mirror of
https://git.code.sf.net/p/quake/game-source
synced 2024-11-22 20:11:49 +00:00
188 lines
4.6 KiB
C++
188 lines
4.6 KiB
C++
#include "common.qh"
|
|
#include "effect.qh"
|
|
|
|
#include "weapon.qh"
|
|
#include "equip.qh"
|
|
|
|
#include "damage.qh"
|
|
#include "misc.qh"
|
|
|
|
#define STR_EQUIPID_NAILGUN "Nailgun"
|
|
|
|
void() _deathmsg_nailgun = {
|
|
local string def_nname, att_nname;
|
|
local float r;
|
|
|
|
def_nname = name(self);
|
|
att_nname = name(self.dmg_attacker);
|
|
|
|
if (self.dmg_attacker == self) {
|
|
bprint(PRINT_DEATH, def_nname, " enjoys the pain.\n");
|
|
} else {
|
|
r = random()*2;
|
|
if (r < 1) bprint(PRINT_DEATH, def_nname, " was nailed by ", att_nname, ".\n");
|
|
else bprint(PRINT_DEATH, att_nname, " nailed ", def_nname, ".\n");
|
|
}
|
|
};
|
|
|
|
void() _spike_touch =
|
|
{
|
|
if (pointcontents(self.origin) == CONTENT_SKY) {
|
|
remove(self);
|
|
return;
|
|
}
|
|
|
|
if (!damage(other, self.goalentity, self, self.dmg, _deathmsg_nailgun))
|
|
effect_nail_spark(self.origin, self.velocity);
|
|
|
|
safe_remove(self);
|
|
};
|
|
|
|
void(float ox, float damg, string mod) _nailgun_fire_spike =
|
|
{
|
|
local vector dir;
|
|
local entity missile;
|
|
|
|
makevectors (self.v_angle);
|
|
|
|
dir = aim(self, 1000);
|
|
missile = spawn_missile("NAIL", mod, shootorigin(self) + v_right*ox, dir, 1000);
|
|
missile.dmg = damg;
|
|
missile.mass = missile.dmg * 8;
|
|
|
|
missile.touch = _spike_touch;
|
|
|
|
damage_attack(missile);
|
|
|
|
effect_muzzleflash();
|
|
effect_smallkick(self);
|
|
};
|
|
|
|
//============================================================================
|
|
|
|
void() _w_nailgun_think = {
|
|
self.weaponframe++;
|
|
if (self.weaponframe == 9)
|
|
self.weaponframe = 1;
|
|
|
|
/* FIXME: Use short circuit logic here when compiler supports */
|
|
if (!self.button0 || self.weaponframe < 1 || self.weaponframe > 8) {
|
|
self.weaponframe = 0;
|
|
self.w_think = NOTHING_function;
|
|
self.mdl_func(MDL_FUNC_IDLE, 0);
|
|
return;
|
|
}
|
|
|
|
if (!util_weapon_use_ammo(ammo_nails, 1)) {
|
|
self.weaponframe = 0;
|
|
self.w_think = NOTHING_function;
|
|
self.mdl_func(MDL_FUNC_IDLE, 0);
|
|
return;
|
|
}
|
|
|
|
sound(self, CHAN_WEAPON, "weapons/rocket1i.wav", 1, ATTN_NORM);
|
|
if (self.weaponframe & 1) _nailgun_fire_spike(4, 9, "progs/spike.mdl");
|
|
else _nailgun_fire_spike(-4, 9, "progs/spike.mdl");
|
|
|
|
self.attack_finished = time + 0.2;
|
|
};
|
|
|
|
/* WEAPON 4 nailgun */
|
|
float(float action)
|
|
w_nailgun = {
|
|
if (action == WEAPON_AMMO) {
|
|
self.items |= IT_NAILS;
|
|
return self.ammo_nails;
|
|
} else if (action == WEAPON_WEIGHT) {
