tfc/src/shared/w_wrench.qc

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/*
* Copyright (c) 2016-2020 Marco Cawthorne <marco@icculus.org>
* Copyright (c) 2022 Gethyn ThomasQuail <xylemon@posteo.net>
*
* 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
{
WRENCH_IDLE,
WRENCH_ATTACK1,
WRENCH_ATTACK2,
WRENCH_USE,
WRENCH_DRAW,
WRENCH_HOLSTER
};
void
w_wrench_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_tfc_spanner.mdl");
precache_model("models/p_spanner.mdl");
}
void
w_wrench_updateammo(player pl)
{
Weapons_UpdateAmmo(pl, __NULL__, pl.m_iAmmoCells, __NULL__);
}
string
w_wrench_wmodel(void)
{
return "models/ball.mdl";
}
string
w_wrench_pmodel(player pl)
{
return "models/p_spanner.mdl";
}
string
w_wrench_deathmsg(void)
{
return "%s was assaulted by %s's wrench.";
}
void
w_wrench_draw(player pl)
{
Weapons_SetModel("models/v_tfc_spanner.mdl");
Weapons_ViewAnimation(pl, WRENCH_DRAW);
}
void
w_wrench_holster(player pl)
{
Weapons_ViewAnimation(pl, WRENCH_HOLSTER);
}
void
w_wrench_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 % 2;
switch (r) {
case 0:
anim = WRENCH_ATTACK1;
break;
default:
anim = WRENCH_ATTACK2;
}
Weapons_ViewAnimation(pl, anim);
if (trace_fraction < 1.0) {
pl.w_attack_next = 0.25f;
} else {
pl.w_attack_next = 0.5f;
}
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);
}
/* 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);
}
/* Damage is between 12 - 20, so let's just do 15 for now */
if (trace_ent.takedamage) {
Damage_Apply(trace_ent, pl, Skill_GetValue("plr_crowbar", 15), WEAPON_WRENCH, DMG_BLUNT);
if (trace_ent.iBleeds) {
Sound_Play(self, CHAN_WEAPON, "weapon_crowbar.hitbody");
}
} else {
Sound_Play(self, CHAN_WEAPON, "weapon_crowbar.hit");
}
#endif
}
void
w_wrench_release(player pl)
{
if (pl.w_idle_next) {
return;
}
Weapons_ViewAnimation(pl, WRENCH_IDLE);
pl.w_idle_next = 15.0f;
}
void
w_wrench_crosshair(player pl)
{
#ifdef CLIENT
vector aicon_pos;
aicon_pos = g_hudmins + [g_hudres[0] - 48, g_hudres[1] - 42];
drawsubpic(
aicon_pos,
[24,24],
g_hud7_spr,
[0,96/128],
[24/256,24/128],
g_hud_color,
pSeatLocal->m_flAmmo2Alpha,
DRAWFLAG_ADDITIVE
);
HUD_DrawAmmo2();
#endif
}
float
w_wrench_aimanim(player pl)
{
return self.flags & FL_CROUCHING ? ANIM_CR_AIMCROWBAR : ANIM_AIMCROWBAR;
}
void
w_wrench_hudpic(player pl, int selected, vector pos, float a)
{
#ifdef CLIENT
if (selected) {
drawsubpic(
pos,
[170,45],
g_tfchud4_spr,
[0,180/256],
[170/256,45/256],
g_hud_color,
a,
DRAWFLAG_ADDITIVE
);
} else {
drawsubpic(
pos,
[170,45],
g_tfchud3_spr,
[0,135/256],
[170/256,45/256],
g_hud_color,
a,
DRAWFLAG_ADDITIVE
);
}
HUD_DrawAmmoBar(pos, pl.m_iAmmoCells, MAX_A_CELLS, a);
#endif
}
weapon_t w_wrench =
{
.name = "wrench",
.id = ITEM_WRENCH,
.slot = 0,
.slot_pos = 3,
.draw = w_wrench_draw,
.holster = w_wrench_holster,
.primary = w_wrench_primary,
.secondary = __NULL__,
.reload = __NULL__,
.release = w_wrench_release,
.postdraw = w_wrench_crosshair,
.precache = w_wrench_precache,
.pickup = __NULL__,
.updateammo = w_wrench_updateammo,
.wmodel = w_wrench_wmodel,
.pmodel = w_wrench_pmodel,
.deathmsg = w_wrench_deathmsg,
.aimanim = w_wrench_aimanim,
.hudpic = w_wrench_hudpic
};