/* * Copyright (c) 2016-2021 Marco Cawthorne * * 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. */ /*QUAKED weapon_crossbow (0 0 1) (-16 -16 0) (16 16 32) "model" "models/w_crossbow.mdl" HALF-LIFE (1998) ENTITY Crossbow Weapon */ enum { CROSSBOW_IDLE1, CROSSBOW_IDLE2, CROSSBOW_FIDGET1, CROSSBOW_FIDGET2, CROSSBOW_FIRE1, CROSSBOW_FIRE2, CROSSBOW_FIRE3, CROSSBOW_RELOAD, CROSSBOW_DRAW1, CROSSBOW_DRAW2, CROSSBOW_HOLSTER1, CROSSBOW_HOLSTER2 }; void w_crossbow_precache(void) { #ifdef SERVER Sound_Precache("weapon_crossbow.fire"); Sound_Precache("weapon_crossbow.empty"); Sound_Precache("weapon_crossbow.hit"); Sound_Precache("weapon_crossbow.hitbody"); Sound_Precache("weapon_crossbow.reload"); precache_model("models/crossbow_bolt.mdl"); precache_model("models/w_crossbow.mdl"); #else precache_model("models/v_crossbow.mdl"); precache_model("models/p_crossbow.mdl"); #endif } void w_crossbow_updateammo(player pl) { Weapons_UpdateAmmo(pl, pl.crossbow_mag, pl.ammo_bolt, -1); } string w_crossbow_wmodel(void) { return "models/w_crossbow.mdl"; } string w_crossbow_pmodel(player pl) { return "models/p_crossbow.mdl"; } string w_crossbow_deathmsg(void) { return ""; } int w_crossbow_pickup(player pl, int new, int startammo) { #ifdef SERVER if (new) { pl.crossbow_mag = 5; return (1); } if (pl.ammo_bolt < MAX_A_BOLT) { pl.ammo_bolt = bound(0, pl.ammo_bolt + 5, MAX_A_BOLT); } else { if (!new) return (0); } #endif return (1); } void w_crossbow_draw(player pl) { Weapons_SetModel("models/v_crossbow.mdl"); if (pl.crossbow_mag <= 0) Weapons_ViewAnimation(pl, CROSSBOW_DRAW2); else Weapons_ViewAnimation(pl, CROSSBOW_DRAW1); } void w_crossbow_holster(player pl) { Weapons_ViewAnimation(pl, CROSSBOW_HOLSTER1); } #ifdef SERVER void Crossbolt_Touch(void) { /* explode mode, multiplayer */ if (self.weapon) { float dmg = Skill_GetValue("plr_xbow_bolt_monster", 50); FX_Explosion(self.origin); Damage_Radius(self.origin, self.owner, dmg, dmg * 2.5f, TRUE, WEAPON_CROSSBOW); if (random() < 0.5) { sound(self, 1, "weapons/explode3.wav", 1.0f, ATTN_NORM); } else { sound(self, 1, "weapons/explode4.wav", 1.0f, ATTN_NORM); } remove(self); return; } /* walls, etc. */ if (other.takedamage != DAMAGE_YES) { FX_Spark(self.origin, trace_plane_normal); Sound_Play(self, 1, "weapon_crossbow.hit"); /* disappear bolt after ~ 10 seconds */ self.velocity = [0,0,0]; self.movetype = MOVETYPE_NONE; self.solid = SOLID_NOT; self.think = Util_Destroy; self.nextthink = time + 15.0f; makevectors(self.angles); setorigin(self, self.origin + v_forward * -16); return; } /* anything else that can take damage */ Damage_Apply(other, self.owner, Skill_GetValue("plr_xbow_bolt_monster", 50), WEAPON_CROSSBOW, DMG_BLUNT); Sound_Play(self, 1, "weapon_crossbow.hitbody"); if (other.iBleeds == FALSE) { FX_Spark(self.origin, trace_plane_normal); } else { FX_Blood(self.origin, [1,0,0]); } /* disappear... immediately */ remove(self); } #endif void w_crossbow_primary(player pl) { if (pl.w_attack_next > 0.0) return; if (pl.gflags & GF_SEMI_TOGGLED) return; /* ammo check */ if ((pl.crossbow_mag <= 0i) ? true : false) { #ifdef SERVER Sound_Play(pl, CHAN_AUTO, "weapon_crossbow.empty"); #endif pl.gflags |= GF_SEMI_TOGGLED; return; } pl.crossbow_mag--; #ifndef CLIENT HLGameRules rules = (HLGameRules) g_grMode; Weapons_MakeVectors(pl); /* multiplayer uses hitscan when zoomed in */ if (rules.IsMultiplayer() == true && pl.viewzoom < 1.0) { vector src, dest; src = pl.origin + pl.view_ofs; dest = src + v_forward * 4096; traceline(src, dest, MOVE_LAGGED, pl); if (trace_ent.takedamage == DAMAGE_YES) Damage_Apply(trace_ent, pl, Skill_GetValue("plr_xbow_bolt_monster", 50), WEAPON_CROSSBOW, DMG_BLUNT); if (other.iBleeds == FALSE) FX_Spark(trace_endpos, trace_plane_normal); else FX_Blood(trace_endpos, [1,0,0]); /* fake bolt */ if (trace_ent == world) { NSRenderableEntity bolt_used = spawn(NSRenderableEntity); bolt_used.SetSolid(SOLID_NOT); bolt_used.SetMovetype(MOVETYPE_NONE); bolt_used.SetModel("models/crossbow_bolt.mdl"); bolt_used.SetSize([0,0,0], [0,0,0]); bolt_used.SetAngles(pl.v_angle); bolt_used.SetOrigin(trace_endpos + v_forward * -16); bolt_used.think = Util_Destroy; bolt_used.nextthink = time + 10.0f; } } else { entity bolt = spawn(); setmodel(bolt, "models/crossbow_bolt.mdl"); setorigin(bolt, Weapons_GetCameraPos(pl) + (v_forward * 16)); bolt.owner = pl; bolt.velocity = v_forward * 2000; bolt.movetype = MOVETYPE_FLYMISSILE; bolt.solid = SOLID_BBOX; //bolt.flags |= FL_LAGGEDMOVE; bolt.gravity = 0.5f; bolt.angles = vectoangles(bolt.velocity); bolt.avelocity[2] = 10; bolt.touch = Crossbolt_Touch; /* zoomed out = explosive */ if (rules.IsMultiplayer() == true) bolt.weapon = 1; setsize(bolt, [0,0,0], [0,0,0]); } if (pl.crossbow_mag > 0) { Sound_Play(pl, 8, "weapon_crossbow.hitbody"); } Sound_Play(pl, CHAN_WEAPON, "weapon_crossbow.fire"); #endif if (pl.crossbow_mag) { Weapons_ViewAnimation(pl, CROSSBOW_FIRE1); } else { Weapons_ViewAnimation(pl, CROSSBOW_FIRE3); } if (pl.flags & FL_CROUCHING) Animation_PlayerTop(pl, ANIM_CR_SHOOTBOW, 0.25f); else Animation_PlayerTop(pl, ANIM_SHOOTBOW, 0.25f); Weapons_ViewPunchAngle(pl, [-2,0,0]); pl.w_attack_next = 0.75f; pl.w_idle_next = 10.0f; } void w_crossbow_secondary(player pl) { if (pl.w_attack_next) { return; } /* Simple toggle of fovs */ if (pl.viewzoom == 1.0f) { pl.viewzoom = 0.2f; } else { pl.viewzoom = 1.0f; } pl.w_attack_next = 0.5f; } void w_crossbow_reload(player pl) { NSTimer reload = __NULL__; if (pl.w_attack_next > 0.0) { return; } if (pl.ammo_bolt <= 0) { return; } if (pl.crossbow_mag >= 5) { return; } /* undo our zoom */ pl.viewzoom = 1.0f; #ifdef SERVER static void w_crossbow_reload_done(void) { player pl = (player)self; Weapons_ReloadWeapon(pl, player::crossbow_mag, player::ammo_bolt, 5); } reload.TemporaryTimer(pl, w_crossbow_reload_done, 