Half-Life: WEAPON_CROSSBOW received more polish and fixes.

This commit is contained in:
Marco Cawthorne 2019-09-15 10:13:56 +02:00
parent 609031080e
commit 37a9e62273

View file

@ -30,7 +30,8 @@ enum
CROSSBOW_HOLSTER2
};
void w_crossbow_precache(void)
void
w_crossbow_precache(void)
{
precache_model("models/crossbow_bolt.mdl");
precache_model("models/v_crossbow.mdl");
@ -42,25 +43,35 @@ void w_crossbow_precache(void)
precache_sound("weapons/xbow_hitbod1.wav");
precache_sound("weapons/xbow_hitbod2.wav");
}
void w_crossbow_updateammo(player pl)
void
w_crossbow_updateammo(player pl)
{
#ifdef SSQC
Weapons_UpdateAmmo(pl, pl.crossbow_mag, pl.ammo_bolt, __NULL__);
Weapons_UpdateAmmo(pl, pl.crossbow_mag, pl.ammo_bolt, -1);
#endif
}
string w_crossbow_wmodel(void)
string
w_crossbow_wmodel(void)
{
return "models/w_crossbow.mdl";
}
string w_crossbow_pmodel(void)
string
w_crossbow_pmodel(void)
{
return "models/p_crossbow.mdl";
}
string w_crossbow_deathmsg(void)
string
w_crossbow_deathmsg(void)
{
return "";
}
int w_crossbow_pickup(int new)
int
w_crossbow_pickup(int new)
{
#ifdef SSQC
player pl = (player)self;
@ -77,68 +88,101 @@ int w_crossbow_pickup(int new)
#endif
return TRUE;
}
void w_crossbow_draw(void)
{
player pl = (player)self;
void
w_crossbow_draw(void)
{
#ifdef CSQC
Weapons_SetModel("models/v_crossbow.mdl");
if (pl.a_ammo1) {
Weapons_ViewAnimation(CROSSBOW_DRAW1);
} else {
Weapons_ViewAnimation(CROSSBOW_DRAW2);
}
Weapons_ViewAnimation(CROSSBOW_DRAW1);
#endif
}
void w_crossbow_holster(void)
void
w_crossbow_holster(void)
{
player pl = (player)self;
if (pl.a_ammo1) {
Weapons_ViewAnimation(CROSSBOW_HOLSTER1);
} else {
Weapons_ViewAnimation(CROSSBOW_HOLSTER2);
}
#ifdef CSQC
Weapons_ViewAnimation(CROSSBOW_HOLSTER1);
#endif
}
void w_crossbow_primary(void)
{
player pl = (player)self;
if (pl.w_attack_next) {
return;
}
#ifdef SSQC
static void Crossbolt_Touch(void) {
Effect_CreateSpark(self.origin, trace_plane_normal);
if (self.weapon) {
Effect_CreateExplosion(self.origin);
Damage_Radius(self.origin, self.owner, 40, 40 * 2.5, TRUE);
sound(self, CHAN_WEAPON, sprintf( "weapons/explode%d.wav", floor( random() * 2 ) + 3 ), 1, ATTN_NORM);
}
if (other.takedamage == DAMAGE_YES) {
Damage_Apply(other, self.owner, 50, trace_endpos, FALSE);
if (random() < 0.5) {
Weapons_PlaySound(self, CHAN_WEAPON, "weapons/xbow_hitbod1.wav", 1, ATTN_NORM);
} else {
Weapons_PlaySound(self, CHAN_WEAPON, "weapons/xbow_hitbod2.wav", 1, ATTN_NORM);
}
void Crossbolt_Touch(void) {
/* explode mode, multiplayer */
if (self.weapon) {
Effect_CreateExplosion(self.origin);
Damage_Radius(self.origin, self.owner, 50, 50 * 2.5f, TRUE);
if (random() < 0.5) {
