362 lines
7.2 KiB
Plaintext
362 lines
7.2 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_satchel (0 0 1) (-16 -16 0) (16 16 32)
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"model" "models/w_satchel.mdl"
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HALF-LIFE (1998) ENTITY
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Satchel Weapon
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*/
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enum
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{
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SATCHEL_IDLE,
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SATCHEL_FIDGET,
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SATCHEL_DRAW,
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SATCHEL_THROW
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};
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enum
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{
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RADIO_IDLE,
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RADIO_FIDGET,
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RADIO_DRAW,
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RADIO_USE,
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RADIO_HOLSTER
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};
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#ifdef SERVER
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void
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s_satchel_drop(entity master, vector src, vector vel)
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{
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static void s_satchel_touch(void)
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{
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if (other != world)
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return;
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Sound_Play(self, CHAN_BODY, "weapon_satchel.bounce");
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}
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entity satch;
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satch = spawn();
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satch.owner = master;
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satch.classname = "satchel";
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satch.movetype = MOVETYPE_BOUNCE;
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satch.solid = SOLID_BBOX;
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satch.frame = 1;
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satch.gravity = 0.5f;
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satch.friction = 0.8f;
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satch.velocity = vel;
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satch.avelocity = [0,400,0];
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satch.touch = s_satchel_touch;
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setmodel(satch, "models/w_satchel.mdl");
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setsize(satch, [-4,-4,-4], [4,4,4]);
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setorigin(satch, src);
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}
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void
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s_satchel_detonate(entity master)
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{
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for (entity b = world; (b = find(b, ::classname, "satchel"));) {
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if (b.owner != master)
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continue;
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float dmg = Skill_GetValue("plr_satchel", 150);
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FX_Explosion(b.origin);
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Damage_Radius(b.origin, master, dmg, dmg * 2.5f, TRUE, WEAPON_SATCHEL);
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sound(b, CHAN_WEAPON, sprintf("weapons/explode%d.wav", floor(random() * 2) + 3), 1, ATTN_NORM);
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remove(b);
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}
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}
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#endif
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void
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w_satchel_updateammo(player pl)
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{
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Weapons_UpdateAmmo(pl, pl.satchel_chg, pl.ammo_satchel, -1);
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}
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string
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w_satchel_wmodel(void)
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{
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return "models/w_satchel.mdl";
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}
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string
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w_satchel_pmodel(player pl)
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{
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return "models/p_satchel.mdl";
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}
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string
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w_satchel_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_satchel_precache(void)
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{
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#ifdef SERVER
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Sound_Precache("weapon_satchel.bounce");
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precache_model("models/w_satchel.mdl");
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#else
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precache_model("models/v_satchel.mdl");
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precache_model("models/v_satchel_radio.mdl");
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precache_model("models/p_satchel.mdl");
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#endif
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}
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int
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w_satchel_pickup(player pl, int new, int startammo)
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{
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#ifdef SERVER
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if (pl.ammo_satchel < MAX_A_SATCHEL) {
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pl.ammo_satchel = bound(0, pl.ammo_satchel + 1, MAX_A_SATCHEL);
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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
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w_satchel_draw(player pl)
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{
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if (pl.satchel_chg > 0) {
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Weapons_SetModel("models/v_satchel_radio.mdl");
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Weapons_ViewAnimation(pl, RADIO_DRAW);
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} else {
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Weapons_SetModel("models/v_satchel.mdl");
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Weapons_ViewAnimation(pl, SATCHEL_DRAW);
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}
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}
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void
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w_satchel_holster(player pl)
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{
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}
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void
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w_satchel_primary(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.satchel_chg <= 0 && pl.ammo_satchel <= 0) {
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return;
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}
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if (pl.satchel_chg <= 0) {
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Weapons_ViewAnimation(pl, RADIO_DRAW);
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} else {
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Weapons_ViewAnimation(pl, RADIO_USE);
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}
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#ifdef SERVER
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/* if we don't have any satchels placed yet, place one */
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if (!pl.satchel_chg) {
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vector throw;
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Weapons_MakeVectors(pl);
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throw = pl.velocity + (v_forward * 274);
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s_satchel_drop(pl, pl.origin, throw);
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pl.satchel_chg++;
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pl.ammo_satchel--;
