valve/src/shared/w_gauss.qc

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/*
* Copyright (c) 2016-2021 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.
*/
/*QUAKED weapon_gauss (0 0 1) (-16 -16 0) (16 16 32)
"model" "models/w_gauss.mdl"
HALF-LIFE (1998) ENTITY
Gauss Weapon
*/
enum
{
GAUSS_IDLE1,
GAUSS_IDLE2,
GAUSS_FIDGET,
GAUSS_SPINUP,
GAUSS_SPIN,
GAUSS_FIRE1,
GAUSS_FIRE2,
GAUSS_HOLSTER,
GAUSS_DRAW
};
enum
{
GAUSSTATE_IDLE,
GAUSSTATE_REVVINGUP,
GAUSSTATE_FULL
};
void w_gauss_release(player pl);
void w_gauss_precache(void)
{
#ifdef SERVER
precache_model("models/w_gauss.mdl");
precache_model("sprites/yelflare1.spr");
precache_model("sprites/xbeam1.spr");
precache_sound("weapons/electro4.wav");
precache_sound("weapons/electro5.wav");
precache_sound("weapons/electro6.wav");
precache_sound("weapons/gauss2.wav");
Sound_Precache("weapon_gauss.empty");
#else
precache_sound("ambience/pulsemachine.wav");
precache_model("models/v_gauss.mdl");
precache_model("models/p_gauss.mdl");
#endif
}
void w_gauss_updateammo(player pl)
{
Weapons_UpdateAmmo(pl, -1, pl.ammo_uranium, -1);
}
string w_gauss_wmodel(void)
{
return "models/w_gauss.mdl";
}
string w_gauss_pmodel(player pl)
{
return "models/p_gauss.mdl";
}
string w_gauss_deathmsg(void)
{
return "";
}
int w_gauss_pickup(player pl, int new, int startammo)
{
#ifdef SERVER
if (pl.ammo_uranium < MAX_A_URANIUM) {
pl.ammo_uranium = bound(0, pl.ammo_uranium + 20, MAX_A_URANIUM);
} else {
if (!new)
return (0);
}
#endif
return (1);
}
void w_gauss_draw(player pl)
{
pl.mode_tempstate = GAUSSTATE_IDLE;
Weapons_SetModel("models/v_gauss.mdl");
Weapons_ViewAnimation(pl, GAUSS_DRAW);
}
void w_gauss_holster(player pl)
{
Weapons_ViewAnimation(pl, GAUSS_HOLSTER);
}
#ifdef SERVER
void w_gauss_fire(player pl, int one)
{
int iLoop = 6;
vector vecCurPlane;
vector vecCurPos;
vector vecSrc;
vector vecEndPos;
vector vecDir;
Weapons_MakeVectors(pl);
vecDir = v_forward;
vecSrc = Weapons_GetCameraPos(pl);
vecEndPos = vecSrc + v_forward * 1024;
traceline(vecSrc, vecEndPos, FALSE, pl);
vecCurPlane = trace_plane_normal;
vecCurPos = trace_endpos;
sound(pl, CHAN_WEAPON, "weapons/gauss2.wav", 1, ATTN_NORM);
int iDamage = one ? 20 : (int)rint((bound(0, pl.ammo_gauss_volume, 10) * 20));
if (serverkeyfloat("*bspversion") == BSPVER_HL)
if (getsurfacetexture(trace_ent, getsurfacenearpoint(trace_ent, trace_endpos)) == "sky") {
return;
}
if (trace_ent.takedamage == DAMAGE_YES) {
Damage_Apply(trace_ent, pl, iDamage, WEAPON_GAUSS, DMG_ELECTRO);
sound(trace_ent, CHAN_ITEM, sprintf("weapons/electro%d.wav", random(0,3)+4), 1, ATTN_NORM);
}
if (one) {
return;
} else {
int iForce = (int)rint((bound(5, pl.ammo_gauss_volume, 10) * 20));
/* Apply force */
if (pl.flags & FL_ONGROUND) {
pl.velocity += v_forward * (-iForce * 2);
} else {
pl.velocity += v_forward * (-iForce * 4);
