nuclide/src/shared/cstrike.old/weaponhegrenade.c

159 lines
4.5 KiB
C
Executable File

/*
* Copyright (c) 2016-2019 Marco Hladik <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.
*/
.int iAmmo_HEGRENADE;
// This is to keep track of us holding down the nade
#ifdef SSQC
.int iMode_HEGRENADE;
#endif
// Weapon Info
weaponinfo_t wptHEGRENADE = {
WEAPON_HEGRENADE, // Identifier
SLOT_GRENADE, // Slot
200, // Price
EXPLOSIVE_HE, // 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
iNull, // Caliber Pointer
iAmmo_HEGRENADE, // 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_HEGRENADE_IDLE1,
ANIM_HEGRENADE_PULLPIN,
ANIM_HEGRENADE_THROW,
ANIM_HEGRENADE_DRAW,
};
void WeaponHEGRENADE_Draw( void ) {
#ifdef SSQC
BaseMelee_Draw();
self.iMode_HEGRENADE = GRENADE_UNREADY;
#else
View_PlayAnimation( ANIM_HEGRENADE_DRAW );
#endif
}
void WeaponHEGRENADE_PrimaryFire( void ) {
#ifdef SSQC
static void WeaponHEGRENADE_Release_Ready( void ) {
self.iMode_HEGRENADE = GRENADE_READY;
}
if ( self.iMode_HEGRENADE != GRENADE_UNREADY ) {
return;
}
Client_SendEvent( self, EV_WEAPON_PRIMARYATTACK );
Animation_ShootWeapon( self );
self.fAttackFinished = time + wptHEGRENADE.fAttackFinished;
// Mark the nade as ready once the pin has been pulled
self.iMode_HEGRENADE = GRENADE_PULLING;
self.think = WeaponHEGRENADE_Release_Ready;
self.nextthink = self.fAttackFinished;
#else
View_PlayAnimation( ANIM_HEGRENADE_PULLPIN );
#endif
}
#ifdef SSQC
void WeaponHEGRENADE_Throw( void ) {
static void WeaponHEGRENADE_Explode( void ) {
Effect_CreateExplosion( self.origin );
Damage_Radius( self.origin, self, 100, 512, TRUE );
sound( self, CHAN_WEAPON, sprintf( "weapons/explode%d.wav", floor( random() * 2 ) + 3 ), 1, ATTN_NORM );
remove( self );
}
static void Weapon_HEGRENADE_Touch( void ) {
if ( other.solid == SOLID_TRIGGER ) {
return;
}
if ( other == self.owner ) {
return;
}
if ( ( other.classname == "func_breakable" ) && ( other.material == MATERIAL_GLASS ) ) {
Damage_Apply( other, self, other.health, self.origin, FALSE, WEAPON_HEGRENADE);
}
sound( self, CHAN_WEAPON, "weapons/he_bounce-1.wav", 1, ATTN_NORM );
}
makevectors( self.v_angle );
entity eNade = spawn();
setorigin( eNade, ( self.origin + self.view_ofs ) + ( v_forward * 16 ) );
setmodel( eNade, "models/w_hegrenade.mdl" );
setsize( eNade, '-1 -1 -1', '1 1 1' );
vector vDir = aim ( self, 100000 );
eNade.owner = self;
eNade.classname = "remove_me";
eNade.solid = SOLID_TRIGGER; // This is so grenades will not get slowed down by windows they touch
eNade.angles = vectoangles( vDir );
eNade.velocity = ( vDir * 1000 );
eNade.avelocity = ( v_forward * 1000 );
eNade.movetype = MOVETYPE_BOUNCE;
eNade.touch = Weapon_HEGRENADE_Touch;
eNade.gravity = 0.5f;
eNade.think = WeaponHEGRENADE_Explode;
eNade.nextthink = time + 3.0f;
self.iAmmo_HEGRENADE--;
Radio_TeamMessage(RADIO_CT_FIREINHOLE, self.team);
if ( !self.iAmmo_HEGRENADE ) {
Weapon_SwitchBest();
} else {
Weapon_Draw( WEAPON_HEGRENADE );
}
}
#endif
void WeaponHEGRENADE_Release( void ) {
#ifdef SSQC
if ( self.iMode_HEGRENADE == GRENADE_READY ) {
// Throw immediately
WeaponHEGRENADE_Throw();
self.iMode_HEGRENADE = GRENADE_UNREADY;
} else if ( self.iMode_HEGRENADE == GRENADE_PULLING ) {
// Trying to release the grenade before it's done pulling, throw asap
self.iMode_HEGRENADE = GRENADE_UNREADY;
self.think = WeaponHEGRENADE_Throw;
}
#endif
}