344 lines
6.5 KiB
Plaintext
344 lines
6.5 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_hornetgun (0 0 1) (-16 -16 0) (16 16 32)
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"model" "models/w_hgun.mdl"
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HALF-LIFE (1998) ENTITY
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Hornetgun Weapon
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*/
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enum
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{
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HORNETGUN_IDLE,
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HORNETGUN_FIDGET1,
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HORNETGUN_FIDGET2,
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HORNETGUN_HOLSTER,
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HORNETGUN_DRAW,
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HORNETGUN_SHOOT
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};
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void
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w_hornetgun_precache(void)
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{
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#ifdef SERVER
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Sound_Precache("weapon_hornetgun.fire");
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Sound_Precache("weapon_hornetgun.buzz");
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Sound_Precache("weapon_hornetgun.hit");
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precache_model("models/w_hgun.mdl");
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precache_model("models/hornet.mdl");
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#else
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precache_model("models/v_hgun.mdl");
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precache_model("models/p_hgun.mdl");
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#endif
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}
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int
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w_hornetgun_pickup(player pl, int new, int startammo)
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{
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#ifdef SERVER
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/* only pick it up once */
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if (new) {
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pl.ammo_hornet = MAX_A_HORNET;
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return (1);
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}
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#endif
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return (0);
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}
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void
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w_hornetgun_updateammo(player pl)
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{
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Weapons_UpdateAmmo(pl, -1, pl.ammo_hornet, -1);
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}
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string w_hornetgun_wmodel(void)
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{
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return "models/w_hgun.mdl";
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}
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string w_hornetgun_pmodel(player pl)
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{
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return "models/p_hgun.mdl";
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}
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string w_hornetgun_deathmsg(void)
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{
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return "";
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}
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void
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w_hornetgun_draw(player pl)
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{
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Weapons_SetModel("models/v_hgun.mdl");
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Weapons_ViewAnimation(pl, HORNETGUN_DRAW);
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}
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void
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w_hornetgun_holster(player pl)
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{
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}
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#ifdef SERVER
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void
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w_hornetgun_shoothornet(player pl)
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{
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static void Hornet_Touch(void) {
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if (other.takedamage == DAMAGE_YES) {
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Damage_Apply(other, self.owner, Skill_GetValue("plr_hornet", 10), WEAPON_HORNETGUN, DMG_GENERIC);
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Sound_Play(other, CHAN_VOICE, "weapon_hornetgun.hit");
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} else {
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Sound_Play(self, CHAN_VOICE, "weapon_hornetgun.buzz");
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}
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remove(self);
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}
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Weapons_MakeVectors(pl);
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entity bolt = spawn();
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setmodel(bolt, "models/hornet.mdl");
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setorigin(bolt, Weapons_GetCameraPos(pl) + (v_forward * 16) + (v_up * -8));
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bolt.owner = pl;
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bolt.velocity = v_forward * 1000;
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bolt.movetype = MOVETYPE_FLY;
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bolt.solid = SOLID_BBOX;
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//bolt.flags |= FL_LAGGEDMOVE;
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bolt.gravity = 0.5f;
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bolt.angles = vectoangles(bolt.velocity);
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bolt.touch = Hornet_Touch;
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bolt.traileffectnum = particleeffectnum("weapon_hornet.trail");
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setsize(bolt, [0,0,0], [0,0,0]);
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}
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#endif
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void
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w_hornetgun_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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/* slow regeneration of ammunition */
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if (pl.ammo_hornet < MAX_A_HORNET) {
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pl.ammo_hornet = bound(0, pl.ammo_hornet + 1, MAX_A_HORNET);
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Weapons_UpdateAmmo(pl, -1, pl.ammo_hornet, -1);
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pl.w_idle_next = 0.35f;
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return;
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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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int r;
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r = floor(pseudorandom() * 3.0f);
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switch (r) {
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case 1:
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Weapons_ViewAnimation(pl, HORNETGUN_FIDGET1);
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pl.w_idle_next = 2.5f;
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break;
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case 2:
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Weapons_ViewAnimation(pl, HORNETGUN_FIDGET2);
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pl.w_idle_next = 2.1875f;
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break;
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default:
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Weapons_ViewAnimation(pl, HORNETGUN_IDLE);