}
}
// reflection equation:
Weapons_MakeVectors(pl);
vecDir = v_forward;
trace_plane_normal = vecCurPlane;
trace_endpos = vecCurPos;
while (iLoop > 0) {
vector newDir;
trace_plane_normal = vecCurPlane;
trace_endpos = vecCurPos;
newDir = vecDir - 2 * (vecDir * trace_plane_normal) * trace_plane_normal;
vecDir = newDir;
vecSrc = trace_endpos + (vecDir * -1);
vecEndPos = trace_endpos + (vecDir * 8192);
traceline(vecSrc, vecEndPos, FALSE, pl);
vecCurPlane = trace_plane_normal;
vecCurPos = trace_endpos;
iLoop--;
if (trace_ent.takedamage == DAMAGE_YES) {
Damage_Apply(trace_ent, pl, iDamage, WEAPON_GAUSS, DMG_ELECTRO);
sound(trace_ent, CHAN_ITEM, sprintf("weapons/electro%d.wav", random(0,3)+4), 1, ATTN_NORM);
}
}
}
#endif
void w_gauss_primary(player pl)
{
if (pl.w_attack_next > 0.0)
return;
if (pl.gflags & GF_SEMI_TOGGLED)
return;
/* Ammo check */
if ((pl.ammo_uranium < 2) || (pl.WaterLevel() >= WATERLEVEL_SUBMERGED)) {
#ifdef SERVER
Sound_Play(pl, CHAN_AUTO, "weapon_gauss.empty");
#endif
pl.gflags |= GF_SEMI_TOGGLED;
return;
}
Weapons_ViewAnimation(pl, GAUSS_FIRE2);
Weapons_ViewPunchAngle(pl, [-2,0,0]);
#ifdef SERVER
w_gauss_fire(pl, 1);
FX_GaussBeam(Weapons_GetCameraPos(pl), input_angles, 0, pl);
#endif
pl.ammo_uranium -= 2;
if (pl.flags & FL_CROUCHING)
Animation_PlayerTop(pl, ANIM_CR_SHOOTGAUSS, 0.43f);
else
Animation_PlayerTop(pl, ANIM_SHOOTGAUSS, 0.43f);
pl.w_attack_next = 0.2f;
pl.w_idle_next = 2.5f;
}
void w_gauss_release(player pl)
{
if (pl.w_idle_next > 0.0) {
return;
}
if (pl.mode_tempstate == GAUSSTATE_REVVINGUP) {
pl.w_attack_next = 0.0f;
pl.w_idle_next = 0.5f;
w_gauss_primary(pl);
pl.ammo_gauss_volume = 0;
pl.mode_tempstate = GAUSSTATE_IDLE;
return;
} else if (pl.mode_tempstate == GAUSSTATE_FULL) {
Weapons_ViewAnimation(pl, GAUSS_FIRE1);
if (pl.flags & FL_CROUCHING)
Animation_PlayerTop(pl, ANIM_CR_SHOOTGAUSS, 0.43f);
else
Animation_PlayerTop(pl, ANIM_SHOOTGAUSS, 0.43f);
Weapons_ViewPunchAngle(pl, [-5,0,0]);
#ifdef SERVER
w_gauss_fire(pl, 0);
pl.ammo_gauss_volume = 0;
FX_GaussBeam(Weapons_GetCameraPos(pl), input_angles, 6, pl);
#endif
pl.w_attack_next = 1.5f;
pl.w_idle_next = 4.0f;
pl.mode_tempstate = GAUSSTATE_IDLE;
return;
}
int r = floor(pseudorandom() * 3.0f);
switch (r) {
case 1:
Weapons_ViewAnimation(pl, GAUSS_IDLE2);
pl.w_idle_next = 4.0f;
break;
#ifndef GEARBOX
case 2:
Weapons_ViewAnimation(pl, GAUSS_FIDGET);
pl.w_idle_next = 3.0f;
break;
#endif
default:
Weapons_ViewAnimation(pl, GAUSS_IDLE1);
pl.w_idle_next = 4.0f;
break;
}
}
void w_gauss_secondary(player pl)
{
if (pl.w_attack_next > 0.0)
return;
if (pl.gflags & GF_SEMI_TOGGLED)
return;
/* release gauss when out of ammo and revving */
if (pl.ammo_uranium <= 0) {
if (pl.mode_tempstate > GAUSSTATE_IDLE) {
w_gauss_release(pl);
return;
}
}
/* regular ammo check */
