valve/src/shared/w_hornetgun.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_hornetgun (0 0 1) (-16 -16 0) (16 16 32)
"model" "models/w_hgun.mdl"
HALF-LIFE (1998) ENTITY
Hornetgun Weapon
*/
enum
{
HORNETGUN_IDLE,
HORNETGUN_FIDGET1,
HORNETGUN_FIDGET2,
HORNETGUN_HOLSTER,
HORNETGUN_DRAW,
HORNETGUN_SHOOT
};
void
w_hornetgun_precache(void)
{
#ifdef SERVER
Sound_Precache("weapon_hornetgun.fire");
Sound_Precache("weapon_hornetgun.buzz");
Sound_Precache("weapon_hornetgun.hit");
precache_model("models/w_hgun.mdl");
precache_model("models/hornet.mdl");
#else
precache_model("models/v_hgun.mdl");
precache_model("models/p_hgun.mdl");
#endif
}
int
w_hornetgun_pickup(player pl, int new, int startammo)
{
#ifdef SERVER
/* only pick it up once */
if (new) {
pl.ammo_hornet = MAX_A_HORNET;
return (1);
}
#endif
return (0);
}
void
w_hornetgun_updateammo(player pl)
{
Weapons_UpdateAmmo(pl, -1, pl.ammo_hornet, -1);
}
string w_hornetgun_wmodel(void)
{
return "models/w_hgun.mdl";
}
string w_hornetgun_pmodel(player pl)
{
return "models/p_hgun.mdl";
}
string w_hornetgun_deathmsg(void)
{
return "";
}
void
w_hornetgun_draw(player pl)
{
Weapons_SetModel("models/v_hgun.mdl");
Weapons_ViewAnimation(pl, HORNETGUN_DRAW);
}
void
w_hornetgun_holster(player pl)
{
}
#ifdef SERVER
void
w_hornetgun_shoothornet(player pl)
{
static void Hornet_Touch(void) {
if (other.takedamage == DAMAGE_YES) {
Damage_Apply(other, self.owner, Skill_GetValue("plr_hornet", 10), WEAPON_HORNETGUN, DMG_GENERIC);
Sound_Play(other, CHAN_VOICE, "weapon_hornetgun.hit");
} else {
Sound_Play(self, CHAN_VOICE, "weapon_hornetgun.buzz");
}
remove(self);
}
Weapons_MakeVectors(pl);
entity bolt = spawn();
setmodel(bolt, "models/hornet.mdl");
setorigin(bolt, Weapons_GetCameraPos(pl) + (v_forward * 16) + (v_up * -8));
bolt.owner = pl;
bolt.velocity = v_forward * 1000;
bolt.movetype = MOVETYPE_FLY;
bolt.solid = SOLID_BBOX;
//bolt.flags |= FL_LAGGEDMOVE;
bolt.gravity = 0.5f;
bolt.angles = vectoangles(bolt.velocity);
bolt.touch = Hornet_Touch;
bolt.traileffectnum = particleeffectnum("weapon_hornet.trail");
setsize(bolt, [0,0,0], [0,0,0]);
}
#endif
void
w_hornetgun_release(player pl)
{
if (pl.w_idle_next > 0.0) {
return;
}
/* slow regeneration of ammunition */
if (pl.ammo_hornet < MAX_A_HORNET) {
pl.ammo_hornet = bound(0, pl.ammo_hornet + 1, MAX_A_HORNET);
Weapons_UpdateAmmo(pl, -1, pl.ammo_hornet, -1);
pl.w_idle_next = 0.35f;
return;
}
if (pl.w_idle_next > 0.0) {
return;
}
int r;
r = floor(pseudorandom() * 3.0f);
switch (r) {
case 1:
Weapons_ViewAnimation(pl, HORNETGUN_FIDGET1);
pl.w_idle_next = 2.5f;
break;
case 2:
Weapons_ViewAnimation(pl, HORNETGUN_FIDGET2);
pl.w_idle_next = 2.1875f;
break;
default:
Weapons_ViewAnimation(pl, HORNETGUN_IDLE);
