452 lines
9.5 KiB
Plaintext
452 lines
9.5 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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/*QUAKED weapon_gauss (0 0 1) (-16 -16 0) (16 16 32)
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"model" "models/w_gauss.mdl"
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HALF-LIFE (1998) ENTITY
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Gauss Weapon
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*/
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enum
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{
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GAUSS_IDLE1,
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GAUSS_IDLE2,
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GAUSS_FIDGET,
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GAUSS_SPINUP,
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GAUSS_SPIN,
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GAUSS_FIRE1,
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GAUSS_FIRE2,
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GAUSS_HOLSTER,
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GAUSS_DRAW
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};
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enum
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{
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GAUSSTATE_IDLE,
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GAUSSTATE_REVVINGUP,
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GAUSSTATE_FULL
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};
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void w_gauss_release(player pl);
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void w_gauss_precache(void)
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{
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#ifdef SERVER
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precache_model("models/w_gauss.mdl");
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precache_model("sprites/yelflare1.spr");
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precache_model("sprites/xbeam1.spr");
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precache_sound("weapons/electro4.wav");
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precache_sound("weapons/electro5.wav");
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precache_sound("weapons/electro6.wav");
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precache_sound("weapons/gauss2.wav");
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Sound_Precache("weapon_gauss.empty");
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#else
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precache_sound("ambience/pulsemachine.wav");
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precache_model("models/v_gauss.mdl");
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precache_model("models/p_gauss.mdl");
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#endif
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}
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void w_gauss_updateammo(player pl)
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{
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Weapons_UpdateAmmo(pl, -1, pl.ammo_uranium, -1);
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}
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string w_gauss_wmodel(void)
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{
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return "models/w_gauss.mdl";
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}
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string w_gauss_pmodel(player pl)
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{
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return "models/p_gauss.mdl";
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}
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string w_gauss_deathmsg(void)
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{
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return "";
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}
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int w_gauss_pickup(player pl, int new, int startammo)
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{
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#ifdef SERVER
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if (pl.ammo_uranium < MAX_A_URANIUM) {
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pl.ammo_uranium = bound(0, pl.ammo_uranium + 20, MAX_A_URANIUM);
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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_gauss_draw(player pl)
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{
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pl.mode_tempstate = GAUSSTATE_IDLE;
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Weapons_SetModel("models/v_gauss.mdl");
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Weapons_ViewAnimation(pl, GAUSS_DRAW);
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}
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void w_gauss_holster(player pl)
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{
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Weapons_ViewAnimation(pl, GAUSS_HOLSTER);
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}
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#ifdef SERVER
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void w_gauss_fire(player pl, int one)
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{
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int iLoop = 6;
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vector vecCurPlane;
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vector vecCurPos;
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vector vecSrc;
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vector vecEndPos;
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vector vecDir;
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Weapons_MakeVectors(pl);
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vecDir = v_forward;
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vecSrc = Weapons_GetCameraPos(pl);
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vecEndPos = vecSrc + v_forward * 1024;
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traceline(vecSrc, vecEndPos, FALSE, pl);
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vecCurPlane = trace_plane_normal;
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vecCurPos = trace_endpos;
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sound(pl, CHAN_WEAPON, "weapons/gauss2.wav", 1, ATTN_NORM);
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int iDamage = one ? 20 : (int)rint((bound(0, pl.ammo_gauss_volume, 10) * 20));
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if (serverkeyfloat("*bspversion") == BSPVER_HL)
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if (getsurfacetexture(trace_ent, getsurfacenearpoint(trace_ent, trace_endpos)) == "sky") {
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return;
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}
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if (trace_ent.takedamage == DAMAGE_YES) {
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Damage_Apply(trace_ent, pl, iDamage, WEAPON_GAUSS, DMG_ELECTRO);
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sound(trace_ent, CHAN_ITEM, sprintf("weapons/electro%d.wav", random(0,3)+4), 1, ATTN_NORM);
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}
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if (one) {
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return;
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} else {
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int iForce = (int)rint((bound(5, pl.ammo_gauss_volume, 10) * 20));
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/* Apply force */
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if (pl.flags & FL_ONGROUND) {
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pl.velocity += v_forward * (-iForce * 2);
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} else {
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pl.velocity += v_forward * (-iForce * 4);
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}
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}
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// reflection equation:
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Weapons_MakeVectors(pl);
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vecDir = v_forward;
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trace_plane_normal = vecCurPlane;
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trace_endpos = vecCurPos;
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while (iLoop > 0) {
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vector newDir;
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trace_plane_normal = vecCurPlane;
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trace_endpos = vecCurPos;