if ((pl.ammo_uranium <= 0) || (pl.WaterLevel() >= WATERLEVEL_SUBMERGED)) {
#ifdef SERVER
Sound_Play(pl, CHAN_AUTO, "weapon_gauss.empty");
#endif
pl.gflags |= GF_SEMI_TOGGLED;
return;
}
pl.w_attack_next = 0.1f;
/* take away 10 uranium max */
if (pl.ammo_gauss_volume < 10)
pl.ammo_uranium--;
/* Set pitch sound shift */
pl.ammo_gauss_volume += 1;
/* holding it for too long, damage our owner */
if (pl.ammo_gauss_volume > 100) {
pl.ammo_gauss_volume = 100;
#ifdef SERVER
Damage_Apply(pl, pl, 10, DMG_ELECTRO, WEAPON_GAUSS);
#endif
pl.mode_tempstate = GAUSSTATE_IDLE;
pl.w_attack_next = 0.5f;
pl.w_idle_next = 0.5f;
pl.ammo_gauss_volume = 0;
Weapons_ViewAnimation(pl, GAUSS_IDLE1);
}
if (pl.mode_tempstate == GAUSSTATE_REVVINGUP) {
Weapons_ViewAnimation(pl, GAUSS_SPIN);
pl.mode_tempstate = GAUSSTATE_FULL;
pl.w_idle_next = 0.5f;
pl.w_attack_next = 0.5f;
} else if (!pl.mode_tempstate) {
Weapons_ViewAnimation(pl, GAUSS_SPINUP);
pl.mode_tempstate = GAUSSTATE_REVVINGUP;
#ifdef SERVER
sound(pl, CHAN_WEAPON, "ambience/pulsemachine.wav", 2, ATTN_NORM);
#endif
pl.w_idle_next = 0.5f;
pl.w_attack_next = 0.5f;
}
}
void w_gauss_crosshair(player pl)
{
#ifdef CLIENT
vector cross_pos;
vector aicon_pos;
cross_pos = g_hudmins + (g_hudres / 2) + [-12,-12];
aicon_pos = g_hudmins + [g_hudres[0] - 48, g_hudres[1] - 42];
drawsubpic(
cross_pos,
[24,24],
g_cross_spr,
[48/128,48/128],
[0.1875, 0.1875],
[1,1,1],
1,
DRAWFLAG_NORMAL
);
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_gauss_aimanim(player pl)
{
return pl.flags & FL_CROUCHING ? ANIM_CR_AIMGAUSS : ANIM_AIMGAUSS;
}
void w_gauss_hudpic(player pl, int selected, vector pos, float a)
{
#ifdef CLIENT
vector hud_col;
if (pl.ammo_uranium == 0)
hud_col = [1,0,0];
else
hud_col = g_hud_color;
if (selected) {
drawsubpic(
pos,
[170,45],
g_hud5_spr,
[0,90/256],
[170/256,45/256],
hud_col,
a,
DRAWFLAG_ADDITIVE
);
} else {
drawsubpic(
pos,
[170,45],
g_hud2_spr,
[0,90/256],
[170/256,45/256],
hud_col,
a,
DRAWFLAG_ADDITIVE
);
}
HUD_DrawAmmoBar(pos, pl.ammo_uranium, MAX_A_URANIUM, a);
#endif
}
int
w_gauss_isempty(player pl)
{
if (pl.ammo_uranium <= 0)
return 1;
return 0;
}
weapontype_t
w_gauss_type(player pl)
{
return WPNTYPE_RANGED;
}
weapon_t w_gauss =
{
.name = "gauss",
.id = ITEM_GAUSS,
.slot = 3,
.slot_pos = 1,
.weight = 20,
.draw = w_gauss_draw,
.holster = w_gauss_holster,
.primary = w_gauss_primary,
.secondary = w_gauss_secondary,
.reload = __NULL__,
.release = w_gauss_release,
.postdraw = w_gauss_crosshair,
.precache = w_gauss_precache,
.pickup = w_gauss_pickup,
.updateammo = w_gauss_updateammo,
.wmodel = w_gauss_wmodel,
.pmodel = w_gauss_pmodel,
.deathmsg = w_gauss_deathmsg,
.aimanim = w_gauss_aimanim,
.isempty = w_gauss_isempty,
.type = w_gauss_type,
.hudpic = w_gauss_hudpic
};
#ifdef SERVER
void weapon_gauss(void) {
Weapons_InitItem(WEAPON_GAUSS);
}
#endif