nuclide/Source/shared/cstrike/weaponsmokegrenade.c

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2019-01-16 16:43:50 +00:00
/***
*
* Copyright (c) 2016-2019 Marco 'eukara' Hladik. All rights reserved.
*
* See the file LICENSE attached with the sources for usage details.
*
****/
.int iAmmo_SMOKEGRENADE;
// This is to keep track of us holding down the nade
#ifdef SSQC
.int iMode_SMOKEGRENADE;
#endif
// Weapon Info
weaponinfo_t wptSMOKEGRENADE = {
WEAPON_SMOKEGRENADE, // Identifier
SLOT_GRENADE, // Slot
200, // Price
EXPLOSIVE_SMOKE, // Caliber ID
1.0, // Max Player Speed
1, // Bullets Per Shot
1, // Clip/MagSize
50, // Damage Per Bullet
1, // Penetration Multiplier
64, // Bullet Range
0.75, // Range Modifier
TYPE_SEMI, // Firing Type
1.0, // Attack-Delay
1.0, // Reload-Delay
iNull, // Caliber Pointer
iAmmo_SMOKEGRENADE, // Clip Pointer
1, // Accuracy Divisor
1.0, // Accuracy Offset
1.0, // Max Inaccuracy
7, // Minimum Crosshair Distance
3, // Crosshair Movement Delta
1.0, // Armor penetration ratio
ATYPE_GRENADE, // Animation Type
FALSE
};
// Anim Table
enum {
ANIM_SMOKEGRENADE_IDLE1,
ANIM_SMOKEGRENADE_PULLPIN,
ANIM_SMOKEGRENADE_THROW,
ANIM_SMOKEGRENADE_DRAW,
};
void WeaponSMOKEGRENADE_Draw( void ) {
#ifdef SSQC
BaseMelee_Draw();
self.iMode_SMOKEGRENADE = GRENADE_UNREADY;
#else
View_PlayAnimation( ANIM_SMOKEGRENADE_DRAW );
#endif
}
void WeaponSMOKEGRENADE_PrimaryFire( void ) {
#ifdef SSQC
static void WeaponSMOKEGRENADE_Release_Ready( void ) {
self.iMode_SMOKEGRENADE = GRENADE_READY;
}
if ( self.iMode_SMOKEGRENADE != GRENADE_UNREADY ) {
return;
}
Client_SendEvent( self, EV_WEAPON_PRIMARYATTACK );
Animation_ShootWeapon( self );
self.fAttackFinished = time + wptSMOKEGRENADE.fAttackFinished;
// Mark the nade as ready once the pin has been pulled
self.iMode_SMOKEGRENADE = GRENADE_PULLING;
self.think = WeaponSMOKEGRENADE_Release_Ready;
self.nextthink = self.fAttackFinished;
#else
View_PlayAnimation( ANIM_SMOKEGRENADE_PULLPIN );
#endif
}
#ifdef SSQC
void WeaponSMOKEGRENADE_Throw( void ) {
static void WeaponSMOKEGRENADE_Die( void ) {
remove( self );
}
static vector Caliber_Reflect( vector v1, vector v2 ) {
return v1 - 2 * dotproduct( v1, v2 ) * v2;
}
static void WeaponSMOKEGRENADE_Explode( void ) {
Effect_CreateSmoke( self.origin );
self.solid = SOLID_NOT;
self.movetype = MOVETYPE_NONE;
self.think = WeaponSMOKEGRENADE_Die;
self.nextthink = time + 5.0f;
}
static void Weapon_SMOKEGRENADE_Touch( void ) {
if ( other.solid == SOLID_TRIGGER ) {
return;
}
if ( other == self.owner ) {
return;
}
if ( other.classname == "func_breakable" ) {
Damage_Apply( other, self, 50, self.origin, FALSE );
self.velocity = Caliber_Reflect( self.velocity, trace_plane_normal );
}
sound( self, CHAN_WEAPON, sprintf( "weapons/grenade_hit%d.wav", floor( random() * 3 ) + 1 ), 1, ATTN_NORM );
}
makevectors( self.v_angle );
entity eNade = spawn();
setorigin( eNade, ( self.origin + self.view_ofs ) + ( v_forward * 16 ) );
setmodel( eNade, "models/w_smokegrenade.mdl" );
setsize( eNade, '-1 -1 -1', '1 1 1' );
vector vDir = aim ( self, 100000 );
eNade.classname = "remove_me";
eNade.owner = self;
eNade.solid = SOLID_TRIGGER;
eNade.angles = vectoangles( vDir );
eNade.velocity = ( vDir * 800 );
eNade.avelocity = ( v_forward * 600 );
eNade.movetype = MOVETYPE_BOUNCE;
eNade.touch = Weapon_SMOKEGRENADE_Touch;
eNade.think = WeaponSMOKEGRENADE_Explode;
eNade.nextthink = time + 3.0f;
self.iAmmo_SMOKEGRENADE--;
if ( !self.iAmmo_SMOKEGRENADE ) {
Weapon_SwitchBest();
} else {
Weapon_Draw( WEAPON_SMOKEGRENADE );
}
}
#endif
void WeaponSMOKEGRENADE_Release( void ) {
#ifdef SSQC
if ( self.iMode_SMOKEGRENADE == GRENADE_READY ) {
// Throw immediately
WeaponSMOKEGRENADE_Throw();
self.iMode_SMOKEGRENADE = GRENADE_UNREADY;
} else if ( self.iMode_SMOKEGRENADE == GRENADE_PULLING ) {
// Trying to release the grenade before it's done pulling, throw asap
self.iMode_SMOKEGRENADE = GRENADE_UNREADY;
self.think = WeaponSMOKEGRENADE_Throw;
}
#endif
}