WEAPON_SNIPER: shooting more or less handles or how it supposed to, with the holding down + laser and all that. Still needs more accurate movement restrictions.

This commit is contained in:
Marco Cawthorne 2023-01-18 21:04:25 -08:00
parent c401ab9828
commit c1d8d69a77
Signed by: eukara
GPG key ID: CE2032F0A2882A22

View file

@ -58,12 +58,6 @@ w_sniper_deathmsg(void)
return "%s was assaulted by %s's Assault Cannon.";
}
void
w_sniper_release(player pl)
{
Weapons_ViewAnimation(pl, SNIPER_IDLE);
}
void
w_sniper_draw(player pl)
{
@ -78,27 +72,45 @@ w_sniper_aimanim(player pl)
}
void
w_sniper_primary(player pl)
w_sniper_release(player pl)
{
//pl.mode_still = 1 - pl.mode_still;
// TODO
// Below should be in the release, we need to detect whether we are still and then create the "dot"
if (pl.w_attack_next > 0.0)
return;
w_baseauto_fire(pl, player::m_iAmmoShells, 8, [0,0]);
Weapons_ViewAnimation(pl, SNIPER_FIRE);
#ifdef CLIENT
View_SetMuzzleflash(MUZZLE_RIFLE);
#endif
Weapons_Sound(pl, CHAN_WEAPON, "weapon_sniper.fire");
pl.w_attack_next = 2.0f;
if (pl.mode_tempstate > 0) {
float dmg = bound(75, (pl.mode_tempstate/2) * 75, 375);
w_baseauto_fire(pl, player::m_iAmmoShells, dmg, [0,0]);
Weapons_ViewAnimation(pl, SNIPER_FIRE);
#ifdef CLIENT
View_SetMuzzleflash(MUZZLE_RIFLE);
#endif
Weapons_Sound(pl, CHAN_WEAPON, "weapon_sniper.fire");
pl.w_attack_next = 2.0f;
pl.w_idle_next = 1.5f;
pl.mode_tempstate = 0;
}
}
pl.w_idle_next = 1.5f;
void
w_sniper_primary(player pl)
{
/* when moving, immediately release */
if (vlen(pl.velocity) > 0) {
w_sniper_release(pl);
return;
}
/* weapon speed check */
if (pl.w_attack_next > 0.0)
return;
/* if we aren't already, 'aim' down... */
if (pl.mode_tempstate == 0) {
Weapons_ViewAnimation(pl, SNIPER_AIM);
}
pl.mode_tempstate += 1;
pl.w_attack_next = 1.0f;
}
void
@ -113,30 +125,10 @@ w_sniper_secondary(player pl)
} else {
pl.viewzoom = 1.0f;
}
pl.w_attack_next = 0.5f;
}
/*
void
w_sniper_release(player pl)
{
if (pl.w_attack_next > 0.0)
return;
// Can't fire if moving
//if (pl.mode_still == 1) {
w_baseauto_fire(pl, player::m_iAmmoShells, 8, [0,0]);
Weapons_ViewAnimation(pl, SNIPER_FIRE);
#ifdef CLIENT
View_SetMuzzleflash(MUZZLE_WEIRD);
#else
Sound_Play(pl, CHAN_WEAPON, "weapon_sniper.fire");
#endif
pl.w_attack_next = 2.0f;
//}
pl.w_idle_next = 1.5f;
}
*/
void
w_sniper_postdraw(player pl)
{
@ -147,6 +139,31 @@ w_sniper_postdraw(player pl)
} else {
Cross_DrawSub(g_cross_spr, [104,16], [24/128,96/128], [104/128, 16/128]);
}
if (pl.mode_tempstate) {
vector laser_pos;
float lerp;
vector jitter = [0.0f, 0.0f, 0.0f];
Weapons_MakeVectors(pl);
vector src = pl.origin + pl.view_ofs;
traceline(src, src + (v_forward * 256), FALSE, pl);
lerp = Math_Lerp(18,6, trace_fraction);
jitter[0] = (random(0,2) - 2) * (1 - trace_fraction);
jitter[1] = (random(0,2) - 2) * (1 - trace_fraction);
laser_pos = g_hudmins + (g_hudres / 2) + ([-lerp,-lerp] / 2);
drawsubpic(
laser_pos + jitter,
[lerp,lerp],
g_laser_spr,
[0,0],
[1.0, 1.0],
[1,1,1],
1.0f,
DRAWFLAG_ADDITIVE
);
}
// ammo counter
HUD_DrawAmmo2();
vector aicon_pos = g_hudmins + [g_hudres[0] - 48, g_hudres[1] - 42];
@ -195,7 +212,7 @@ weapon_t w_sniper =
.primary = w_sniper_primary,
.secondary = w_sniper_secondary,
.reload = __NULL__,
.release = __NULL__,
.release = w_sniper_release,
.postdraw = w_sniper_postdraw,
.precache = w_sniper_precache,
.pickup = __NULL__,