410 lines
8.9 KiB
Plaintext
410 lines
8.9 KiB
Plaintext
/*
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* Copyright (c) 2016-2021 Marco Cawthorne <marco@icculus.org>
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*
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* Permission to use, copy, modify, and distribute this software for any
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* purpose with or without fee is hereby granted, provided that the above
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* copyright notice and this permission notice appear in all copies.
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*
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* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
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* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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enum
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{
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TRIPMINE_IDLE1,
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TRIPMINE_IDLE2,
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TRIPMINE_FIRE1,
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TRIPMINE_FIRE2,
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TRIPMINE_FIDGET,
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TRIPMINE_HOLSTER,
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TRIPMINE_DRAW,
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TRIPMINE_WORLD,
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TRIPMINE_GROUND,
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};
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/* MONSTER_TRIPMINE SEGMENT
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*
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* Because not being able to place it around levels would be boring.
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* Some maps, such as subtransit and a few singleplayer chapters have this. */
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#ifdef SERVER
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class monster_tripmine:NSMonster
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{
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vector m_vecEndPos;
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void(void) monster_tripmine;
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virtual float(entity, float) SendEntity;
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virtual void(int) Trip;
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virtual void(void) Damaged;
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virtual void(void) Ready;
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virtual void(void) Respawn;
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};
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float
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monster_tripmine::SendEntity(entity pvsent, float flags)
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{
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WriteByte(MSG_ENTITY, ENT_TRIPMINE);
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WriteCoord(MSG_ENTITY, origin[0]);
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WriteCoord(MSG_ENTITY, origin[1]);
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WriteCoord(MSG_ENTITY, origin[2]);
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WriteCoord(MSG_ENTITY, angles[0]);
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WriteCoord(MSG_ENTITY, angles[1]);
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WriteCoord(MSG_ENTITY, angles[2]);
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WriteCoord(MSG_ENTITY, m_vecEndPos[0]);
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WriteCoord(MSG_ENTITY, m_vecEndPos[1]);
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WriteCoord(MSG_ENTITY, m_vecEndPos[2]);
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WriteByte(MSG_ENTITY, health);
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return (1);
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}
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void
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monster_tripmine::Trip(int walkthrough)
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{
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vector explosionPos = GetOrigin();
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float explosionDamage = Skill_GetValue("plr_tripmine", 150);
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float explosionRadius = explosionDamage * 2.5f;
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if (!walkthrough) {
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real_owner = g_dmg_eAttacker;
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}
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/* This is to prevent infinite loops in Damage_Radius */
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SetPainCallback(__NULL__);
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SetDeathCallback(__NULL__);
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SetTakedamage(DAMAGE_NO);
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pointparticles(particleeffectnum("fx_explosion.main"), GetOrigin(), [0,0,0], 1);
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Damage_Radius(explosionPos, real_owner, explosionDamage, explosionRadius, true, WEAPON_TRIPMINE);
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StartSoundDef("fx.explosion", CHAN_VOICE, true);
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Destroy();
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}
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void
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monster_tripmine::Damaged(void)
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{
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Trip(0);
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}
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void
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monster_tripmine::Ready(void)
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{
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traceline(origin, origin + GetForward() * 2048, FALSE, this);
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/* first time we're marked as ready, we play a sound and set the distance */
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if (CanBeDamaged() == false) {
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/* Laser calibrated to N units! */
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m_vecEndPos = trace_endpos;
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SetHealth(1);
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SetTakedamage(DAMAGE_YES);
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StartSoundDef("weapon_tripmine.activate", CHAN_WEAPON, true);
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SetSolid(SOLID_BBOX);
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SetPainCallback(Damaged);
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SetDeathCallback(Damaged);
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ForceNetworkUpdate();
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}
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/* laser shorter than when calibrated, explode! */
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if (trace_endpos != m_vecEndPos) {
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Trip(1);
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return;
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}
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/* run this method again next frame */
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ScheduleThink(Ready, 0.0f);
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}
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void
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monster_tripmine::Respawn(void)
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{
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SetTakedamage(DAMAGE_NO);
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SetSolid(SOLID_NOT);
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SetMovetype(MOVETYPE_NONE);
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SetSize([-8,-8,-8], [8,8,8]);
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/* fast beam */
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if (HasSpawnFlags(1)) {
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ScheduleThink(Ready, 0.0f);
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} else {
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ScheduleThink(Ready, 4.0f);