|
|
return 30;
|
|
} else if (action == WEAPON_SELECTABLE) {
|
|
if (!equip_query(self, EQUIPID_NAILGUN))
|
|
return 0;
|
|
if (self.ammo_nails >= 1)
|
|
return 1;
|
|
return -1;
|
|
} else if (action == WEAPON_SELECT) {
|
|
self.weaponmodel = "progs/v_nail.mdl";
|
|
self.weaponframe = 0;
|
|
self.mdl_mod = (self.mdl_mod & ~MDL_MOD_WEP_MASK) | MDL_MOD_WEP_NAILGUN;
|
|
|
|
weaponprint(STR_EQUIPID_NAILGUN);
|
|
} else if (action == WEAPON_FIRE) {
|
|
self.mdl_func(MDL_FUNC_FIRE, 0);
|
|
|
|
self.w_think = _w_nailgun_think;
|
|
self.w_think();
|
|
self.w_thought = TRUE;
|
|
} else if (action == WEAPON_INIT) {
|
|
precache_model("progs/v_nail.mdl");
|
|
precache_model("progs/spike.mdl");
|
|
precache_sound("weapons/rocket1i.wav");
|
|
}
|
|
|
|
return 0;
|
|
};
|
|
|
|
//============================================================================
|
|
|
|
#define STR_EQUIPID_SUPER_NAILGUN "Super Nailgun"
|
|
|
|
void() _w_super_nailgun_think = {
|
|
self.weaponframe++;
|
|
if (self.weaponframe == 9)
|
|
self.weaponframe = 1;
|
|
|
|
/* FIXME: Use short circuit logic here when compiler supports */
|
|
if (!self.button0 || self.weaponframe < 1 || self.weaponframe > 8) {
|
|
self.weaponframe = 0;
|
|
self.w_think = NOTHING_function;
|
|
self.mdl_func(MDL_FUNC_IDLE, 0);
|
|
return;
|
|
}
|
|
|
|
if (!util_weapon_use_ammo(ammo_nails, 2)) {
|
|
self.weaponframe = 0;
|
|
self.w_think = NOTHING_function;
|
|
self.mdl_func(MDL_FUNC_IDLE, 0);
|
|
return;
|
|
}
|
|
|
|
sound(self, CHAN_WEAPON, "weapons/spike2.wav", 1, ATTN_NORM);
|
|
_nailgun_fire_spike(0, 18, "progs/s_spike.mdl");
|
|
|
|
self.attack_finished = time + 0.2;
|
|
};
|
|
|
|
/* WEAPON 5 super_nailgun */
|
|
float(float action)
|
|
w_super_nailgun = {
|
|
if (action == WEAPON_AMMO) {
|
|
self.items |= IT_NAILS;
|
|
return self.ammo_nails;
|
|
} else if (action == WEAPON_WEIGHT) {
|
|
return 45;
|
|
} else if (action == WEAPON_SELECTABLE) {
|
|
if (!equip_query(self, EQUIPID_SUPER_NAILGUN))
|
|
return 0;
|
|
if (self.ammo_nails >= 2)
|
|
return 1;
|
|
return -1;
|
|
} else if (action == WEAPON_SELECT) {
|
|
self.weaponmodel = "progs/v_nail2.mdl";
|
|
self.weaponframe = 0;
|
|
self.mdl_mod = (self.mdl_mod & ~MDL_MOD_WEP_MASK) + MDL_MOD_WEP_SUPER_NAILGUN;
|
|
|
|
weaponprint(STR_EQUIPID_SUPER_NAILGUN);
|
|
} else if (action == WEAPON_FIRE) {
|
|
self.mdl_func(MDL_FUNC_FIRE, 0);
|
|
|
|
self.w_think = _w_super_nailgun_think;
|
|
self.w_think();
|
|
self.w_thought = TRUE;
|
|
} else if (action == WEAPON_INIT) {
|
|
precache_model("progs/v_nail2.mdl");
|
|
precache_model("progs/s_spike.mdl");
|
|
precache_sound("weapons/spike2.wav");
|
|
}
|
|
|
|
return 0;
|
|
};
|