4.4f, false); Sound_Play(pl, CHAN_ITEM, "weapon_crossbow.reload"); #endif Weapons_ViewAnimation(pl, CROSSBOW_RELOAD); pl.w_attack_next = 4.5f; pl.w_idle_next = 10.0f; } void w_crossbow_release(player pl) { /* auto-reload if need be */ if (pl.w_attack_next <= 0.0) if (pl.crossbow_mag == 0 && pl.ammo_bolt > 0) { Weapons_Reload(pl); return; } if (pl.w_idle_next > 0.0) { return; } int r = floor(pseudorandom() * 2.0f); if (r == 1) { if (pl.crossbow_mag) { Weapons_ViewAnimation(pl, CROSSBOW_IDLE1); } else { Weapons_ViewAnimation(pl, CROSSBOW_IDLE2); } } else { if (pl.crossbow_mag) { Weapons_ViewAnimation(pl, CROSSBOW_FIDGET1); } else { Weapons_ViewAnimation(pl, CROSSBOW_FIDGET2); } } pl.w_idle_next = 3.0f; } void w_crossbow_crosshair(player pl) { #ifdef CLIENT vector cross_pos; vector aicon_pos; if (pl.viewzoom == 1) { cross_pos = g_hudmins + (g_hudres / 2) + [-12,-12]; drawsubpic( cross_pos, [24,24], g_cross_spr, [72/128,0], [0.1875, 0.1875], [1,1,1], 1, DRAWFLAG_NORMAL ); } else { cross_pos = g_hudmins + (g_hudres / 2) + [-52,-8]; drawsubpic( cross_pos, [104,16], g_cross_spr, [24/128,96/128], [104/128, 16/128], [1,1,1], 1, DRAWFLAG_NORMAL ); } HUD_DrawAmmo1(); HUD_DrawAmmo2(); aicon_pos = g_hudmins + [g_hudres[0] - 48, g_hudres[1] - 42]; drawsubpic( aicon_pos, [24,24], g_hud7_spr, [96/256,72/128], [24/256, 24/128], g_hud_color, pSeatLocal->m_flAmmo2Alpha, DRAWFLAG_ADDITIVE ); #endif } float w_crossbow_aimanim(player pl) { return pl.flags & FL_CROUCHING ? ANIM_CR_AIMBOW : ANIM_AIMBOW; } void w_crossbow_hudpic(player pl, int selected, vector pos, float a) { #ifdef CLIENT vector hud_col; if (pl.crossbow_mag == 0 && pl.ammo_bolt == 0) hud_col = [1,0,0]; else hud_col = g_hud_color; if (selected) { drawsubpic( pos, [170,45], g_hud5_spr, [0,0], [170/256,45/256], hud_col, a, DRAWFLAG_ADDITIVE ); } else { drawsubpic( pos, [170,45], g_hud2_spr, [0,0], [170/256,45/256], hud_col, a, DRAWFLAG_ADDITIVE ); } HUD_DrawAmmoBar(pos, pl.ammo_bolt, MAX_A_BOLT, a); #endif } int w_crossbow_isempty(player pl) { if (pl.crossbow_mag <= 0 && pl.ammo_bolt <= 0) return 1; return 0; } weapontype_t w_crossbow_type(player pl) { return WPNTYPE_RANGED; } weapon_t w_crossbow = { .name = "crossbow", .id = ITEM_CROSSBOW, .slot = 2, .slot_pos = 2, .weight = 10, .draw = w_crossbow_draw, .holster = w_crossbow_holster, .primary = w_crossbow_primary, .secondary = w_crossbow_secondary, .reload = w_crossbow_reload, .release = w_crossbow_release, .postdraw = w_crossbow_crosshair, .precache = w_crossbow_precache, .pickup = w_crossbow_pickup, .updateammo = w_crossbow_updateammo, .wmodel = w_crossbow_wmodel, .pmodel = w_crossbow_pmodel, .deathmsg = w_crossbow_deathmsg, .aimanim = w_crossbow_aimanim, .isempty = w_crossbow_isempty, .type = w_crossbow_type, .hudpic = w_crossbow_hudpic }; #ifdef SERVER void weapon_crossbow(void) { Weapons_InitItem(WEAPON_CROSSBOW); } #endif