Half-Life: Make WEAPON_RPG's laser toggable
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1 changed files with 86 additions and 38 deletions
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@ -40,7 +40,7 @@ void w_rpg_precache(void)
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void w_rpg_updateammo(player pl)
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{
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#ifdef SSQC
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Weapons_UpdateAmmo(pl, pl.rpg_mag, pl.ammo_rocket, __NULL__);
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Weapons_UpdateAmmo(pl, pl.rpg_mag, pl.ammo_rocket, -1);
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#endif
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}
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string w_rpg_wmodel(void)
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@ -76,11 +76,9 @@ int w_rpg_pickup(int new)
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void w_rpg_draw(void)
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{
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#ifdef CSQC
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Weapons_SetModel("models/v_rpg.mdl");
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Weapons_ViewAnimation(RPG_DRAW1);
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#ifdef SSQC
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player pl = (player)self;
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Weapons_UpdateAmmo(pl, pl.rpg_mag, pl.ammo_rocket, __NULL__);
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#endif
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}
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@ -88,6 +86,12 @@ void w_rpg_holster(void)
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{
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}
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void w_rpg_release(void)
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{
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}
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void w_rpg_primary(void)
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{
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player pl = (player)self;
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@ -119,9 +123,11 @@ void w_rpg_primary(void)
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}
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static void Rocket_BuildSpeed(void){
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/* Calculate new direction */
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makevectors(self.owner.v_angle);
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traceline(self.owner.origin, self.owner.origin + v_forward * 8096, FALSE, self.owner);
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self.angles = vectoangles(trace_endpos - self.origin);
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if (self.weapon) {
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makevectors(self.owner.v_angle);
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traceline(self.owner.origin, self.owner.origin + v_forward * 8096, FALSE, self.owner);
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self.angles = vectoangles(trace_endpos - self.origin);
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}
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/* Increase speed towards it */
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makevectors(self.angles);
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@ -144,19 +150,35 @@ void w_rpg_primary(void)
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rocket.touch = Rocket_Touch;
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rocket.think = Rocket_BuildSpeed;
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rocket.nextthink = time + 0.15f;
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if (pl.a_ammo3 > 0) {
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rocket.weapon = 1;
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}
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setsize(rocket, [0,0,0], [0,0,0]);
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sound(self, CHAN_WEAPON, "weapons/rocketfire1.wav", 1, ATTN_NORM);
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pl.rpg_mag--;
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Weapons_UpdateAmmo(pl, pl.rpg_mag, pl.ammo_rocket, __NULL__);
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#endif
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pl.w_attack_next = 1.0f;
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pl.w_idle_next = 2.5f;
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}
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void w_rpg_secondary(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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/* toggle laser */
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pl.a_ammo3 = 1 - pl.a_ammo3;
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pl.w_attack_next = 1.0f;
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w_rpg_release();
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}
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void w_rpg_reload(void)
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{
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player pl = (player)self;
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@ -184,19 +206,15 @@ void w_rpg_reload(void)
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#endif
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/* Audio-Visual Bit */
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#ifdef SSQC
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#ifdef CSQC
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Weapons_ViewAnimation(RPG_RELOAD);
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#else
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Weapons_ReloadWeapon(pl, player::rpg_mag, player::ammo_rocket, 1);
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Weapons_UpdateAmmo(pl, pl.rpg_mag, pl.ammo_rocket, __NULL__);
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#endif
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Weapons_ViewAnimation(RPG_RELOAD);
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pl.w_attack_next = 2.25f;
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pl.w_idle_next = 10.0f;
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}
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void w_rpg_release(void)
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{
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}
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float w_rpg_aimanim(void)
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{
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@ -214,34 +232,64 @@ void w_rpg_hudpic(int s, vector pos)
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#endif
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}
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void w_rpg_laser(void)
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void w_rpg_hud(void)
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{
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#ifdef CSQC
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player pl = (player)self;
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vector cross_pos;
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vector aicon_pos;
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Weapons_MakeVectors();
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vector src = pl.origin + pl.view_ofs;
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traceline(src, src + (v_forward * 8192), FALSE, pl);
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/* crosshair/laser */
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if (pl.a_ammo3 == 1) {
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float lerp;
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vector jitter;
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Weapons_MakeVectors();
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vector src = pl.origin + pl.view_ofs;
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traceline(src, src + (v_forward * 256), FALSE, pl);
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lerp = Math_Lerp(18,6, trace_fraction);
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jitter[0] = (random(0,2) - 2) * (1 - trace_fraction);
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jitter[1] = (random(0,2) - 2) * (1 - trace_fraction);
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cross_pos = (video_res / 2) + ([-lerp,-lerp] / 2);
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drawsubpic(
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cross_pos + jitter,
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[lerp,lerp],
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"sprites/laserdot.spr_0.tga",
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[0,0],
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[1.0, 1.0],
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[1,1,1],
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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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cross_pos = (video_res / 2) + [-12,-12];
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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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[0,0],
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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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}
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/*makevectors(vectoangles(trace_endpos - pl.origin));
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vector forg = trace_endpos + (v_forward * -16);
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vector fsize = [64, 64];
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makevectors(view_angles);
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R_BeginPolygon("sprites/640hud7.spr_0.tga", 1, 0);
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R_PolygonVertex(forg + v_right * fsize[0] - v_up * fsize[1], [1,1], [1,1,1], 1.0f);
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R_PolygonVertex(forg - v_right * fsize[0] - v_up * fsize[1], [0,1], [1,1,1], 1.0f);
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R_PolygonVertex(forg - v_right * fsize[0] + v_up * fsize[1], [0,0], [1,1,1], 1.0f);
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R_PolygonVertex(forg + v_right * fsize[0] + v_up * fsize[1], [1,0], [1,1,1], 1.0f);
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R_EndPolygon();*/
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static vector cross_pos;
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vector lasersize = [8,8] * (1-trace_fraction);
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cross_pos = (video_res / 2) - (lasersize/2);
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drawpic(cross_pos, "sprites/laserdot.spr_0.tga", lasersize, [1,1,1], 1.0f, DRAWFLAG_ADDITIVE);
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/* ammo counters */
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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", [120/256,72/128], [24/256, 24/128], g_hud_color, pSeat->ammo2_alpha, DRAWFLAG_ADDITIVE);
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/* ammo icon */
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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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[120/256,72/128],
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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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@ -259,7 +307,7 @@ weapon_t w_rpg =
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w_rpg_secondary,
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w_rpg_reload,
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w_rpg_release,
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w_rpg_laser,
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w_rpg_hud,
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w_rpg_precache,
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w_rpg_pickup,
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w_rpg_updateammo,
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