nuclide/Source/Shared/WeaponFlashbang.c

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/*
Copyright 2016-2018 Marco "eukara" Hladik
MIT LICENSE
Permission is hereby granted, free of charge, to any person
obtaining a copy of this software and associated documentation
files (the "Software"), to deal in the Software without
restriction, including without limitation the rights to use,
copy, modify, merge, publish, distribute, sublicense, and/or
sell copies of the Software, and to permit persons to whom the
Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be
included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
OTHER DEALINGS IN THE SOFTWARE.
*/
.int iAmmo_FLASHBANG;
// This is to keep track of us holding down the nade
#ifdef SSQC
.int iMode_FLASHBANG;
#endif
// Weapon Info
weaponinfo_t wptFLASHBANG = {
WEAPON_FLASHBANG, // Identifier
SLOT_GRENADE, // Slot
200, // Price
EXPLOSIVE_FLASH, // Caliber ID
1.0, // Max Player Speed
1, // Bullets Per Shot
1, // Clip/MagSize
50, // Damage Per Bullet
1, // Penetration Multiplier
64, // Bullet Range
0.75, // Range Modifier
TYPE_SEMI, // Firing Type
1.0, // Attack-Delay
1.0, // Reload-Delay
iAmmo_9MM, // Caliber Pointer
iAmmo_FLASHBANG, // Clip Pointer
1, // Accuracy Divisor
1.0, // Accuracy Offset
1.0, // Max Inaccuracy
7, // Minimum Crosshair Distance
3, // Crosshair Movement Delta
1.0, // Armor penetration ratio
ATYPE_GRENADE, // Animation Type
FALSE
};
// Anim Table
enum {
ANIM_FLASHBANG_IDLE1,
ANIM_FLASHBANG_PULLPIN,
ANIM_FLASHBANG_THROW,
ANIM_FLASHBANG_DRAW,
};
void WeaponFLASHBANG_Draw( void ) {
#ifdef SSQC
BaseMelee_Draw();
self.iMode_FLASHBANG = GRENADE_UNREADY;
#else
View_PlayAnimation( ANIM_FLASHBANG_DRAW );
#endif
}
void WeaponFLASHBANG_PrimaryFire( void ) {
#ifdef SSQC
static void WeaponFLASHBANG_Release_Ready( void ) {
self.iMode_FLASHBANG = GRENADE_READY;
}
if ( self.iMode_FLASHBANG != GRENADE_UNREADY ) {
return;
}
Client_SendEvent( self, EV_WEAPON_PRIMARYATTACK );
Animation_ShootWeapon( self );
self.fAttackFinished = time + wptFLASHBANG.fAttackFinished;
// Mark the nade as ready once the pin has been pulled
self.iMode_FLASHBANG = GRENADE_PULLING;
self.think = WeaponFLASHBANG_Release_Ready;
self.nextthink = self.fAttackFinished;
#else
View_PlayAnimation( ANIM_FLASHBANG_PULLPIN );
#endif
}
#ifdef SSQC
void WeaponFLASHBANG_Throw( void ) {
static void WeaponFLASHBANG_Explode( void ) {
vector vNorm;
float fDot;
for ( entity eFind = world; ( eFind = find( eFind, classname, "player" ) ); ) {
other = world;
traceline( self.origin + '0 0 32', eFind.origin, MOVE_OTHERONLY, self );
if ( trace_fraction == 1 ) {
makevectors ( eFind.angles );
vNorm = normalize ( self.origin - eFind.origin );
fDot = vNorm * v_forward;
if ( fDot > 0.5 ) {
Effect_CreateFlash( eFind );
}
}
}
if ( random() < 0.5 ) {
sound( self, CHAN_WEAPON, "weapons/flashbang-1.wav", 1, ATTN_NORM );
} else {
sound( self, CHAN_WEAPON, "weapons/flashbang-2.wav", 1, ATTN_NORM );
}
remove( self );
}
static void Weapon_FLASHBANG_Touch( void ) {
if ( other.solid == SOLID_TRIGGER ) {
return;
}
if ( other == self.owner ) {
return;
}
if ( other.classname == "func_breakable" ) {
Damage_Apply( other, self, 50, self.origin, FALSE );
}
sound( self, CHAN_WEAPON, sprintf( "weapons/grenade_hit%d.wav", floor( random() * 3 ) + 1 ), 1, ATTN_NORM );
}
makevectors( self.v_angle );
entity eNade = spawn();
setorigin( eNade, ( self.origin + self.view_ofs ) + ( v_forward * 16 ) );
setmodel( eNade, "models/w_flashbang.mdl" );
setsize( eNade, '-1 -1 -1', '1 1 1' );
vector vDir = aim ( self, 100000 );
eNade.classname = "remove_me";
eNade.owner = self;
eNade.solid = SOLID_TRIGGER;
eNade.angles = vectoangles( vDir );
eNade.velocity = ( vDir * 800 );
eNade.avelocity = ( v_forward * 600 );
eNade.movetype = MOVETYPE_BOUNCE;
eNade.touch = Weapon_FLASHBANG_Touch;
eNade.think = WeaponFLASHBANG_Explode;
eNade.nextthink = time + 3.0f;
self.iAmmo_FLASHBANG--;
if ( !self.iAmmo_FLASHBANG ) {
Weapon_SwitchBest();
} else {
Weapon_Draw( WEAPON_FLASHBANG );
}
}
#endif
void WeaponFLASHBANG_Release( void ) {
#ifdef SSQC
if ( self.iMode_FLASHBANG == GRENADE_READY ) {
// Throw immediately
WeaponFLASHBANG_Throw();
self.iMode_FLASHBANG = GRENADE_UNREADY;
} else if ( self.iMode_FLASHBANG == GRENADE_PULLING ) {
// Trying to release the grenade before it's done pulling, throw asap
self.iMode_FLASHBANG = GRENADE_UNREADY;
self.think = WeaponFLASHBANG_Throw;
}
#endif
}