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newDir = vecDir - 2 * (vecDir * trace_plane_normal) * trace_plane_normal;
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vecDir = newDir;
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vecSrc = trace_endpos + (vecDir * -1);
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vecEndPos = trace_endpos + (vecDir * 8192);
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traceline(vecSrc, vecEndPos, FALSE, pl);
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vecCurPlane = trace_plane_normal;
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vecCurPos = trace_endpos;
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iLoop--;
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if (trace_ent.takedamage == DAMAGE_YES) {
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Damage_Apply(trace_ent, pl, iDamage, WEAPON_GAUSS, DMG_ELECTRO);
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sound(trace_ent, CHAN_ITEM, sprintf("weapons/electro%d.wav", random(0,3)+4), 1, ATTN_NORM);
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}
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}
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}
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#endif
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void w_gauss_primary(player pl)
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{
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if (pl.w_attack_next > 0.0)
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return;
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if (pl.gflags & GF_SEMI_TOGGLED)
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return;
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/* Ammo check */
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if ((pl.ammo_uranium < 2) || (pl.WaterLevel() >= WATERLEVEL_SUBMERGED)) {
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#ifdef SERVER
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Sound_Play(pl, CHAN_AUTO, "weapon_gauss.empty");
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#endif
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pl.gflags |= GF_SEMI_TOGGLED;
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return;
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}
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Weapons_ViewAnimation(pl, GAUSS_FIRE2);
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Weapons_ViewPunchAngle(pl, [-2,0,0]);
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#ifdef SERVER
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w_gauss_fire(pl, 1);
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FX_GaussBeam(Weapons_GetCameraPos(pl), input_angles, 0, pl);
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#endif
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pl.ammo_uranium -= 2;
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if (pl.flags & FL_CROUCHING)
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Animation_PlayerTop(pl, ANIM_CR_SHOOTGAUSS, 0.43f);
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else
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Animation_PlayerTop(pl, ANIM_SHOOTGAUSS, 0.43f);
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pl.w_attack_next = 0.2f;
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pl.w_idle_next = 2.5f;
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}
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void w_gauss_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.mode_tempstate == GAUSSTATE_REVVINGUP) {
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pl.w_attack_next = 0.0f;
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pl.w_idle_next = 0.5f;
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w_gauss_primary(pl);
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pl.ammo_gauss_volume = 0;
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pl.mode_tempstate = GAUSSTATE_IDLE;
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return;
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} else if (pl.mode_tempstate == GAUSSTATE_FULL) {
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Weapons_ViewAnimation(pl, GAUSS_FIRE1);
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if (pl.flags & FL_CROUCHING)
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Animation_PlayerTop(pl, ANIM_CR_SHOOTGAUSS, 0.43f);
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else
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Animation_PlayerTop(pl, ANIM_SHOOTGAUSS, 0.43f);
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Weapons_ViewPunchAngle(pl, [-5,0,0]);
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#ifdef SERVER
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w_gauss_fire(pl, 0);
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pl.ammo_gauss_volume = 0;
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FX_GaussBeam(Weapons_GetCameraPos(pl), input_angles, 6, pl);
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#endif
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pl.w_attack_next = 1.5f;
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pl.w_idle_next = 4.0f;
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pl.mode_tempstate = GAUSSTATE_IDLE;
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return;
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}
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int r = floor(pseudorandom() * 3.0f);
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switch (r) {
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case 1:
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Weapons_ViewAnimation(pl, GAUSS_IDLE2);
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pl.w_idle_next = 4.0f;
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break;
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#ifndef GEARBOX
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case 2:
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Weapons_ViewAnimation(pl, GAUSS_FIDGET);
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pl.w_idle_next = 3.0f;
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break;
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#endif
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default:
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Weapons_ViewAnimation(pl, GAUSS_IDLE1);
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pl.w_idle_next = 4.0f;
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break;
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}
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}
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void w_gauss_secondary(player pl)
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{
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if (pl.w_attack_next > 0.0)
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return;
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if (pl.gflags & GF_SEMI_TOGGLED)
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return;
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/* release gauss when out of ammo and revving */
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if (pl.ammo_uranium <= 0) {
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if (pl.mode_tempstate > GAUSSTATE_IDLE) {
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w_gauss_release(pl);
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return;
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}
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}
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/* regular ammo check */
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if ((pl.ammo_uranium <= 0) || (pl.WaterLevel() >= WATERLEVEL_SUBMERGED)) {
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#ifdef SERVER
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Sound_Play(pl, CHAN_AUTO, "weapon_gauss.empty");
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#endif
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pl.gflags |= GF_SEMI_TOGGLED;
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return;
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}
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pl.w_attack_next = 0.1f;
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/* take away 10 uranium max */
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if (pl.ammo_gauss_volume < 10)
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pl.ammo_uranium--;
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/* Set pitch sound shift */
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pl.ammo_gauss_volume += 1;
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/* holding it for too long, damage our owner */
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if (pl.ammo_gauss_volume > 100) {
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pl.ammo_gauss_volume = 100;
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#ifdef SERVER
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Damage_Apply(pl, pl, 10, DMG_ELECTRO, WEAPON_GAUSS);
