case AUTO_FIRE_FAILED:
return;
break;
case AUTO_FIRED:
case AUTO_LAST:
int r = (float)input_sequence % 3;
if (r == 1) {
Weapons_ViewAnimation(pl, NAILGUN_SHOOT1);
} else if (r == 2) {
Weapons_ViewAnimation(pl, NAILGUN_SHOOT2);
} else {
Weapons_ViewAnimation(pl, NAILGUN_SHOOT3);
}
Weapons_ViewAnimation(pl, NAILGUN_SHOOT2);
Weapons_ViewPunchAngle(pl, [-1,0,0]);
pl.w_attack_next = 0.1f;
break;
case AUTO_EMPTY:
pl.w_attack_next = 0.2f;
break;
}
pl.w_idle_next = 1.5f;
}
void
w_nailgun_hud(player pl)
{
#ifdef CLIENT
vector cross_pos;
vector aicon_pos;
/* crosshair/laser */
cross_pos = g_hudmins + (g_hudres / 2) + [-12,-12];
drawsubpic(
cross_pos,
[24,24],
g_cross_spr,
[0.1875,0],
[0.1875, 0.1875],
[1,1,1],
1.0f,
DRAWFLAG_NORMAL
);
HUD_DrawAmmo2();
aicon_pos = g_hudmins + [g_hudres[0] - 48, g_hudres[1] - 42];
drawsubpic(
aicon_pos,
[24,24],
g_hud7_spr,
[0,72/128],
[24/256, 24/128],
g_hud_color,
pSeatLocal->m_flAmmo2Alpha,
DRAWFLAG_ADDITIVE
);
#endif
}
void
w_nailgun_hudpic(player pl, int selected, vector pos, float a)
{
#ifdef CLIENT
if (selected) {
drawsubpic(
pos,
[170,45],
"sprites/tfchud07.spr_0.tga",
[0,90/256],
[170/256,45/256],
g_hud_color,
a,
DRAWFLAG_ADDITIVE
);
} else {
drawsubpic(
pos,
[170,45],
"sprites/tfchud07.spr_0.tga",
[0,90/256],
[170/256,45/256],
g_hud_color,
a,
DRAWFLAG_ADDITIVE
);
}
#endif
}
weapon_t w_nailgun =
{
.name = "nailgun",
.id = ITEM_NAILGUN,
.slot = 3,
.slot_pos = 0,
.draw = w_nailgun_draw,
.holster = __NULL__,
.primary = w_nailgun_primary,
.secondary = __NULL__,
.reload = __NULL__,
.release = __NULL__,
.postdraw = w_nailgun_hud,
.precache = w_nailgun_precache,
.pickup = __NULL__,
.updateammo = w_nailgun_updateammo,
.wmodel = w_nailgun_wmodel,
.pmodel = w_nailgun_pmodel,
.deathmsg = w_nailgun_deathmsg,
.aimanim = w_nailgun_aimanim,
.hudpic = w_nailgun_hudpic
};