Half-Life: WEAPON_CROSSBOW received more polish and fixes.
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609031080e
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37a9e62273
1 changed files with 177 additions and 81 deletions
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@ -30,7 +30,8 @@ enum
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CROSSBOW_HOLSTER2
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};
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void w_crossbow_precache(void)
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void
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w_crossbow_precache(void)
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{
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precache_model("models/crossbow_bolt.mdl");
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precache_model("models/v_crossbow.mdl");
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@ -42,25 +43,35 @@ void w_crossbow_precache(void)
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precache_sound("weapons/xbow_hitbod1.wav");
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precache_sound("weapons/xbow_hitbod2.wav");
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}
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void w_crossbow_updateammo(player pl)
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void
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w_crossbow_updateammo(player pl)
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{
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#ifdef SSQC
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Weapons_UpdateAmmo(pl, pl.crossbow_mag, pl.ammo_bolt, __NULL__);
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Weapons_UpdateAmmo(pl, pl.crossbow_mag, pl.ammo_bolt, -1);
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#endif
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}
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string w_crossbow_wmodel(void)
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string
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w_crossbow_wmodel(void)
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{
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return "models/w_crossbow.mdl";
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}
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string w_crossbow_pmodel(void)
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string
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w_crossbow_pmodel(void)
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{
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return "models/p_crossbow.mdl";
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}
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string w_crossbow_deathmsg(void)
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string
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w_crossbow_deathmsg(void)
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{
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return "";
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}
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int w_crossbow_pickup(int new)
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int
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w_crossbow_pickup(int new)
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{
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#ifdef SSQC
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player pl = (player)self;
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@ -77,68 +88,101 @@ int w_crossbow_pickup(int new)
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#endif
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return TRUE;
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}
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void w_crossbow_draw(void)
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{
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player pl = (player)self;
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void
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w_crossbow_draw(void)
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{
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#ifdef CSQC
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Weapons_SetModel("models/v_crossbow.mdl");
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if (pl.a_ammo1) {
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Weapons_ViewAnimation(CROSSBOW_DRAW1);
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} else {
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Weapons_ViewAnimation(CROSSBOW_DRAW2);
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}
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Weapons_ViewAnimation(CROSSBOW_DRAW1);
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#endif
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}
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void w_crossbow_holster(void)
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void
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w_crossbow_holster(void)
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{
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player pl = (player)self;
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if (pl.a_ammo1) {
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Weapons_ViewAnimation(CROSSBOW_HOLSTER1);
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} else {
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Weapons_ViewAnimation(CROSSBOW_HOLSTER2);
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}
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#ifdef CSQC
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Weapons_ViewAnimation(CROSSBOW_HOLSTER1);
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#endif
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}
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void w_crossbow_primary(void)
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{
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player pl = (player)self;
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if (pl.w_attack_next) {
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return;
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}
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#ifdef SSQC
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static void Crossbolt_Touch(void) {
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Effect_CreateSpark(self.origin, trace_plane_normal);
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if (self.weapon) {
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Effect_CreateExplosion(self.origin);
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Damage_Radius(self.origin, self.owner, 40, 40 * 2.5, TRUE);
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sound(self, CHAN_WEAPON, sprintf( "weapons/explode%d.wav", floor( random() * 2 ) + 3 ), 1, ATTN_NORM);
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}
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if (other.takedamage == DAMAGE_YES) {
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Damage_Apply(other, self.owner, 50, trace_endpos, FALSE);
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if (random() < 0.5) {
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Weapons_PlaySound(self, CHAN_WEAPON, "weapons/xbow_hitbod1.wav", 1, ATTN_NORM);
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} else {
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Weapons_PlaySound(self, CHAN_WEAPON, "weapons/xbow_hitbod2.wav", 1, ATTN_NORM);
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}
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void Crossbolt_Touch(void) {
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/* explode mode, multiplayer */
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if (self.weapon) {
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Effect_CreateExplosion(self.origin);
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Damage_Radius(self.origin, self.owner, 50, 50 * 2.5f, TRUE);
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if (random() < 0.5) {
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sound(self, 1, "weapons/explode3.wav", 1.0f, ATTN_NORM);
