tfc/src/shared/w_rpg.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.
*/
#define TFC_RPG_ROCKET_SPEED 900.0f
enum
{
RPG_IDLE1,
RPG_FIDGET1,
RPG_FIRE,
RPG_HOLSTER1,
RPG_DRAW1,
RPG_HOLSTER2,
RPG_DRAW2,
RPG_RELOAD_START,
RPG_RELOAD,
RPG_RELOAD_END,
RPG_IDLE2,
RPG_FIDGET2
};
void
w_rpg_precache(void)
{
precache_model("models/v_tfc_rpg.mdl");
precache_model("models/w_rpg.mdl");
precache_model("models/p_rpg.mdl");
precache_model("models/rpgrocket.mdl");
}
int
w_rpg_pickup(player pl, int new, int startammo)
{
#ifdef SERVER
pl.mag_rpg = bound(0, pl.mag_rpg + 4, 4);
#endif
return (1);
}
void
w_rpg_updateammo(player pl)
{
Weapons_UpdateAmmo(pl, pl.mag_rpg, pl.m_iAmmoRockets, __NULL__);
}
string
w_rpg_wmodel(void)
{
return "models/w_rpg.mdl";
}
string
w_rpg_pmodel(player pl)
{
return "models/p_rpg.mdl";
}
string
w_rpg_deathmsg(void)
{
return "%s was assaulted by %s's Assault Cannon.";
}
void
w_rpg_draw(player pl)
{
Weapons_SetModel("models/v_tfc_rpg.mdl");
Weapons_ViewAnimation(pl, 0);
}
void
w_rpg_shootrocket(player pl)
{
static void w_rpg_shootrocket_touch(void) {
FX_Explosion(self.origin);
remove(self);
}
Weapons_MakeVectors(pl);
entity p = spawn();
setmodel(p, "models/rpgrocket.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 * TFC_RPG_ROCKET_SPEED);
p.angles = vectoangles(p.velocity);
p.touch = w_rpg_shootrocket_touch;
p.think = Util_Destroy;
p.nextthink = time + 5.0f;
}
void
w_rpg_primary(player pl)
{
int s = w_baseprojectile_fire(pl, WEAPON_RPG, player::mag_rpg, w_rpg_shootrocket);
switch (s) {
case AUTO_FIRE_FAILED:
return;
break;
case AUTO_FIRED:
Weapons_ViewAnimation(pl, RPG_FIRE);
Weapons_ViewPunchAngle(pl, [-2,0,0]);
pl.w_attack_next = 0.8f;
break;
case AUTO_LAST:
Weapons_ViewAnimation(pl, RPG_FIRE);
Weapons_ViewPunchAngle(pl, [-2,0,0]);
pl.w_attack_next = 0.8f;
break;
case AUTO_EMPTY:
pl.w_attack_next = 0.2f;
break;
}
pl.w_idle_next = 1.5f;
}
void
w_rpg_reload(player pl)
{
w_baseshotgun_reload(player::mag_rpg, player::m_iAmmoRockets, 4);
}
void
w_rpg_release(player pl)
{
int s = w_baseshotgun_release(player::mag_rpg, player::m_iAmmoRockets, 4);
switch (s) {
case SHOTGUN_IDLE:
int r = (float)input_sequence % 3;
if (r == 1) {
Weapons_ViewAnimation(pl, RPG_IDLE1);
} else if (r == 2) {
Weapons_ViewAnimation(pl, RPG_FIDGET1);
} else {
Weapons_ViewAnimation(pl, RPG_FIDGET2);
}
pl.w_idle_next = 5.0f;
break;
case SHOTGUN_BUSY:
break;
case SHOTGUN_START_RELOAD:
Weapons_ViewAnimation(pl, RPG_RELOAD_START);
break;
case SHOTGUN_RELOAD:
Weapons_ViewAnimation(pl, RPG_RELOAD);
break;
case SHOTGUN_END_RELOAD:
Weapons_ViewAnimation(pl, RPG_RELOAD_END);
break;
}
}
float
w_rpg_aimanim(player pl)
{
return self.flags & FL_CROUCHING ? ANIM_CR_AIMCROWBAR : ANIM_AIMCROWBAR;
}
void
w_rpg_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,
[0,0],
[0.1875, 0.1875],
[1,1,1],
1,
DRAWFLAG_NORMAL
);
/* 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
}
void
w_rpg_hudpic(player pl, int selected, vector pos, float a)
{
#ifdef CLIENT
if (selected) {
drawsubpic(pos, [170,45], "sprites/640hud5.spr_0.tga", [0,45/256], [170/256,45/256], g_hud_color, a, DRAWFLAG_ADDITIVE);
} else {
drawsubpic(pos, [170,45], "sprites/640hud2.spr_0.tga", [0,45/256], [170/256,45/256], g_hud_color, a, DRAWFLAG_ADDITIVE);
}
#endif
}
weapon_t w_rpg =
{
.name = "rpg",
.id = ITEM_RPG,
.slot = 4,
.slot_pos = 0,
.draw = w_rpg_draw,
.holster = __NULL__,
.primary = w_rpg_primary,
.secondary = __NULL__,
.reload = w_rpg_reload,
.release = w_rpg_release,
.postdraw = w_rpg_hud,
.precache = w_rpg_precache,
.pickup = w_rpg_pickup,
.updateammo = w_rpg_updateammo,
.wmodel = w_rpg_wmodel,
.pmodel = w_rpg_pmodel,
.deathmsg = w_rpg_deathmsg,
.aimanim = w_rpg_aimanim,
.hudpic = w_rpg_hudpic
};