WEAPON_MEDKIT: Almost feature complete, lacking poison and just damages once

This commit is contained in:
Xylemon 2023-01-18 20:41:07 -08:00
parent 8628cd5f4c
commit c401ab9828
2 changed files with 82 additions and 3 deletions

View file

@ -1,5 +1,6 @@
/*
* Copyright (c) 2016-2020 Marco Cawthorne <marco@icculus.org>
* Copyright (c) 2016-2023 Marco Cawthorne <marco@icculus.org>
* Copyright (c) 2023 Gethyn ThomasQuail <xylemon@posteo.net>
*
* Permission to use, copy, modify, and distribute this software for any
* purpose with or without fee is hereby granted, provided that the above
@ -13,6 +14,15 @@
* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
enum
{
MEDKIT_IDLE1,
MEDKIT_IDLE2,
MEDKIT_USE,
MEDKIT_UNUSED,
MEDKIT_HOLSTER,
MEDKIT_DRAW
};
void
w_medkit_precache(void)
@ -54,6 +64,70 @@ w_medkit_draw(player pl)
Weapons_ViewAnimation(pl, 0);
}
void
w_medkit_primary(player pl)
{
vector src;
if (pl.w_attack_next > 0.0)
return;
// cast our traceline
Weapons_MakeVectors(pl);
src = pl.origin + pl.view_ofs;
traceline(src, src + (v_forward * 64), FALSE, pl);
Weapons_ViewAnimation(pl, MEDKIT_USE);
if (self.flags & FL_CROUCHING)
Animation_PlayerTop(pl, ANIM_SHOOT1HAND, 0.45f);
else
Animation_PlayerTop(pl, ANIM_CR_SHOOT1HAND, 0.45f);
if (trace_ent.classname == "player") {
player otherpl = (player) trace_ent;
#ifdef SERVER
if (otherpl.GetTeam() == pl.GetTeam()) {
/* Don't give the player more than 100% health */
if (otherpl.health < otherpl.m_iMaxHealth) {
/* We want to only give health to our teammate & skip armor */
otherpl.health = bound(0, otherpl.health + 15, otherpl.m_iMaxHealth);
}
} else {
/* Poison the enemey */
// TODO
// Needs to last for 10+ seconds and spread to others
Damage_Apply(otherpl, pl, 15, WEAPON_MEDKIT, DMG_GENERIC);
}
Weapons_Sound(pl, CHAN_WEAPON, "weapon_medkit.heal");
#endif
}
pl.w_attack_next = 0.4f;
pl.w_idle_next = 5.0f;
}
void
w_medkit_release(player pl)
{
if (pl.w_idle_next > 0.0)
return;
int r = (float)input_sequence % 2;
switch (r) {
case 0:
Weapons_ViewAnimation(pl, MEDKIT_IDLE1);
pl.w_idle_next = 1.16f;
break;
default:
Weapons_ViewAnimation(pl, MEDKIT_IDLE2);
pl.w_idle_next = 2.36f;
break;
}
}
float
w_medkit_aimanim(player pl)
{
@ -98,10 +172,10 @@ weapon_t w_medkit =
.slot_pos = 1,
.draw = w_medkit_draw,
.holster = __NULL__,
.primary = __NULL__,
.primary = w_medkit_primary,
.secondary = __NULL__,
.reload = __NULL__,
.release = __NULL__,
.release = w_medkit_release,
.postdraw = __NULL__,
.precache = w_medkit_precache,
.pickup = __NULL__,

View file

@ -54,6 +54,11 @@ weapon_incendiary.fire
sample weapons/sgun1.wav
}
weapon_medkit.heal
{
sample items/smallmedkit1.wav
}
weapon_sbs.cock
{
sample weapons/scock1.wav