/* Copyright 2016-2018 Marco "eukara" Hladik MIT LICENSE Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ #ifdef SSQC .float fBombProgress; #else int iBombProgress; #endif // Weapon Info weaponinfo_t wptC4BOMB = { WEAPON_C4BOMB, // Identifier SLOT_GRENADE, 0, // Price EXPLOSIVE_C4, // Caliber ID 1.0, // Max Player Speed 0, // Bullets Per Shot 0, // Clip/MagSize 500, // Damage 1, // Penetration Multiplier 64, // Bullet Range 1, // Range Modifier TYPE_AUTO, 0.0, // Attack-Delay 0.0, // Reload-Delay iAmmo_9MM, // Caliber Pointer iAmmo_9MM, // Clip Pointer 1, // Accuracy Divisor 1, // Accuracy Offset 1, // Max Inaccuracy 8, // Minimum Crosshair Distance 4, // Crosshair Movement Delta 1.0, // Armor penetration ratio ATYPE_C4, // Animation Type FALSE }; // Anim Table enum { ANIM_C4_IDLE, ANIM_C4_DRAW, ANIM_C4_DROP, ANIM_C4_ENTERCODE }; #ifdef SSQC var float fBeepTime; // Used for the beeping sounds that last 1.5 seconds var float fDefuseProgress; // Used to track... the progress static void WeaponC4BOMB_Use( void ) { if ( cvar( "developer" ) == 0 ) { if ( eActivator.team != TEAM_CT ) { return; } } // On first use, play defusing sound if ( self.eUser == world ) { sound( self, CHAN_VOICE, "weapons/c4_disarm.wav", 1.0, ATTN_NORM ); } // Takes 10 seconds to defuse that thing! if ( fDefuseProgress > 10 ) { sound( self, CHAN_VOICE, "weapons/c4_disarmed.wav", 1.0, ATTN_NORM ); Rules_RoundOver( TEAM_CT, 3500, TRUE ); Radio_BroadcastMessage( RADIO_BOMBDEF ); eActivator.fProgressBar = 0; iBombPlanted = FALSE; fBeepTime = 0; fDefuseProgress = 0; remove( self ); return; } // If the user has the right equipment, make 10 seconds pass twice as fast if ( eActivator.iEquipment & EQUIPMENT_DEFUSALKIT ) { fDefuseProgress += 0.02; } else { fDefuseProgress += 0.01; } eActivator.fProgressBar = fDefuseProgress * 0.1; // Make sure WeaponC4BOMB_Think knows who the user is self.eUser = eActivator; } static void WeaponC4BOMB_Think( void ) { // If the guy who started using us stopped using us, reset the defuser counter if ( ( self.eUser != world ) && ( self.eUser.button3 == FALSE ) ) { self.eUser.fProgressBar = 0; self.eUser = world; fDefuseProgress = 0; } // If our time has passed, explode if ( self.fAttackFinished < time ) { // Terrorists win Rules_RoundOver( TEAM_T, 3500, FALSE ); // Make it explode and hurt things Damage_Radius( self.origin, self, 500, 1024, FALSE ); sound( self, CHAN_VOICE, "weapons/c4_explode1.wav", 1.0, ATTN_NONE ); // Trigger all targets entity eBombChain = findradius( self.origin, iBombRadius ); while ( eBombChain ) { if ( ( eBombChain.classname == "func_bomb_target" ) ) { entity eOld = self; self = eBombChain; Entities_UseTargets(); self = eOld; } eBombChain = eBombChain.chain; } fBeepTime = 0; fDefuseProgress = 0; iBombPlanted = FALSE; remove( self ); return; } // Only play sounds every once in a while if ( fBeepTime > time ) { return; } fBeepTime = time + 1.5; if ( self.fAttackFinished - time < 2 ) { sound( self, CHAN_VOICE, "weapons/c4_beep5.wav", 1.0, ATTN_NONE ); } else if ( self.fAttackFinished - time < 5 ) { sound( self, CHAN_VOICE, "weapons/c4_beep5.wav", 1.0, ATTN_NORM ); } else if ( self.fAttackFinished - time < 10 ) { sound( self, CHAN_VOICE, "weapons/c4_beep4.wav", 1.0, ATTN_NORM ); } else if ( self.fAttackFinished - time < 20 ) { sound( self, CHAN_VOICE, "weapons/c4_beep3.wav", 1.0, ATTN_NORM ); } else if ( self.fAttackFinished - time < 30 ) { sound( self, CHAN_VOICE, "weapons/c4_beep2.wav", 1.0, ATTN_NORM ); } else { sound( self, CHAN_VOICE, "weapons/c4_beep1.wav", 1.0, ATTN_NORM ); } } void WeaponC4BOMB_Drop( vector vBombPos, vector vNormal ) { // Do all the dirty entspawning stuff entity eBomb = spawn(); eBomb.classname = "c4bomb"; eBomb.solid = SOLID_BBOX; setmodel( eBomb, "models/w_c4.mdl" ); setorigin( eBomb, vBombPos ); setsize( eBomb, '-6 -6 0', '6 6 6' ); eBomb.customphysics = WeaponC4BOMB_Think; eBomb.fAttackFinished = time + autocvar_mp_c4timer; eBomb.vUse = WeaponC4BOMB_Use; eBomb.iUsable = TRUE; eBomb.owner = self; // Align the bomb to the wall vector vBombAngles = self.angles + '0 90 0'; vBombAngles_x *= -1; makevectors( vBombAngles ); vector vCoplanar = v_forward - ( v_forward * vNormal ) * vNormal; eBomb.angles = vectoangles( vCoplanar, vNormal ); sound( eBomb, CHAN_WEAPON, "weapons/c4_plant.wav", 1.0, ATTN_IDLE ); // Broadcast the bomb state Radio_BroadcastMessage( RADIO_BOMBPL ); iBombPlanted = TRUE; // Tell the bomb-planter to get rid of the weapon! self.fSlotGrenade = self.fSlotGrenade - WEAPON_C4BOMB; Weapon_SwitchBest(); //eprint( eBomb ); } #endif void WeaponC4BOMB_Draw( void ) { #ifdef SSQC Client_SendEvent( self, EV_WEAPON_DRAW ); #else View_PlayAnimation( ANIM_C4_DRAW ); #endif } void WeaponC4BOMB_Release( void ) { #ifdef SSQC self.fBombProgress = 0; print("C4 Bomb Release\n"); #else // TODO: This does not happen, yet View_PlayAnimation( ANIM_C4_IDLE ); iBombProgress = 0; #endif } void WeaponC4BOMB_PrimaryFire( void ) { #ifdef SSQC vector source; source = self.origin + self.view_ofs; makevectors( self.v_angle ); other = world; traceline( source, source + ( v_forward * 64 ), MOVE_OTHERONLY, self ); // If we aren't aiming at a place or look in the wrong location... stop it if ( trace_fraction == 1 || self.fInBombZone == FALSE ) { Animation_ReloadWeapon( self ); WeaponC4BOMB_Release(); self.fAttackFinished = time + 1.0; return; } // Play the sequence at the start if ( self.fBombProgress == 0 ) { self.fBombProgress = time + 3.0f; self.fAttackFinished = self.fBombProgress; Client_SendEvent( self, EV_WEAPON_PRIMARYATTACK ); Animation_ShootWeapon( self ); } // 3 seconds have passed, plant the bomb if ( self.fBombProgress <= time ) { self.fBombProgress = 0; WeaponC4BOMB_Drop( trace_endpos, trace_plane_normal ); } #else View_PlayAnimation( ANIM_C4_ENTERCODE ); #endif }