sound(self, 1, "weapons/explode3.wav", 1.0f, ATTN_NORM);
} else {
Weapons_PlaySound(self, CHAN_WEAPON, "weapons/xbow_hit1.wav", 1, ATTN_NORM);
sound(self, 1, "weapons/explode4.wav", 1.0f, ATTN_NORM);
}
remove(self);
}
if (!pl.crossbow_mag) {
return;
}
}
/* walls, etc. */
if (other.takedamage != DAMAGE_YES) {
sound(self, 1, "weapons/xbow_hit1.wav", 1.0f, ATTN_NORM);
remove(self);
return;
}
/* anything else that can take damage */
Damage_Apply(other, self.owner, 50, trace_endpos, FALSE);
if (random() < 0.5) {
sound(self, 1, "weapons/xbow_hitbod1.wav", 1.0f, ATTN_NORM);
} else {
sound(self, 1, "weapons/xbow_hitbod2.wav", 1.0f, ATTN_NORM);
}
if (other.iBleeds == TRUE) {
Effect_CreateSpark(self.origin, trace_plane_normal);
} else {
Effect_CreateBlood(self.origin, [0,0,0]);
}
remove(self);
}
#endif
void
w_crossbow_primary(void)
{
player pl = (player)self;
if (pl.w_attack_next > 0.0) {
return;
}
/* ammo check */
#ifdef CSQC
if (pl.a_ammo1 <= 0) {
return;
}
#else
if (pl.crossbow_mag <= 0) {
return;
}
#endif
#ifdef CSQC
pl.a_ammo1--;
if (pl.a_ammo1) {
Weapons_ViewAnimation(CROSSBOW_FIRE1);
} else {
Weapons_ViewAnimation(CROSSBOW_FIRE3);
}
Weapons_ViewPunchAngle([-2,0,0]);
#else
Weapons_MakeVectors();
entity bolt = spawn();
setmodel(bolt, "models/crossbow_bolt.mdl");
setorigin(bolt, Weapons_GetCameraPos() + (v_forward * 16));
bolt.owner = self;
bolt.velocity = v_forward * 2000;
bolt.movetype = MOVETYPE_FLY;
bolt.movetype = MOVETYPE_FLYMISSILE;
bolt.solid = SOLID_BBOX;
//bolt.flags |= FL_LAGGEDMOVE;
bolt.gravity = 0.5f;
@ -148,25 +192,22 @@ void w_crossbow_primary(void)
bolt.weapon = pl.viewzoom == 1.0 ? 1 : 0;
setsize(bolt, [0,0,0], [0,0,0]);
if (pl.crossbow_mag) {
Weapons_PlaySound(pl, CHAN_ITEM, "weapons/xbow_reload1.wav", 1, ATTN_NORM);
pl.crossbow_mag--;
if (pl.crossbow_mag > 0) {
sound(pl, 8, "weapons/xbow_reload1.wav", 1.0f, ATTN_NORM);
}
pl.crossbow_mag--;
Weapons_UpdateAmmo(pl, pl.crossbow_mag, pl.ammo_bolt, __NULL__);
Weapons_PlaySound(pl, CHAN_WEAPON, "weapons/xbow_fire1.wav", 1, ATTN_NORM);
#else
Weapons_ViewPunchAngle([-2,0,0]);
sound(pl, CHAN_WEAPON, "weapons/xbow_fire1.wav", 1.0f, ATTN_NORM);
Weapons_UpdateAmmo(pl, pl.crossbow_mag, pl.ammo_bolt, -1);
#endif
if (pl.a_ammo1) {
Weapons_ViewAnimation(CROSSBOW_FIRE1);
} else {
Weapons_ViewAnimation(CROSSBOW_FIRE3);
}
pl.w_attack_next = 0.75f;
pl.w_idle_next = 10.0f;
}
void w_crossbow_secondary(void)
void
w_crossbow_secondary(void)
{
player pl = (player)self;
if (pl.w_attack_next) {
@ -180,13 +221,16 @@ void w_crossbow_secondary(void)
}
pl.w_attack_next = 0.5f;
}
void w_crossbow_reload(void)
void
w_crossbow_reload(void)
{
player pl = (player)self;
if (pl.w_attack_next > 0.0) {
return;
