- Added early Rewolf Health/Armor HUD variants - Added original scoreboard from the early Half-Life versions for valve/scihunt/rewolf - Fixed some skybox behaviour to only apply to BSP30 - Changed the env_message and game_text display to use "creditsfont" instead of the conchars - Tweaked damage radius and prediction for some entities and weapons - Added world_items - Added item_healthkit - Added item_battery - Fixed level transition logic - impulse 101 now fills up health and armor/suit in mod valve - Some tweaks to Damage_Apply so that healing can be performed without funky visuals - Added stub monsters for valve/rewolf that'll soon support scripted sequences - Tweaked chat system to get rid of quotation marks around messages - Added support for changing the window caption to reflect the mod you're playing - Lots of small little things in terms of cleanup
203 lines
3.7 KiB
C
203 lines
3.7 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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SATCHEL_IDLE,
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SATCHEL_FIDGET,
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SATCHEL_DRAW,
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SATCHEL_THROW
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};
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enum
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{
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RADIO_IDLE,
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RADIO_FIDGET,
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RADIO_DRAW,
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RADIO_USE,
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RADIO_HOLSTER
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};
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string w_satchel_vmodel(void)
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{
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return "models/v_satchel_radio.mdl";
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}
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string w_satchel_wmodel(void)
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{
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return "models/w_satchel.mdl";
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}
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string w_satchel_pmodel(void)
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{
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return "models/p_satchel.mdl";
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}
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string w_satchel_deathmsg(void)
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{
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return "";
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}
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void w_satchel_precache(void)
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{
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precache_model("models/w_satchel.mdl");
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precache_model("models/v_satchel.mdl");
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precache_model("models/v_satchel_radio.mdl");
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precache_model("models/p_satchel.mdl");
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}
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void w_satchel_draw(void)
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{
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#ifdef CSQC
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Weapons_ViewAnimation(SATCHEL_DRAW);
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#else
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player pl = (player)self;
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Weapons_UpdateAmmo(pl, pl.satchel_chg, pl.ammo_satchel, __NULL__);
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#endif
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}
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void w_satchel_holster(void)
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{
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}
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#ifdef SSQC
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void s_satchel_drop(entity master, vector src, vector vel)
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{
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entity satch;
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satch = spawn();
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satch.owner = master;
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satch.classname = "satchel";
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satch.movetype = MOVETYPE_BOUNCE;
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satch.solid = SOLID_BBOX;
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satch.frame = 1;
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satch.gravity = 0.5f;
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satch.friction = 0.8f;
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satch.velocity = vel;
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satch.avelocity = [0,400,0];
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setmodel(satch, "models/w_satchel.mdl");
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setsize(satch, [-4,-4,-4], [4,4,4]);
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setorigin(satch, src);
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}
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void s_satchel_detonate(entity master)
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{
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for (entity b = world; (b = find(b, ::classname, "satchel"));) {
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if (b.owner == master) {
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Effect_CreateExplosion(b.origin);
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Damage_Radius(b.origin, master, 150, 150 * 2.5f, TRUE);
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sound(b, CHAN_WEAPON, sprintf( "weapons/explode%d.wav", floor( random() * 2 ) + 3 ), 1, ATTN_NORM);
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remove(b);
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}
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}
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}
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#endif
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void w_satchel_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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if (!pl.satchel_chg) {
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vector throw;
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Weapons_MakeVectors();
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throw = pl.velocity + (v_forward * 274);
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s_satchel_drop(self, pl.origin, throw);
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pl.satchel_chg++;
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} else {
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s_satchel_detonate(pl);
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pl.satchel_chg = 0;
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}
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Weapons_UpdateAmmo(pl, pl.satchel_chg, pl.ammo_satchel, __NULL__);
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#else
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if (!pl.a_ammo1) {
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Weapons_ViewAnimation(RADIO_DRAW);
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} else {
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Weapons_ViewAnimation(RADIO_USE);
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}
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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_satchel_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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return;
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}
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#ifdef SSQC
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vector throw;
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Weapons_MakeVectors();
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throw = pl.velocity + (v_forward * 274);
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s_satchel_drop(self, pl.origin, throw);
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pl.satchel_chg++;
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Weapons_UpdateAmmo(pl, pl.satchel_chg, pl.ammo_satchel, __NULL__);
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#else
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Weapons_ViewAnimation(RADIO_DRAW);
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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_satchel_reload(void)
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{
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}
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void w_satchel_release(void)
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{
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#ifdef CSQC
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player pl = (player)self;
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if (pl.w_idle_next) {
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return;
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}
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Weapons_ViewAnimation(RADIO_FIDGET);
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pl.w_idle_next = 15.0f;
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#endif
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}
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void w_satchel_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/640hud6.spr_0.tga", [0,45/256], [170/256,45/256], g_hud_color, 1, DRAWFLAG_ADDITIVE);
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} else {
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drawsubpic(pos, [170,45], "sprites/640hud3.spr_0.tga", [0,45/256], [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_satchel =
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{
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ITEM_SATCHEL,
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4,
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1,
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w_satchel_draw,
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w_satchel_holster,
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w_satchel_primary,
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w_satchel_secondary,
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w_satchel_reload,
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w_satchel_release,
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__NULL__,
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w_satchel_precache,
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__NULL__,
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w_satchel_vmodel,
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w_satchel_wmodel,
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w_satchel_pmodel,
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w_satchel_deathmsg,
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w_satchel_hudpic
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};
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#ifdef SSQC
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void weapon_satchel(void) {
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Weapons_InitItem(WEAPON_SATCHEL);
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}
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#endif
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