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} else {
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Weapons_PlaySound(self, CHAN_WEAPON, "weapons/xbow_hit1.wav", 1, ATTN_NORM);
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sound(self, 1, "weapons/explode4.wav", 1.0f, ATTN_NORM);
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}
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remove(self);
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}
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if (!pl.crossbow_mag) {
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return;
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}
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}
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/* walls, etc. */
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if (other.takedamage != DAMAGE_YES) {
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sound(self, 1, "weapons/xbow_hit1.wav", 1.0f, ATTN_NORM);
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remove(self);
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return;
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}
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/* anything else that can take damage */
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Damage_Apply(other, self.owner, 50, trace_endpos, FALSE);
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if (random() < 0.5) {
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sound(self, 1, "weapons/xbow_hitbod1.wav", 1.0f, ATTN_NORM);
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} else {
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sound(self, 1, "weapons/xbow_hitbod2.wav", 1.0f, ATTN_NORM);
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}
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if (other.iBleeds == TRUE) {
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Effect_CreateSpark(self.origin, trace_plane_normal);
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} else {
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Effect_CreateBlood(self.origin, [0,0,0]);
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}
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remove(self);
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}
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#endif
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void
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w_crossbow_primary(void)
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{
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player pl = (player)self;
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if (pl.w_attack_next > 0.0) {
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return;
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}
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/* ammo check */
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#ifdef CSQC
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if (pl.a_ammo1 <= 0) {
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return;
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}
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#else
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if (pl.crossbow_mag <= 0) {
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return;
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}
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#endif
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#ifdef CSQC
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pl.a_ammo1--;
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if (pl.a_ammo1) {
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Weapons_ViewAnimation(CROSSBOW_FIRE1);
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} else {
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Weapons_ViewAnimation(CROSSBOW_FIRE3);
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}
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Weapons_ViewPunchAngle([-2,0,0]);
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#else
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Weapons_MakeVectors();
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entity bolt = spawn();
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setmodel(bolt, "models/crossbow_bolt.mdl");
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setorigin(bolt, Weapons_GetCameraPos() + (v_forward * 16));
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bolt.owner = self;
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bolt.velocity = v_forward * 2000;
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bolt.movetype = MOVETYPE_FLY;
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bolt.movetype = MOVETYPE_FLYMISSILE;
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bolt.solid = SOLID_BBOX;
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//bolt.flags |= FL_LAGGEDMOVE;
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bolt.gravity = 0.5f;
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@ -148,25 +192,22 @@ void w_crossbow_primary(void)
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bolt.weapon = pl.viewzoom == 1.0 ? 1 : 0;
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setsize(bolt, [0,0,0], [0,0,0]);
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if (pl.crossbow_mag) {
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Weapons_PlaySound(pl, CHAN_ITEM, "weapons/xbow_reload1.wav", 1, ATTN_NORM);
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pl.crossbow_mag--;
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if (pl.crossbow_mag > 0) {
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sound(pl, 8, "weapons/xbow_reload1.wav", 1.0f, ATTN_NORM);
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}
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pl.crossbow_mag--;
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Weapons_UpdateAmmo(pl, pl.crossbow_mag, pl.ammo_bolt, __NULL__);
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Weapons_PlaySound(pl, CHAN_WEAPON, "weapons/xbow_fire1.wav", 1, ATTN_NORM);
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#else
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Weapons_ViewPunchAngle([-2,0,0]);
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sound(pl, CHAN_WEAPON, "weapons/xbow_fire1.wav", 1.0f, ATTN_NORM);
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Weapons_UpdateAmmo(pl, pl.crossbow_mag, pl.ammo_bolt, -1);
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#endif
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if (pl.a_ammo1) {
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Weapons_ViewAnimation(CROSSBOW_FIRE1);
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} else {
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Weapons_ViewAnimation(CROSSBOW_FIRE3);
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}
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pl.w_attack_next = 0.75f;
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pl.w_idle_next = 10.0f;
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}
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void w_crossbow_secondary(void)
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void
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w_crossbow_secondary(void)
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{
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player pl = (player)self;
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if (pl.w_attack_next) {
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@ -180,13 +221,16 @@ void w_crossbow_secondary(void)
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}
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pl.w_attack_next = 0.5f;
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}
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void w_crossbow_reload(void)
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void
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w_crossbow_reload(void)
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{
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player pl = (player)self;
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if (pl.w_attack_next > 0.0) {
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return;
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}