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pl.w_idle_next = 1.875f;
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}
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}
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void
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w_hornetgun_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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}
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/* Ammo check */
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if (pl.ammo_hornet <= 0) {
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w_hornetgun_release(pl);
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return;
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}
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#ifdef SERVER
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w_hornetgun_shoothornet(pl);
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Sound_Play(pl, CHAN_WEAPON, "weapon_hornetgun.fire");
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#endif
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pl.ammo_hornet--;
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Weapons_ViewAnimation(pl, HORNETGUN_SHOOT);
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if (pl.flags & FL_CROUCHING)
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Animation_PlayerTop(pl, ANIM_CR_SHOOTHIVE, 0.43f);
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else
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Animation_PlayerTop(pl, ANIM_SHOOTHIVE, 0.43f);
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pl.w_attack_next = 0.25;
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pl.w_idle_next = 1.0f;
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}
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void
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w_hornetgun_secondary(player pl)
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{
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if (pl.w_attack_next) {
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return;
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}
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/* Ammo check */
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if (pl.ammo_hornet <= 0) {
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w_hornetgun_release(pl);
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return;
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}
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#ifdef SERVER
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w_hornetgun_shoothornet(pl);
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Sound_Play(pl, CHAN_WEAPON, "weapon_hornetgun.fire");
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#endif
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pl.ammo_hornet--;
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Weapons_ViewAnimation(pl, HORNETGUN_SHOOT);
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if (pl.flags & FL_CROUCHING)
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Animation_PlayerTop(pl, ANIM_CR_SHOOTHIVE, 0.43f);
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else
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Animation_PlayerTop(pl, ANIM_SHOOTHIVE, 0.43f);
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pl.w_attack_next = 0.1;
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pl.w_idle_next = 1.0f;
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}
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void
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w_hornetgun_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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[72/128,24/128],
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[0.1875, 0.1875],
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[1,1,1],
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1.0f,
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DRAWFLAG_NORMAL
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);
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HUD_DrawAmmo2();
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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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[24/256,96/128],
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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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#endif
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}
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float
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w_hornetgun_aimanim(player pl)
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{
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return pl.flags & FL_CROUCHING ? ANIM_CR_AIMHIVE : ANIM_AIMHIVE;
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}
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void
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w_hornetgun_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(
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pos,
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[170,45],
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g_hud5_spr,
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[0,180/256],
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[170/256,45/256],
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g_hud_color,
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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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[0,180/256],
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[170/256,45/256],
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g_hud_color,
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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_hornet, MAX_A_HORNET, a);
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#endif
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}
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int
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w_hornetgun_isempty(player pl)
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{
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return 0;
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}
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weapontype_t
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w_hornetgun_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_hornetgun =
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{
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.name = "hornet",
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.id = ITEM_HORNETGUN,
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.slot = 3,
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.slot_pos = 3,
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.weight = 10,
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.draw = w_hornetgun_draw,
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.holster = w_hornetgun_holster,
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.primary = w_hornetgun_primary,
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.secondary = w_hornetgun_secondary,
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.reload = __NULL__,
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.release = w_hornetgun_release,
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.postdraw = w_hornetgun_crosshair,
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.precache = w_hornetgun_precache,
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.pickup = w_hornetgun_pickup,
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.updateammo = w_hornetgun_updateammo,
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.wmodel = w_hornetgun_wmodel,
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.pmodel = w_hornetgun_pmodel,
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.deathmsg = w_hornetgun_deathmsg,
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.aimanim = w_hornetgun_aimanim,
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.isempty = w_hornetgun_isempty,
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.type = w_hornetgun_type,
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.hudpic = w_hornetgun_hudpic
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};
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#ifdef SERVER
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void
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weapon_hornetgun(void)
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{
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Weapons_InitItem(WEAPON_HORNETGUN);
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}
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#endif
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