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}
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}
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void
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monster_tripmine::monster_tripmine(void)
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{
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Respawn();
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}
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#else
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class csitem_tripmine
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{
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int m_iActive;
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vector m_vecEndPos;
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void(void) csitem_tripmine;
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virtual float(void) predraw;
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};
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float csitem_tripmine::predraw(void)
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{
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if (m_iActive) {
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trailparticles(BEAM_TRIPMINE, this, origin, m_vecEndPos);
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}
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addentity(this);
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return PREDRAW_NEXT;
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}
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void
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csitem_tripmine::csitem_tripmine(void)
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{
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solid = SOLID_BBOX;
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movetype = MOVETYPE_NONE;
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drawmask = MASK_ENGINE;
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frame = TRIPMINE_WORLD;
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m_iActive = FALSE;
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}
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void w_tripmine_parse(void)
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{
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csitem_tripmine tm = (csitem_tripmine)self;
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spawnfunc_csitem_tripmine();
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tm.origin[0] = readcoord();
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tm.origin[1] = readcoord();
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tm.origin[2] = readcoord();
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tm.angles[0] = readcoord();
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tm.angles[1] = readcoord();
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tm.angles[2] = readcoord();
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tm.m_vecEndPos[0] = readcoord();
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tm.m_vecEndPos[1] = readcoord();
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tm.m_vecEndPos[2] = readcoord();
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tm.m_iActive = readbyte();
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setmodel(tm, "models/v_tripmine.mdl");
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setcustomskin(tm, "", "geomset 0 2\ngeomset 1 2\n");
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setorigin(tm, tm.origin);
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setsize(tm, [-8,-8,-8], [8,8,8]);
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}
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#endif
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/* The WEAPON_TRIPMINE code
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*
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* Here is where the actual 'weapon' logic happens that the player itself
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* runs. It obviously won't work without MONSTER_TRIPMINE */
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void w_tripmine_precache(void)
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{
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#ifdef SERVER
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Sound_Precache("weapon_tripmine.deploy");
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Sound_Precache("weapon_tripmine.charge");
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Sound_Precache("weapon_tripmine.activate");
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precache_model("models/v_tripmine.mdl");
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#else
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precache_model("models/p_tripmine.mdl");
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precache_model("models/v_tripmine.mdl");
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#endif
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}
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void w_tripmine_updateammo(player pl)
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{
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Weapons_UpdateAmmo(pl, -1, pl.ammo_tripmine, -1);
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}
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string w_tripmine_wmodel(void)
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{
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return "models/v_tripmine.mdl";
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}
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string w_tripmine_pmodel(player pl)
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{
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return "models/p_tripmine.mdl";
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}
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string w_tripmine_deathmsg(void)
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{
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return "";
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}
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int w_tripmine_pickup(player pl, int new, int startammo)
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{
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#ifdef SERVER
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int addAmmo = (startammo == -1) ? 1 : startammo;
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if (pl.ammo_tripmine < MAX_A_TRIPMINE) {
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pl.ammo_tripmine = bound(0, pl.ammo_tripmine + addAmmo, MAX_A_TRIPMINE);
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} else {
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if (!new)
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return (0);
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}
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#endif
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return (1);
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}
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void w_tripmine_draw(player pl)
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{
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Weapons_SetModel("models/v_tripmine.mdl");
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Weapons_ViewAnimation(pl, TRIPMINE_DRAW);
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}
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void w_tripmine_holster(player pl)
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{
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}
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void
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w_tripmine_primary(player pl)
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{
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vector src;
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if (pl.w_attack_next > 0.0) {
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return;
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}
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if (pl.ammo_tripmine <= 0) {
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return;
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}
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src = Weapons_GetCameraPos(pl);
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Weapons_MakeVectors(pl);
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traceline(src, src + v_forward * 64, FALSE, pl);
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if (trace_fraction >= 1.0) {
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return;