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#endif
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pl.mode_tempstate = GAUSSTATE_IDLE;
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pl.w_attack_next = 0.5f;
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pl.w_idle_next = 0.5f;
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pl.ammo_gauss_volume = 0;
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Weapons_ViewAnimation(pl, GAUSS_IDLE1);
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}
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if (pl.mode_tempstate == GAUSSTATE_REVVINGUP) {
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Weapons_ViewAnimation(pl, GAUSS_SPIN);
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pl.mode_tempstate = GAUSSTATE_FULL;
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pl.w_idle_next = 0.5f;
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pl.w_attack_next = 0.5f;
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} else if (!pl.mode_tempstate) {
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Weapons_ViewAnimation(pl, GAUSS_SPINUP);
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pl.mode_tempstate = GAUSSTATE_REVVINGUP;
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#ifdef SERVER
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sound(pl, CHAN_WEAPON, "ambience/pulsemachine.wav", 2, ATTN_NORM);
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#endif
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pl.w_idle_next = 0.5f;
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pl.w_attack_next = 0.5f;
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}
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}
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void w_gauss_crosshair(player pl)
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{
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#ifdef CLIENT
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vector cross_pos;
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vector aicon_pos;
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cross_pos = g_hudmins + (g_hudres / 2) + [-12,-12];
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aicon_pos = g_hudmins + [g_hudres[0] - 48, g_hudres[1] - 42];
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drawsubpic(
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cross_pos,
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[24,24],
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g_cross_spr,
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[48/128,48/128],
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[0.1875, 0.1875],
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[1,1,1],
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1,
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DRAWFLAG_NORMAL
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);
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drawsubpic(
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aicon_pos,
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[24,24],
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g_hud7_spr,
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[0,96/128],
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[24/256,24/128],
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g_hud_color,
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pSeatLocal->m_flAmmo2Alpha,
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DRAWFLAG_ADDITIVE
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);
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HUD_DrawAmmo2();
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#endif
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}
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float w_gauss_aimanim(player pl)
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{
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return pl.flags & FL_CROUCHING ? ANIM_CR_AIMGAUSS : ANIM_AIMGAUSS;
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}
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void w_gauss_hudpic(player pl, int selected, vector pos, float a)
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{
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#ifdef CLIENT
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vector hud_col;
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if (pl.ammo_uranium == 0)
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hud_col = [1,0,0];
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else
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hud_col = g_hud_color;
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if (selected) {
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drawsubpic(
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pos,
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[170,45],
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g_hud5_spr,
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[0,90/256],
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[170/256,45/256],
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hud_col,
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a,
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DRAWFLAG_ADDITIVE
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);
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} else {
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drawsubpic(
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pos,
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[170,45],
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g_hud2_spr,
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[0,90/256],
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[170/256,45/256],
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hud_col,
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a,
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DRAWFLAG_ADDITIVE
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);
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}
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HUD_DrawAmmoBar(pos, pl.ammo_uranium, MAX_A_URANIUM, a);
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#endif
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}
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int
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w_gauss_isempty(player pl)
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{
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if (pl.ammo_uranium <= 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_gauss_type(player pl)
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{
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return WPNTYPE_RANGED;
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}
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weapon_t w_gauss =
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{
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.name = "gauss",
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.id = ITEM_GAUSS,
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.slot = 3,
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.slot_pos = 1,
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.weight = 20,
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.draw = w_gauss_draw,
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.holster = w_gauss_holster,
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.primary = w_gauss_primary,
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.secondary = w_gauss_secondary,
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.reload = __NULL__,
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.release = w_gauss_release,
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.postdraw = w_gauss_crosshair,
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.precache = w_gauss_precache,
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.pickup = w_gauss_pickup,
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.updateammo = w_gauss_updateammo,
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.wmodel = w_gauss_wmodel,
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.pmodel = w_gauss_pmodel,
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.deathmsg = w_gauss_deathmsg,
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.aimanim = w_gauss_aimanim,
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.isempty = w_gauss_isempty,
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.type = w_gauss_type,
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.hudpic = w_gauss_hudpic
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};
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#ifdef SERVER
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void weapon_gauss(void) {
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Weapons_InitItem(WEAPON_GAUSS);
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}
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#endif
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