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pl.mode_tempstate = 1; /* mark us as having deployed something */
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if (pl.flags & FL_CROUCHING)
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Animation_PlayerTop(pl, ANIM_CR_SHOOTSQUEAK, 0.41f);
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else
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Animation_PlayerTop(pl, ANIM_SHOOTSQUEAK, 0.5f);
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} else {
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/* detonate all we have */
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s_satchel_detonate(pl);
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pl.satchel_chg = 0;
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/* no satchels left to place? just get rid of this thing */
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if (pl.ammo_satchel <= 0) {
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Weapons_RemoveItem(pl, WEAPON_SATCHEL);
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}
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}
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#else
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Weapons_SetModel("models/v_satchel_radio.mdl");
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/* same thing as the SERVER ifdef above... */
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if (!pl.satchel_chg) {
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pl.satchel_chg++;
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pl.ammo_satchel--;
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} else {
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pl.satchel_chg = 0;
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}
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#endif
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pl.w_attack_next = 1.0f;
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pl.w_idle_next = 1.0f;
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}
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void
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w_satchel_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_satchel <= 0) {
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return;
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}
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Weapons_SetModel("models/v_satchel_radio.mdl");
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Weapons_ViewAnimation(pl, RADIO_DRAW);
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#ifdef SERVER
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vector throw;
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Weapons_MakeVectors(pl);
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throw = pl.velocity + (v_forward * 274);
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s_satchel_drop(pl, pl.origin, throw);
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#endif
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if (pl.flags & FL_CROUCHING)
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Animation_PlayerTop(pl, ANIM_CR_SHOOTSQUEAK, 0.41f);
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else
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Animation_PlayerTop(pl, ANIM_SHOOTSQUEAK, 0.5f);
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pl.satchel_chg++;
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pl.ammo_satchel--;
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pl.mode_tempstate = 1; /* mark us as having deployed something */
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pl.w_attack_next = 1.0f;
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pl.w_idle_next = 0.5f;
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}
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void
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w_satchel_reload(player pl)
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{
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}
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void
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w_satchel_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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/* keep track of the model via tempstates */
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if (pl.satchel_chg < 1i && pl.mode_tempstate != 0) {
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pl.mode_tempstate = 0;
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Weapons_SetModel("models/v_satchel.mdl");
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Weapons_ViewAnimation(pl, SATCHEL_DRAW);
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pl.w_idle_next = 15.0f;
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return;
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}
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if (pl.satchel_chg <= 0) {
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Weapons_ViewAnimation(pl, SATCHEL_FIDGET);
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} else {
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Weapons_ViewAnimation(pl, RADIO_FIDGET);
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}
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pl.w_idle_next = 15.0f;
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}
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float
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w_satchel_aimanim(player pl)
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{
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return pl.flags & FL_CROUCHING ? ANIM_CR_AIMSQUEAK : ANIM_AIMSQUEAK;
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}
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void
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w_satchel_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, [72/256,96/128], [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_satchel_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, [0,45/256], [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, [0,45/256], [170/256,45/256], g_hud_color, a, DRAWFLAG_ADDITIVE);
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}
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HUD_DrawAmmoBar(pos, pl.ammo_satchel, MAX_A_SATCHEL, a);
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#endif
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}
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int
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w_satchel_isempty(player pl)
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{
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if (pl.ammo_satchel <= 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_satchel_type(player pl)
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{
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return WPNTYPE_THROW;
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}
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weapon_t w_satchel =
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{
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.name = "satchel",
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.id = ITEM_SATCHEL,
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.slot = 4,
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.slot_pos = 1,
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.weight = -20,
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.draw = w_satchel_draw,
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.holster = w_satchel_holster,
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.primary = w_satchel_primary,
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.secondary = w_satchel_secondary,
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.reload = w_satchel_reload,
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.release = w_satchel_release,
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.postdraw = w_satchel_hud,
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.precache = w_satchel_precache,
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.pickup = w_satchel_pickup,
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.updateammo = w_satchel_updateammo,
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.wmodel = w_satchel_wmodel,
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.pmodel = w_satchel_pmodel,
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.deathmsg = w_satchel_deathmsg,
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.aimanim = w_satchel_aimanim,
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.isempty = w_satchel_isempty,
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.type = w_satchel_type,
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.hudpic = w_satchel_hudpic
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};
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#ifdef SERVER
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void
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weapon_satchel(void)
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{
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Weapons_InitItem(WEAPON_SATCHEL);
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}
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#endif
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