valve/src/shared/w_handgrenade.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.
*/
#ifdef SERVER
.float nadeCookingTime;
#endif
enum
{
HANDGRENADE_IDLE,
HANDGRENADE_FIDGET,
HANDGRENADE_PULLPIN,
HANDGRENADE_THROW1,
HANDGRENADE_THROW2,
HANDGRENADE_THROW3,
HANDGRENADE_HOLSTER,
HANDGRENADE_DRAW
};
void w_handgrenade_precache(void)
{
#ifdef SERVER
Sound_Precache("weapon_handgrenade.bounce");
precache_model("models/w_grenade.mdl");
particleeffectnum("fx_explosion.main");
precache_model("sprites/fexplo.spr");
#else
precache_model("models/v_grenade.mdl");
precache_model("models/p_grenade.mdl");
#endif
}
void w_handgrenade_updateammo(player pl)
{
Weapons_UpdateAmmo(pl, -1, pl.ammo_handgrenade, -1);
}
string w_handgrenade_wmodel(void)
{
return "models/w_grenade.mdl";
}
string w_handgrenade_pmodel(player pl)
{
return "models/p_grenade.mdl";
}
string w_handgrenade_deathmsg(void)
{
return "";
}
int w_handgrenade_pickup(player pl, int new, int startammo)
{
#ifdef SERVER
int addAmmo = (startammo == -1) ? 1 : startammo;
if (pl.ammo_handgrenade < MAX_A_HANDGRENADE) {
pl.ammo_handgrenade = bound(0, pl.ammo_handgrenade + addAmmo, MAX_A_HANDGRENADE);
} else {
if (!new)
return (0);
}
#endif
return (1);
}
void w_handgrenade_draw(player pl)
{
pl.mode_tempstate = 0;
Weapons_SetModel("models/v_grenade.mdl");
Weapons_ViewAnimation(pl, HANDGRENADE_DRAW);
}
void w_handgrenade_holster(player pl)
{
}
void w_handgrenade_primary(player pl)
{
if (pl.w_attack_next > 0.0) {
return;
}
/* We're abusing this network variable for the holding check */
if (pl.mode_tempstate > 0) {
return;
}
/* Ammo check */
if (pl.ammo_handgrenade <= 0) {
return;
}
Weapons_ViewAnimation(pl, HANDGRENADE_PULLPIN);
pl.mode_tempstate = 1;
pl.w_attack_next = 0.5f;
pl.w_idle_next = 0.5f;
#ifdef SERVER
pl.nadeCookingTime = time;
#endif
}
void w_handgrenade_hud(player pl)
{
#ifdef CLIENT
HUD_DrawAmmo2();
vector aicon_pos = g_hudmins + [g_hudres[0] - 48, g_hudres[1] - 42];
drawsubpic(aicon_pos, [24,24], g_hud7_spr, [48/256,96/128], [24/256, 24/128], g_hud_color, pSeatLocal->m_flAmmo2Alpha, DRAWFLAG_ADDITIVE);
#endif
}
void w_handgrenade_release(player pl)
{
if (pl.w_idle_next > 0.0) {
return;
}
if (pl.mode_tempstate == 1) {
Weapons_ViewAnimation(pl, HANDGRENADE_THROW1);
#ifdef SERVER
vector throwDirection;
float throwingStrength;
NSProjectile nade = (NSProjectile )EntityDef_CreateClassname("projectile_handgrenade");
nade.SetOwner(pl);
throwDirection = pl.v_angle;
throwDirection[0] = -10.0f; /* always aim a bit up */
/* diminish when aiming up */
if (pl.v_angle[0] < 0) {
throwDirection[0] += (pl.v_angle[0] * 0.9f);
} else { /* increase when aiming down */
throwDirection[0] += (pl.v_angle[0] * 1.1f);
}
throwingStrength = bound(0, (90 - throwDirection[0]) * 5.0f, 1000);
nade.Launch(pl.GetEyePos(), pl.v_angle, time - pl.nadeCookingTime, 0.0f, 0.0f);
makevectors(throwDirection);
nade.SetVelocity((v_forward * throwingStrength) + pl.GetVelocity());
#endif
pl.ammo_handgrenade--;
pl.mode_tempstate = 2;
pl.w_attack_next = 1.0f;
pl.w_idle_next = 0.5f;
if (pl.flags & FL_CROUCHING)
Animation_PlayerTop(pl, ANIM_CR_SHOOTCROWBAR, 0.41f);
else
Animation_PlayerTop(pl, ANIM_SHOOTCROWBAR, 0.5f);
} else if (pl.mode_tempstate == 2) {
Weapons_ViewAnimation(pl, HANDGRENADE_DRAW);
#ifdef SERVER
if (!pl.ammo_handgrenade) {
Weapons_RemoveItem(pl, WEAPON_HANDGRENADE);
}
#endif
pl.w_attack_next = 0.5f;
pl.w_idle_next = 0.5f;
pl.mode_tempstate = 0;
} else {
int r = floor(pseudorandom() * 8.0f);
if (r == 1) {
Weapons_ViewAnimation(pl, HANDGRENADE_FIDGET);
pl.w_idle_next = 2.5f;
} else {
Weapons_ViewAnimation(pl, HANDGRENADE_IDLE);
pl.w_idle_next = 3.0f;
}
}
}
float
w_handgrenade_aimanim(player pl)
{
return pl.flags & FL_CROUCHING ? ANIM_CR_AIMCROWBAR : ANIM_AIMCROWBAR;
}
void
w_handgrenade_hudpic(player pl, int selected, vector pos, float a)
{
#ifdef CLIENT
if (selected) {
drawsubpic(pos, [170,45], g_hud6_spr, [0,0], [170/256,45/256], g_hud_color, a, DRAWFLAG_ADDITIVE);
} else {
drawsubpic(pos, [170,45], g_hud3_spr, [0,0], [170/256,45/256], g_hud_color, a, DRAWFLAG_ADDITIVE);
}
HUD_DrawAmmoBar(pos, pl.ammo_handgrenade, MAX_A_HANDGRENADE, a);
#endif
}
int
w_handgrenade_isempty(player pl)
{
if (pl.ammo_handgrenade <= 0)
return 1;
return 0;
}
weapontype_t
w_handgrenade_type(player pl)
{
return WPNTYPE_THROW;
}
weapon_t w_handgrenade =
{
.name = "grenade",
.id = ITEM_HANDGRENADE,
.slot = 4,
.slot_pos = 0,
.weight = 5,
.draw = w_handgrenade_draw,
.holster = w_handgrenade_holster,
.primary = w_handgrenade_primary,
.secondary = __NULL__,
.reload = __NULL__,
.release = w_handgrenade_release,
.postdraw = w_handgrenade_hud,
.precache = w_handgrenade_precache,
.pickup = w_handgrenade_pickup,
.updateammo = w_handgrenade_updateammo,
.wmodel = w_handgrenade_wmodel,
.pmodel = w_handgrenade_pmodel,
.deathmsg = w_handgrenade_deathmsg,
.aimanim = w_handgrenade_aimanim,
.isempty = w_handgrenade_isempty,
.type = w_handgrenade_type,
.hudpic = w_handgrenade_hudpic
};