202 lines
4.4 KiB
C++
202 lines
4.4 KiB
C++
/*
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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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* 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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#define TFC_RPG_ROCKET_SPEED 900.0f
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enum
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{
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INC_IDLE1,
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INC_FIDGET1,
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INC_FIRE,
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INC_HOLSTER1,
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INC_DRAW1,
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INC_HOLSTER2,
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INC_DRAW2,
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INC_RELOAD_START,
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INC_RELOAD,
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INC_RELOAD_END,
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INC_IDLE2,
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INC_FIDGET2
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};
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void
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w_incendiary_precache(void)
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{
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precache_model("models/v_tfc_rpg.mdl");
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precache_model("models/w_incendiary.mdl");
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precache_model("models/p_incendiary.mdl");
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Sound_Precache("weapon_incendiary.fire");
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}
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void
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w_incendiary_updateammo(player pl)
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{
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Weapons_UpdateAmmo(pl, __NULL__, pl.m_iAmmoRockets, __NULL__);
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}
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string
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w_incendiary_wmodel(void)
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{
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return "models/w_incendiary.mdl";
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}
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string
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w_incendiary_pmodel(player pl)
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{
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return "models/p_rpg2.mdl";
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}
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string
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w_incendiary_deathmsg(void)
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{
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return "%s gets well done by %s's incendiary rocket.";
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// TODO
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// Has special birthday and suicide death messages
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}
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void
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w_incendiary_draw(player pl)
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{
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Weapons_SetModel("models/v_tfc_rpg.mdl");
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Weapons_ViewAnimation(pl, 0);
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}
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void
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w_incendiary_shootrocket(player pl)
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{
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static void w_incendiary_shootrocket_touch(void) {
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FX_Explosion(self.origin);
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remove(self);
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}
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Weapons_MakeVectors(pl);
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entity p = spawn();
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setmodel(p, "models/rpgrocket.mdl");
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setorigin(p, Weapons_GetCameraPos(pl) + (v_forward * 8));
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p.owner = self;
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p.movetype = MOVETYPE_FLYMISSILE;
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p.solid = SOLID_BBOX;
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p.gravity = 0.5f;
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p.velocity = (v_forward * TFC_RPG_ROCKET_SPEED);
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p.angles = vectoangles(p.velocity);
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p.touch = w_incendiary_shootrocket_touch;
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p.think = Util_Destroy;
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p.nextthink = time + 5.0f;
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}
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void
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w_incendiary_primary(player pl)
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{
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int s = w_baseprojectile_fire(pl, WEAPON_INCENDIARY, player::m_iAmmoRockets, w_incendiary_shootrocket);
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switch (s) {
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case AUTO_FIRE_FAILED:
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return;
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break;
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case AUTO_FIRED:
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case AUTO_LAST:
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Weapons_ViewAnimation(pl, INC_FIRE);
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Weapons_Sound(pl, CHAN_WEAPON, "weapon_incendiary.fire");
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Weapons_ViewPunchAngle(pl, [-2,0,0]);
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if (pl.flags & FL_CROUCHING)
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Animation_PlayerTop(pl, TFCANIM_CR_SHOOTRPG, 0.45f);
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else
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Animation_PlayerTop(pl, TFCANIM_SHOOTRPG, 0.45f);
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pl.w_attack_next = 0.8f;
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break;
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case AUTO_EMPTY:
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pl.w_attack_next = 0.2f;
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break;
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}
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pl.w_idle_next = 1.5f;
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}
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float
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w_incendiary_aimanim(player pl)
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{
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return pl.flags & FL_CROUCHING ? TFCANIM_CR_AIMRPG : TFCANIM_AIMRPG;
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}
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void
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w_incendiary_postdraw(player pl)
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{
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#ifdef CLIENT
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// crosshair
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Cross_DrawSub(g_cross_spr, [24,24], [24/128,48/128], [0.1875, 0.1875]);
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// ammo counter
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HUD_DrawAmmo2();
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vector aicon_pos = g_hudmins + [g_hudres[0] - 48, g_hudres[1] - 42];
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drawsubpic(aicon_pos, [24,24], g_hud7_spr, [120/256,72/128],[24/256, 24/128], g_hud_color, pSeatLocal->m_flAmmo2Alpha, DRAWFLAG_ADDITIVE);
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#endif
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}
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void
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w_incendiary_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_tfchud5_spr,
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[0,90/256],
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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_tfchud6_spr,
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[0,0],
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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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#endif
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}
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weapon_t w_incendiary =
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{
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.name = "incendiary",
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.id = ITEM_INCENDIARY,
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.slot = 4,
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.slot_pos = 3,
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.draw = w_incendiary_draw,
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.holster = __NULL__,
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.primary = w_incendiary_primary,
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.secondary = __NULL__,
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.reload = __NULL__,
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.release = __NULL__,
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.postdraw = w_incendiary_postdraw,
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.precache = w_incendiary_precache,
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.pickup = __NULL__,
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.updateammo = w_incendiary_updateammo,
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.wmodel = w_incendiary_wmodel,
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.pmodel = w_incendiary_pmodel,
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.deathmsg = w_incendiary_deathmsg,
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.aimanim = w_incendiary_aimanim,
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.hudpic = w_incendiary_hudpic,
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.isempty = w_asscan_isempty
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};
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