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#ifdef SSQC
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if (pl.ammo_bolt <= 0) {
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return;
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@ -205,21 +249,25 @@ void w_crossbow_reload(void)
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#ifdef SSQC
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Weapons_ReloadWeapon(pl, player::crossbow_mag, player::ammo_bolt, 5);
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Weapons_UpdateAmmo(pl, pl.crossbow_mag, pl.ammo_bolt, __NULL__);
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sound(pl, CHAN_ITEM, "weapons/xbow_reload1.wav", 1.0f, ATTN_NORM);
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#else
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Weapons_PlaySound(pl, CHAN_ITEM, "weapons/xbow_reload1.wav", 1, ATTN_NORM);
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#endif
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Weapons_ViewAnimation(CROSSBOW_RELOAD);
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#endif
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pl.w_attack_next = 4.5f;
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pl.w_idle_next = 10.0f;
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}
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void w_crossbow_release(void)
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void
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w_crossbow_release(void)
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{
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player pl = (player)self;
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if (pl.w_idle_next > 0.0) {
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return;
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}
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#ifdef CSQC
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if (random() < 0.75) {
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if (pl.a_ammo1) {
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Weapons_ViewAnimation(CROSSBOW_IDLE1);
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@ -233,33 +281,79 @@ void w_crossbow_release(void)
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Weapons_ViewAnimation(CROSSBOW_FIDGET2);
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}
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}
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#endif
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pl.w_idle_next = 3.0f;
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}
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void w_crossbow_crosshair(void)
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void
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w_crossbow_crosshair(void)
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{
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#ifdef CSQC
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static vector cross_pos;
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vector cross_pos;
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vector aicon_pos;
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cross_pos = (video_res / 2) + [-12,-12];
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drawsubpic(cross_pos, [24,24], "sprites/crosshairs.spr_0.tga", [72/128,0], [0.1875, 0.1875], [1,1,1], 1, DRAWFLAG_NORMAL);
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drawsubpic(
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cross_pos,
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[24,24],
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"sprites/crosshairs.spr_0.tga",
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[72/128,0],
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[0.1875, 0.1875],
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[1,1,1],
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1,
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DRAWFLAG_NORMAL
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);
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HUD_DrawAmmo1();
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HUD_DrawAmmo2();
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vector aicon_pos = video_mins + [video_res[0] - 48, video_res[1] - 42];
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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);
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aicon_pos = video_mins + [video_res[0] - 48, video_res[1] - 42];
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drawsubpic(
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aicon_pos,
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[24,24],
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"sprites/640hud7.spr_0.tga",
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[96/256,72/128],
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[24/256, 24/128],
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g_hud_color,
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pSeat->ammo2_alpha,
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DRAWFLAG_ADDITIVE
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);
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#endif
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}
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float w_crossbow_aimanim(void)
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float
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w_crossbow_aimanim(void)
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{
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return self.flags & FL_CROUCHING ? ANIM_CR_AIMBOW : ANIM_AIMBOW;
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}
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void w_crossbow_hudpic(int s, vector pos)
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void
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w_crossbow_hudpic(int selected, vector pos)
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{
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#ifdef CSQC
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if (s) {
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drawsubpic(pos, [170,45], "sprites/640hud5.spr_0.tga", [0,0], [170/256,45/256], g_hud_color, 1, DRAWFLAG_ADDITIVE);
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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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"sprites/640hud5.spr_0.tga",
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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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1.0f,
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DRAWFLAG_ADDITIVE
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);
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} else {
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drawsubpic(pos, [170,45], "sprites/640hud2.spr_0.tga", [0,0], [170/256,45/256], g_hud_color, 1, DRAWFLAG_ADDITIVE);
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drawsubpic(
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pos,
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[170,45],
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"sprites/640hud2.spr_0.tga",
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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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1.0f,
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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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@ -290,7 +384,9 @@ weapon_t w_crossbow =
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};
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#ifdef SSQC
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void weapon_crossbow(void) {
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void
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weapon_crossbow(void)
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{
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Weapons_InitItem(WEAPON_CROSSBOW);
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}
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#endif
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