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}
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pl.ammo_tripmine--;
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Weapons_ViewAnimation(pl, TRIPMINE_FIRE2);
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if (pl.flags & FL_CROUCHING)
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Animation_PlayerTop(pl, ANIM_CR_SHOOTTRIPMINE, 0.41f);
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else
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Animation_PlayerTop(pl, ANIM_SHOOTTRIPMINE, 0.5f);
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#ifdef SERVER
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vector ang = vectoangles(trace_plane_normal);
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monster_tripmine mine = spawn(monster_tripmine, real_owner: pl, angles: ang, spawnflags: MSF_MULTIPLAYER);
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mine.health = 0;
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mine.SetOrigin(trace_endpos + (trace_plane_normal * 8));
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Sound_Play(pl, CHAN_WEAPON, "weapon_tripmine.deploy");
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Sound_Play(mine, CHAN_WEAPON, "weapon_tripmine.charge");
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#endif
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pl.a_ammo3 = 1;
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pl.w_attack_next =
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pl.w_idle_next = 0.5f;
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}
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void
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w_tripmine_release(player pl)
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{
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if (pl.w_idle_next > 0.0) {
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return;
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}
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if (pl.a_ammo3 == 1) {
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Weapons_ViewAnimation(pl, TRIPMINE_DRAW);
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#ifdef SERVER
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if (pl.ammo_tripmine <= 0) {
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Weapons_RemoveItem(pl, WEAPON_TRIPMINE);
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}
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#endif
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pl.a_ammo3 = 0;
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pl.w_attack_next = 0.5f;
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pl.w_idle_next = 3.0f;
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return;
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}
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int r = (float)input_sequence % 3.0f;
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switch (r) {
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case 1:
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Weapons_ViewAnimation(pl, TRIPMINE_IDLE1);
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pl.w_idle_next = 3.0f;
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break;
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case 2:
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Weapons_ViewAnimation(pl, TRIPMINE_IDLE2);
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pl.w_idle_next = 2.0f;
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break;
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default:
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Weapons_ViewAnimation(pl, TRIPMINE_FIDGET);
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pl.w_idle_next = 3.34f;
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break;
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}
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}
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float
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w_tripmine_aimanim(player pl)
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{
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return pl.flags & FL_CROUCHING ? ANIM_CR_AIMTRIPMINE : ANIM_AIMTRIPMINE;
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}
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void
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w_tripmine_hud(player pl)
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{
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#ifdef CLIENT
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HUD_DrawAmmo2();
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vector aicon_pos = g_hudmins + [g_hudres[0] - 48, g_hudres[1] - 42];
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drawsubpic(aicon_pos, [24,24], g_hud7_spr, [120/256,96/128], [24/256, 24/128], g_hud_color, pSeatLocal->m_flAmmo2Alpha, DRAWFLAG_ADDITIVE);
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#endif
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}
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void
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w_tripmine_hudpic(player pl, int selected, vector pos, float a)
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{
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#ifdef CLIENT
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if (selected) {
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drawsubpic(pos, [170,45], g_hud6_spr, [0,90/256], [170/256,45/256], g_hud_color, a, DRAWFLAG_ADDITIVE);
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} else {
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drawsubpic(pos, [170,45], g_hud3_spr, [0,90/256], [170/256,45/256], g_hud_color, a, DRAWFLAG_ADDITIVE);
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}
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HUD_DrawAmmoBar(pos, pl.ammo_tripmine, MAX_A_TRIPMINE, a);
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#endif
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}
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int
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w_tripmine_isempty(player pl)
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{
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if (pl.ammo_tripmine <= 0)
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return 1;
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return 0;
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}
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weapontype_t
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w_tripmine_type(player pl)
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{
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return WPNTYPE_CLOSE;
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}
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weapon_t w_tripmine =
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{
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.name = "tripmine",
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.id = ITEM_TRIPMINE,
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.slot = 4,
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.slot_pos = 2,
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.weight = -10,
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.draw = w_tripmine_draw,
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.holster = w_tripmine_holster,
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.primary = w_tripmine_primary,
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.secondary = __NULL__,
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.reload = __NULL__,
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.release = w_tripmine_release,
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.postdraw = w_tripmine_hud,
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.precache = w_tripmine_precache,
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.pickup = w_tripmine_pickup,
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.updateammo = w_tripmine_updateammo,
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.wmodel = w_tripmine_wmodel,
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.pmodel = w_tripmine_pmodel,
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.deathmsg = w_tripmine_deathmsg,
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.aimanim = w_tripmine_aimanim,
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.isempty = w_tripmine_isempty,
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.type = w_tripmine_type,
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.hudpic = w_tripmine_hudpic
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}; |