Starting to mess with decal colours. DO NOT TOUCH. This is awaiting engine fixes potentially.
151 lines
2.5 KiB
C
151 lines
2.5 KiB
C
/***
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*
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* Copyright (c) 2016-2019 Marco 'eukara' Hladik. All rights reserved.
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*
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* See the file LICENSE attached with the sources for usage details.
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*
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****/
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enum
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{
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GAUSS_IDLE1,
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GAUSS_IDLE2,
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GAUSS_FIDGET,
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GAUSS_SPINUP,
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GAUSS_SPIN,
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GAUSS_FIRE1,
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GAUSS_FIRE2,
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GAUSS_HOLSTER,
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GAUSS_DRAW
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};
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void w_gauss_precache(void)
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{
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precache_model("models/v_gauss.mdl");
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precache_model("models/w_gauss.mdl");
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precache_model("models/p_gauss.mdl");
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}
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string w_gauss_vmodel(void)
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{
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return "models/v_gauss.mdl";
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}
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string w_gauss_wmodel(void)
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{
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return "models/w_gauss.mdl";
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}
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string w_gauss_pmodel(void)
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{
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return "models/p_gauss.mdl";
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}
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string w_gauss_deathmsg(void)
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{
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return "";
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}
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void w_gauss_draw(void)
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{
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#ifdef CSQC
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Weapons_ViewAnimation(GAUSS_DRAW);
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#else
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player pl = (player)self;
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Weapons_UpdateAmmo(pl, __NULL__, pl.ammo_uranium, __NULL__);
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#endif
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}
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void w_gauss_holster(void)
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{
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Weapons_ViewAnimation(GAUSS_HOLSTER);
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}
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void w_gauss_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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Weapons_ViewAnimation(GAUSS_FIRE2);
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Weapons_PlaySound(pl, CHAN_WEAPON, "weapons/gauss2.wav", 1, ATTN_NORM);
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pl.w_attack_next = 0.2f;
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pl.w_idle_next = 2.5f;
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}
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void w_gauss_secondary(void)
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{
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}
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void w_gauss_reload(void)
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{
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}
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void w_gauss_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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int r = floor(random(0,3));
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switch (r) {
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case 0:
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Weapons_ViewAnimation(GAUSS_IDLE1);
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pl.w_idle_next = 10.0f;
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break;
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case 1:
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Weapons_ViewAnimation(GAUSS_IDLE2);
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pl.w_idle_next = 10.0f;
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break;
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case 2:
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Weapons_ViewAnimation(GAUSS_FIDGET);
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pl.w_idle_next = 3.0f;
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break;
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}
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}
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void w_gauss_crosshair(void)
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{
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#ifdef CSQC
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static vector cross_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", [48/128,48/128], [0.1875, 0.1875], [1,1,1], 1, DRAWFLAG_NORMAL);
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#endif
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}
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void w_gauss_hudpic(int s, 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", [0,90/256], [170/256,45/256], g_hud_color, 1, DRAWFLAG_ADDITIVE);
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} else {
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drawsubpic(pos, [170,45], "sprites/640hud2.spr_0.tga", [0,90/256], [170/256,45/256], g_hud_color, 1, DRAWFLAG_ADDITIVE);
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}
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#endif
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}
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weapon_t w_gauss =
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{
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ITEM_GAUSS,
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3,
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1,
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w_gauss_draw,
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w_gauss_holster,
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w_gauss_primary,
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w_gauss_secondary,
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w_gauss_reload,
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w_gauss_release,
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w_gauss_crosshair,
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w_gauss_precache,
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__NULL__,
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w_gauss_vmodel,
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w_gauss_wmodel,
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w_gauss_pmodel,
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w_gauss_deathmsg,
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w_gauss_hudpic
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};
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#ifdef SSQC
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void weapon_gauss(void) {
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Weapons_InitItem(WEAPON_GAUSS);
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}
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#endif
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