pl.w_idle_next = 1.875f;
}
}
void
w_hornetgun_primary(player pl)
{
if (pl.w_attack_next > 0.0) {
return;
}
/* Ammo check */
if (pl.ammo_hornet <= 0) {
w_hornetgun_release(pl);
return;
}
#ifdef SERVER
w_hornetgun_shoothornet(pl);
Sound_Play(pl, CHAN_WEAPON, "weapon_hornetgun.fire");
#endif
pl.ammo_hornet--;
Weapons_ViewAnimation(pl, HORNETGUN_SHOOT);
if (pl.flags & FL_CROUCHING)
Animation_PlayerTop(pl, ANIM_CR_SHOOTHIVE, 0.43f);
else
Animation_PlayerTop(pl, ANIM_SHOOTHIVE, 0.43f);
pl.w_attack_next = 0.25;
pl.w_idle_next = 1.0f;
}
void
w_hornetgun_secondary(player pl)
{
if (pl.w_attack_next) {
return;
}
/* Ammo check */
if (pl.ammo_hornet <= 0) {
w_hornetgun_release(pl);
return;
}
#ifdef SERVER
w_hornetgun_shoothornet(pl);
Sound_Play(pl, CHAN_WEAPON, "weapon_hornetgun.fire");
#endif
pl.ammo_hornet--;
Weapons_ViewAnimation(pl, HORNETGUN_SHOOT);
if (pl.flags & FL_CROUCHING)
Animation_PlayerTop(pl, ANIM_CR_SHOOTHIVE, 0.43f);
else
Animation_PlayerTop(pl, ANIM_SHOOTHIVE, 0.43f);
pl.w_attack_next = 0.1;
pl.w_idle_next = 1.0f;
}
void
w_hornetgun_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,
[72/128,24/128],
[0.1875, 0.1875],
[1,1,1],
1.0f,
DRAWFLAG_NORMAL
);
HUD_DrawAmmo2();
drawsubpic(
aicon_pos,
[24,24],
g_hud7_spr,
[24/256,96/128],
[24/256, 24/128],
g_hud_color,
pSeatLocal->m_flAmmo2Alpha,
DRAWFLAG_ADDITIVE
);
#endif
}
float
w_hornetgun_aimanim(player pl)
{
return pl.flags & FL_CROUCHING ? ANIM_CR_AIMHIVE : ANIM_AIMHIVE;
}
void
w_hornetgun_hudpic(player pl, int selected, vector pos, float a)
{
#ifdef CLIENT
if (selected) {
drawsubpic(
pos,
[170,45],
g_hud5_spr,
[0,180/256],
[170/256,45/256],
g_hud_color,
a,
DRAWFLAG_ADDITIVE
);
} else {
drawsubpic(
pos,
[170,45],
g_hud2_spr,
[0,180/256],
[170/256,45/256],
g_hud_color,
a,
DRAWFLAG_ADDITIVE
);
}
HUD_DrawAmmoBar(pos, pl.ammo_hornet, MAX_A_HORNET, a);
#endif
}
int
w_hornetgun_isempty(player pl)
{
return 0;
}
weapontype_t
w_hornetgun_type(player pl)
{
return WPNTYPE_RANGED;
}
weapon_t w_hornetgun =
{
.name = "hornet",
.id = ITEM_HORNETGUN,
.slot = 3,
.slot_pos = 3,
.weight = 10,
.draw = w_hornetgun_draw,
.holster = w_hornetgun_holster,
.primary = w_hornetgun_primary,
.secondary = w_hornetgun_secondary,
.reload = __NULL__,
.release = w_hornetgun_release,
.postdraw = w_hornetgun_crosshair,
.precache = w_hornetgun_precache,
.pickup = w_hornetgun_pickup,
.updateammo = w_hornetgun_updateammo,
.wmodel = w_hornetgun_wmodel,
.pmodel = w_hornetgun_pmodel,
.deathmsg = w_hornetgun_deathmsg,
.aimanim = w_hornetgun_aimanim,
.isempty = w_hornetgun_isempty,
.type = w_hornetgun_type,
.hudpic = w_hornetgun_hudpic
};
#ifdef SERVER
void
weapon_hornetgun(void)
{
Weapons_InitItem(WEAPON_HORNETGUN);
}
#endif