tfc/src/shared/w_umbrella.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.
*/
/* stat wise is this the same as the crowbar, but we might tweak it, so it's a
* seperate weapon entry. who knows what modders/servers come up with, too */
enum
{
UMBRELLA_IDLE,
UMBRELLA_DRAW,
UMBRELLA_HOLSTER,
UMBRELLA_ATTACK1HIT,
UMBRELLA_ATTACK1MISS,
UMBRELLA_ATTACK2MISS,
UMBRELLA_ATTACK2HIT,
UMBRELLA_ATTACK3MISS,
UMBRELLA_ATTACK3HIT
};
void
w_umbrella_precache(void)
{
precache_sound("weapons/cbar_miss1.wav");
precache_sound("weapons/cbar_hit1.wav");
precache_sound("weapons/cbar_hit2.wav");
precache_sound("weapons/cbar_hitbod1.wav");
precache_sound("weapons/cbar_hitbod2.wav");
precache_sound("weapons/cbar_hitbod3.wav");
precache_model("models/v_umbrella.mdl");
precache_model("models/w_umbrella.mdl");
precache_model("models/p_umbrella.mdl");
}
void
w_umbrella_updateammo(player pl)
{
#ifdef SERVER
Weapons_UpdateAmmo(pl, __NULL__, __NULL__, __NULL__);
#endif
}
string
w_umbrella_wmodel(void)
{
return "models/w_umbrella.mdl";
}
string
w_umbrella_pmodel(player pl)
{
return "models/p_umbrella.mdl";
}
string
w_umbrella_deathmsg(void)
{
return "%s was assaulted by %s's Umbrella.";
}
void
w_umbrella_draw(player pl)
{
Weapons_SetModel("models/v_umbrella.mdl");
Weapons_ViewAnimation(pl, UMBRELLA_DRAW);
}
void
w_umbrella_holster(player pl)
{
Weapons_ViewAnimation(pl, UMBRELLA_HOLSTER);
}
void
w_umbrella_primary(player pl)
{
int anim = 0;
vector src;
if (pl.w_attack_next) {
return;
}
Weapons_MakeVectors(pl);
src = pl.origin + pl.view_ofs;
traceline(src, src + (v_forward * 32), FALSE, pl);
int r = (float)input_sequence % 3;
switch (r) {
case 0:
anim = trace_fraction >= 1 ? UMBRELLA_ATTACK1MISS:UMBRELLA_ATTACK1HIT;
break;
case 1:
anim = trace_fraction >= 1 ? UMBRELLA_ATTACK2MISS:UMBRELLA_ATTACK2HIT;
break;
default:
anim = trace_fraction >= 1 ? UMBRELLA_ATTACK3MISS:UMBRELLA_ATTACK3HIT;
}
Weapons_ViewAnimation(pl, anim);
if (trace_fraction >= 1.0) {
pl.w_attack_next = 0.5f;
} else {
pl.w_attack_next = 0.25f;
}
pl.w_idle_next = 2.5f;
#ifdef SERVER
if (pl.flags & FL_CROUCHING) {
Animation_PlayerTop(pl, ANIM_SHOOTCROWBAR, 0.5f);
} else {
Animation_PlayerTop(pl, ANIM_CR_SHOOTCROWBAR, 0.42f);
}
sound(pl, CHAN_WEAPON, "weapons/cbar_miss1.wav", 1, ATTN_NORM);
if (trace_fraction >= 1.0) {
return;
}
/* don't bother with decals, we got squibs */
if (trace_ent.iBleeds) {
FX_Blood(trace_endpos, [1,0,0]);
} else {
FX_Impact(IMPACT_MELEE, trace_endpos, trace_plane_normal);
}
if (trace_ent.takedamage) {
Damage_Apply(trace_ent, self, 10, WEAPON_UMBRELLA, DMG_BLUNT);
if (!trace_ent.iBleeds) {
return;
}
if (random() < 0.33) {
sound(pl, 8, "weapons/cbar_hitbod1.wav", 1, ATTN_NORM);
} else if (random() < 0.66) {
sound(pl, 8, "weapons/cbar_hitbod2.wav", 1, ATTN_NORM);
} else {
sound(pl, 8, "weapons/cbar_hitbod3.wav", 1, ATTN_NORM);
}
} else {
if (random() < 0.5) {
sound(pl, 8, "weapons/cbar_hit1.wav", 1, ATTN_NORM);
} else {
sound(pl, 8, "weapons/cbar_hit2.wav", 1, ATTN_NORM);
}
}
#endif
}
void
w_umbrella_release(player pl)
{
if (pl.w_idle_next) {
return;
}
Weapons_ViewAnimation(pl, UMBRELLA_IDLE);
pl.w_idle_next = 15.0f;
}
float
w_umbrella_aimanim(player pl)
{
return self.flags & FL_CROUCHING ? ANIM_CR_AIMCROWBAR : ANIM_AIMCROWBAR;
}
void
w_umbrella_hudpic(player pl, int selected, vector pos, float a)
{
#ifdef CLIENT
if (selected) {
drawsubpic(
pos,
[170,45],
"sprites/640hud4.spr_0.tga",
[0,0],
[170/256,45/256],
g_hud_color,
a,
DRAWFLAG_ADDITIVE
);
} else {
drawsubpic(
pos,
[170,45],
"sprites/640hud1.spr_0.tga",
[0,0],
[170/256,45/256],
g_hud_color,
a,
DRAWFLAG_ADDITIVE
);
}
#endif
}
weapon_t w_umbrella =
{
.name = "umbrella",
.id = ITEM_UMBRELLA,
.slot = 0,
.slot_pos = 4,
.draw = w_umbrella_draw,
.holster = w_umbrella_holster,
.primary = w_umbrella_primary,
.secondary = __NULL__,
.reload = __NULL__,
.release = w_umbrella_release,
.postdraw = __NULL__,
.precache = w_umbrella_precache,
.pickup = __NULL__,
.updateammo = w_umbrella_updateammo,
.wmodel = w_umbrella_wmodel,
.pmodel = w_umbrella_pmodel,
.deathmsg = w_umbrella_deathmsg,
.aimanim = w_umbrella_aimanim,
.hudpic = w_umbrella_hudpic
};