WEAPON_MEDKIT: Almost feature complete, lacking poison and just damages once
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8628cd5f4c
commit
c401ab9828
2 changed files with 82 additions and 3 deletions
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@ -1,5 +1,6 @@
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/*
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* Copyright (c) 2016-2020 Marco Cawthorne <marco@icculus.org>
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* Copyright (c) 2016-2023 Marco Cawthorne <marco@icculus.org>
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* Copyright (c) 2023 Gethyn ThomasQuail <xylemon@posteo.net>
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*
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* Permission to use, copy, modify, and distribute this software for any
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* purpose with or without fee is hereby granted, provided that the above
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@ -13,6 +14,15 @@
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* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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enum
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{
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MEDKIT_IDLE1,
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MEDKIT_IDLE2,
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MEDKIT_USE,
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MEDKIT_UNUSED,
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MEDKIT_HOLSTER,
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MEDKIT_DRAW
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};
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void
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w_medkit_precache(void)
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@ -54,6 +64,70 @@ w_medkit_draw(player pl)
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Weapons_ViewAnimation(pl, 0);
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}
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void
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w_medkit_primary(player pl)
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{
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vector src;
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if (pl.w_attack_next > 0.0)
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return;
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// cast our traceline
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Weapons_MakeVectors(pl);
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src = pl.origin + pl.view_ofs;
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traceline(src, src + (v_forward * 64), FALSE, pl);
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Weapons_ViewAnimation(pl, MEDKIT_USE);
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if (self.flags & FL_CROUCHING)
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Animation_PlayerTop(pl, ANIM_SHOOT1HAND, 0.45f);
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else
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Animation_PlayerTop(pl, ANIM_CR_SHOOT1HAND, 0.45f);
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if (trace_ent.classname == "player") {
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player otherpl = (player) trace_ent;
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#ifdef SERVER
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if (otherpl.GetTeam() == pl.GetTeam()) {
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/* Don't give the player more than 100% health */
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if (otherpl.health < otherpl.m_iMaxHealth) {
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/* We want to only give health to our teammate & skip armor */
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otherpl.health = bound(0, otherpl.health + 15, otherpl.m_iMaxHealth);
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}
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} else {
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/* Poison the enemey */
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// TODO
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// Needs to last for 10+ seconds and spread to others
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Damage_Apply(otherpl, pl, 15, WEAPON_MEDKIT, DMG_GENERIC);
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}
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Weapons_Sound(pl, CHAN_WEAPON, "weapon_medkit.heal");
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#endif
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}
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pl.w_attack_next = 0.4f;
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pl.w_idle_next = 5.0f;
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}
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void
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w_medkit_release(player pl)
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{
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if (pl.w_idle_next > 0.0)
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return;
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int r = (float)input_sequence % 2;
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switch (r) {
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case 0:
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Weapons_ViewAnimation(pl, MEDKIT_IDLE1);
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pl.w_idle_next = 1.16f;
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break;
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default:
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Weapons_ViewAnimation(pl, MEDKIT_IDLE2);
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pl.w_idle_next = 2.36f;
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break;
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}
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}
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float
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w_medkit_aimanim(player pl)
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{
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@ -98,10 +172,10 @@ weapon_t w_medkit =
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.slot_pos = 1,
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.draw = w_medkit_draw,
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.holster = __NULL__,
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.primary = __NULL__,
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.primary = w_medkit_primary,
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.secondary = __NULL__,
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.reload = __NULL__,
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.release = __NULL__,
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.release = w_medkit_release,
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.postdraw = __NULL__,
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.precache = w_medkit_precache,
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.pickup = __NULL__,
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@ -54,6 +54,11 @@ weapon_incendiary.fire
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sample weapons/sgun1.wav
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}
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weapon_medkit.heal
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{
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sample items/smallmedkit1.wav
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}
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weapon_sbs.cock
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{
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sample weapons/scock1.wav
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