/*** * * Copyright (c) 2016-2019 Marco 'eukara' Hladik. All rights reserved. * * See the file LICENSE attached with the sources for usage details. * ****/ enum { RPG_IDLE, RPG_FIDGET, RPG_RELOAD, RPG_FIRE2, RPG_HOLSTER1, RPG_DRAW1, RPG_HOLSTER2, RPG_DRAW_UL, RPG_IDLE_UL, RPG_FIDGET_UL, }; void w_rpg_precache(void) { precache_model("models/v_rpg.mdl"); precache_model("models/w_rpg.mdl"); precache_model("models/p_rpg.mdl"); precache_model("models/rpgrocket.mdl"); precache_model("sprites/laserdot.spr"); precache_sound("weapons/rocketfire1.wav"); } string w_rpg_vmodel(void) { return "models/v_rpg.mdl"; } string w_rpg_wmodel(void) { return "models/w_rpg.mdl"; } string w_rpg_pmodel(void) { return "models/p_rpg.mdl"; } string w_rpg_deathmsg(void) { return ""; } void w_rpg_draw(void) { #ifdef CSQC Weapons_ViewAnimation(RPG_DRAW1); #else player pl = (player)self; Weapons_UpdateAmmo(pl, pl.rpg_mag, pl.ammo_rocket, __NULL__); #endif } void w_rpg_holster(void) { } void w_rpg_primary(void) { player pl = (player)self; if (pl.w_attack_next > 0.0) { return; } #ifdef CSQC Weapons_ViewAnimation(RPG_FIRE2); #else static void Rocket_Touch(void) { Effect_CreateExplosion(self.origin); Damage_Radius(self.origin, self.owner, 150, 150 * 2.5f, TRUE); sound(self, CHAN_WEAPON, sprintf( "weapons/explode%d.wav", floor( random() * 2 ) + 3 ), 1, ATTN_NORM); remove(self); } static void Rocket_BuildSpeed(void){ /* Calculate new direction */ makevectors(self.owner.v_angle); traceline(self.owner.origin, self.owner.origin + v_forward * 8096, FALSE, self.owner); self.angles = vectoangles(trace_endpos - self.origin); /* Increase speed towards it */ makevectors(self.angles); self.velocity += (v_forward * 2000) * frametime; self.nextthink = time; } Weapons_MakeVectors(); entity rocket = spawn(); setmodel(rocket, "models/rpgrocket.mdl"); setorigin(rocket, Weapons_GetCameraPos() + (v_forward * 16)); rocket.owner = self; rocket.movetype = MOVETYPE_FLY; rocket.solid = SOLID_BBOX; //bolt.flags |= FL_LAGGEDMOVE; rocket.gravity = 0.5f; rocket.velocity = (v_forward * 250); rocket.angles = vectoangles(rocket.velocity); rocket.avelocity[2] = 10; rocket.touch = Rocket_Touch; rocket.think = Rocket_BuildSpeed; rocket.nextthink = time + 0.15f; setsize(rocket, [0,0,0], [0,0,0]); sound(self, CHAN_WEAPON, "weapons/rocketfire1.wav", 1, ATTN_NORM); #endif pl.w_attack_next = 1.0f; pl.w_idle_next = 2.5f; } void w_rpg_secondary(void) { } void w_rpg_reload(void) { } void w_rpg_release(void) { } float w_rpg_aimanim(void) { #ifdef SSQC return self.flags & FL_CROUCHING ? ANIM_CR_AIMRPG : ANIM_AIMRPG; #endif } void w_rpg_hudpic(int s, vector pos) { #ifdef CSQC if (s) { drawsubpic(pos, [170,45], "sprites/640hud5.spr_0.tga", [0,45/256], [170/256,45/256], g_hud_color, 1, DRAWFLAG_ADDITIVE); } else { drawsubpic(pos, [170,45], "sprites/640hud2.spr_0.tga", [0,45/256], [170/256,45/256], g_hud_color, 1, DRAWFLAG_ADDITIVE); } #endif } void w_rpg_laser(void) { #ifdef CSQC player pl = (player)self; Weapons_MakeVectors(); vector src = pl.origin + pl.view_ofs; traceline(src, src + (v_forward * 8192), FALSE, pl); /*makevectors(vectoangles(trace_endpos - pl.origin)); vector forg = trace_endpos + (v_forward * -16); vector fsize = [64, 64]; makevectors(view_angles); R_BeginPolygon("sprites/640hud7.spr_0.tga", 1, 0); R_PolygonVertex(forg + v_right * fsize[0] - v_up * fsize[1], [1,1], [1,1,1], 1.0f); R_PolygonVertex(forg - v_right * fsize[0] - v_up * fsize[1], [0,1], [1,1,1], 1.0f); R_PolygonVertex(forg - v_right * fsize[0] + v_up * fsize[1], [0,0], [1,1,1], 1.0f); R_PolygonVertex(forg + v_right * fsize[0] + v_up * fsize[1], [1,0], [1,1,1], 1.0f); R_EndPolygon();*/ static vector cross_pos; vector lasersize = [8,8] * (1-trace_fraction); cross_pos = (video_res / 2) - (lasersize/2); drawpic(cross_pos, "sprites/laserdot.spr_0.tga", lasersize, [1,1,1], 1.0f, DRAWFLAG_ADDITIVE); #endif } weapon_t w_rpg = { ITEM_RPG, 3, 0, w_rpg_draw, w_rpg_holster, w_rpg_primary, w_rpg_secondary, w_rpg_reload, w_rpg_release, w_rpg_laser, w_rpg_precache, __NULL__, w_rpg_vmodel, w_rpg_wmodel, w_rpg_pmodel, w_rpg_deathmsg, w_rpg_aimanim, w_rpg_hudpic }; #ifdef SSQC void weapon_rpg(void) { Weapons_InitItem(WEAPON_RPG); } #endif