Xylemon
25a70fb2d2
Also fixed up the damage code/squibs code, left in a duplicate function when updating, my bad.
250 lines
5.1 KiB
C++
250 lines
5.1 KiB
C++
/*
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* Copyright (c) 2016-2020 Marco Cawthorne <marco@icculus.org>
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* Copyright (c) 2022 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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* copyright notice and this permission notice appear in all copies.
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*
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* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
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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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WRENCH_IDLE,
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WRENCH_ATTACK1,
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WRENCH_ATTACK2,
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WRENCH_USE,
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WRENCH_DRAW,
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WRENCH_HOLSTER
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};
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void
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w_wrench_precache(void)
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{
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precache_sound("weapons/cbar_miss1.wav");
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precache_sound("weapons/cbar_hit1.wav");
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precache_sound("weapons/cbar_hit2.wav");
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precache_sound("weapons/cbar_hitbod1.wav");
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precache_sound("weapons/cbar_hitbod2.wav");
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precache_sound("weapons/cbar_hitbod3.wav");
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precache_model("models/v_tfc_spanner.mdl");
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precache_model("models/p_spanner.mdl");
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}
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void
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w_wrench_updateammo(player pl)
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{
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Weapons_UpdateAmmo(pl, __NULL__, pl.m_iAmmoCells, __NULL__);
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}
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string
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w_wrench_wmodel(void)
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{
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return "models/ball.mdl";
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}
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string
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w_wrench_pmodel(player pl)
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{
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return "models/p_spanner.mdl";
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}
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string
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w_wrench_deathmsg(void)
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{
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return "%s was assaulted by %s's wrench.";
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}
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void
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w_wrench_draw(player pl)
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{
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Weapons_SetModel("models/v_tfc_spanner.mdl");
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Weapons_ViewAnimation(pl, WRENCH_DRAW);
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}
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void
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w_wrench_holster(player pl)
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{
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Weapons_ViewAnimation(pl, WRENCH_HOLSTER);
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}
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void
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w_wrench_primary(player pl)
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{
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int anim = 0;
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vector src;
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if (pl.w_attack_next) {
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return;
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}
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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 * 32), FALSE, pl);
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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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anim = WRENCH_ATTACK1;
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break;
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default:
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anim = WRENCH_ATTACK2;
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}
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Weapons_ViewAnimation(pl, anim);
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if (trace_fraction < 1.0) {
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pl.w_attack_next = 0.25f;
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} else {
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pl.w_attack_next = 0.5f;
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}
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pl.w_idle_next = 2.5f;
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#ifdef SERVER
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if (pl.flags & FL_CROUCHING) {
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Animation_PlayerTop(pl, ANIM_SHOOTCROWBAR, 0.5f);
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} else {
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Animation_PlayerTop(pl, ANIM_CR_SHOOTCROWBAR, 0.42f);
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}
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sound(pl, CHAN_WEAPON, "weapons/cbar_miss1.wav", 1, ATTN_NORM);
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if (trace_fraction >= 1.0) {
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return;
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}
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if (trace_ent.classname == "TFCSentry") {
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TFCSentry sentry = (TFCSentry)trace_ent;
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/* todo
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} else if (trace_ent.classname == "TFCDispenser") {
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TFCDispenser dispenser = (TFCDispenser)trace_ent;
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todo
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} else if (trace_ent.classname == "TFCTeleporter") {
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TFCTeleporter teleporter = (TFCTeleporter)trace_ent;
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todo
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} else if (trace_ent.classname == "TFCTeleporterExit") {
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TFCTeleporterExit teleporterexit = (TFCTeleporterExit)trace_ent;
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todo */
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} else {
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/* don't bother with decals, we got squibs */
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if (trace_ent.iBleeds) {
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FX_Blood(trace_endpos, [1,0,0]);
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} else {
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FX_Impact(IMPACT_MELEE, trace_endpos, trace_plane_normal);
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}
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/* Damage without armor is between 12 - 20, so let's just do 15 for now */
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if (trace_ent.takedamage) {
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Damage_Apply(trace_ent, pl, Skill_GetValue("plr_wrench", 15), WEAPON_WRENCH, DMG_BLUNT);
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if (trace_ent.iBleeds) {
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Sound_Play(self, CHAN_WEAPON, "weapon_crowbar.hitbody");
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}
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} else {
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Sound_Play(self, CHAN_WEAPON, "weapon_crowbar.hit");
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}
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}
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#endif
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}
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void
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w_wrench_release(player pl)
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{
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if (pl.w_idle_next) {
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return;
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}
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Weapons_ViewAnimation(pl, WRENCH_IDLE);
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pl.w_idle_next = 15.0f;
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}
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void
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w_wrench_crosshair(player pl)
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{
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#ifdef CLIENT
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vector aicon_pos;
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aicon_pos = g_hudmins + [g_hudres[0] - 48, g_hudres[1] - 42];
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drawsubpic(
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aicon_pos,
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[24,24],
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g_hud7_spr,
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[0,96/128],
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[24/256,24/128],
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g_hud_color,
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pSeatLocal->m_flAmmo2Alpha,
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DRAWFLAG_ADDITIVE
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);
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HUD_DrawAmmo2();
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#endif
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}
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float
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w_wrench_aimanim(player pl)
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{
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return self.flags & FL_CROUCHING ? ANIM_CR_AIMCROWBAR : ANIM_AIMCROWBAR;
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}
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void
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w_wrench_hudpic(player pl, int selected, vector pos, float a)
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{
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#ifdef CLIENT
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if (selected) {
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drawsubpic(
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pos,
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[170,45],
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g_tfchud4_spr,
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[0,180/256],
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[170/256,45/256],
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g_hud_color,
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a,
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DRAWFLAG_ADDITIVE
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);
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} else {
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drawsubpic(
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pos,
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[170,45],
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g_tfchud3_spr,
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[0,135/256],
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[170/256,45/256],
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g_hud_color,
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a,
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DRAWFLAG_ADDITIVE
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);
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}
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HUD_DrawAmmoBar(pos, pl.m_iAmmoCells, MAX_A_CELLS, a);
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#endif
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}
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weapon_t w_wrench =
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{
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.name = "wrench",
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.id = ITEM_WRENCH,
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.slot = 0,
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.slot_pos = 3,
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.draw = w_wrench_draw,
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.holster = w_wrench_holster,
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.primary = w_wrench_primary,
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.secondary = __NULL__,
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.reload = __NULL__,
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.release = w_wrench_release,
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.postdraw = w_wrench_crosshair,
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.precache = w_wrench_precache,
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.pickup = __NULL__,
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.updateammo = w_wrench_updateammo,
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.wmodel = w_wrench_wmodel,
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.pmodel = w_wrench_pmodel,
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.deathmsg = w_wrench_deathmsg,
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.aimanim = w_wrench_aimanim,
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.hudpic = w_wrench_hudpic
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};
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