}
#ifdef SSQC
if (pl.ammo_bolt <= 0) {
return;
@ -205,21 +249,25 @@ void w_crossbow_reload(void)
#ifdef SSQC
Weapons_ReloadWeapon(pl, player::crossbow_mag, player::ammo_bolt, 5);
Weapons_UpdateAmmo(pl, pl.crossbow_mag, pl.ammo_bolt, __NULL__);
sound(pl, CHAN_ITEM, "weapons/xbow_reload1.wav", 1.0f, ATTN_NORM);
#else
Weapons_PlaySound(pl, CHAN_ITEM, "weapons/xbow_reload1.wav", 1, ATTN_NORM);
#endif
Weapons_ViewAnimation(CROSSBOW_RELOAD);
#endif
pl.w_attack_next = 4.5f;
pl.w_idle_next = 10.0f;
}
void w_crossbow_release(void)
void
w_crossbow_release(void)
{
player pl = (player)self;
if (pl.w_idle_next > 0.0) {
return;
}
#ifdef CSQC
if (random() < 0.75) {
if (pl.a_ammo1) {
Weapons_ViewAnimation(CROSSBOW_IDLE1);
@ -233,33 +281,79 @@ void w_crossbow_release(void)
Weapons_ViewAnimation(CROSSBOW_FIDGET2);
}
}
#endif
pl.w_idle_next = 3.0f;
}
void w_crossbow_crosshair(void)
void
w_crossbow_crosshair(void)
{
#ifdef CSQC
static vector cross_pos;
vector cross_pos;
vector aicon_pos;
cross_pos = (video_res / 2) + [-12,-12];
drawsubpic(cross_pos, [24,24], "sprites/crosshairs.spr_0.tga", [72/128,0], [0.1875, 0.1875], [1,1,1], 1, DRAWFLAG_NORMAL);
drawsubpic(
cross_pos,
[24,24],
"sprites/crosshairs.spr_0.tga",
[72/128,0],
[0.1875, 0.1875],
[1,1,1],
1,
DRAWFLAG_NORMAL
);
HUD_DrawAmmo1();
HUD_DrawAmmo2();
vector aicon_pos = video_mins + [video_res[0] - 48, video_res[1] - 42];
drawsubpic(aicon_pos, [24,24], "sprites/640hud7.spr_0.tga", [96/256,72/128], [24/256, 24/128], g_hud_color, pSeat->ammo2_alpha, DRAWFLAG_ADDITIVE);
aicon_pos = video_mins + [video_res[0] - 48, video_res[1] - 42];
drawsubpic(
aicon_pos,
[24,24],
"sprites/640hud7.spr_0.tga",
[96/256,72/128],
[24/256, 24/128],
g_hud_color,
pSeat->ammo2_alpha,
DRAWFLAG_ADDITIVE
);
#endif
}
float w_crossbow_aimanim(void)
float
w_crossbow_aimanim(void)
{
return self.flags & FL_CROUCHING ? ANIM_CR_AIMBOW : ANIM_AIMBOW;
}
void w_crossbow_hudpic(int s, vector pos)
void
w_crossbow_hudpic(int selected, vector pos)
{
#ifdef CSQC
if (s) {
drawsubpic(pos, [170,45], "sprites/640hud5.spr_0.tga", [0,0], [170/256,45/256], g_hud_color, 1, DRAWFLAG_ADDITIVE);
if (selected) {
drawsubpic(
pos,
[170,45],
"sprites/640hud5.spr_0.tga",
[0,0],
[170/256,45/256],
g_hud_color,
1.0f,
DRAWFLAG_ADDITIVE
);
} else {
drawsubpic(pos, [170,45], "sprites/640hud2.spr_0.tga", [0,0], [170/256,45/256], g_hud_color, 1, DRAWFLAG_ADDITIVE);
drawsubpic(
pos,
[170,45],
"sprites/640hud2.spr_0.tga",
[0,0],
[170/256,45/256],
g_hud_color,
1.0f,
DRAWFLAG_ADDITIVE
);
}
#endif
}
@ -290,7 +384,9 @@ weapon_t w_crossbow =
};
#ifdef SSQC
void weapon_crossbow(void) {
void
weapon_crossbow(void)
{
Weapons_InitItem(WEAPON_CROSSBOW);
}
#endif