nuclide/Source/shared/valve/w_crossbow.c
Marco Hladik 9ce909e291 - Added Rewolf decore_* entities from the demo
- 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
2019-03-19 20:01:24 +01:00

244 lines
5 KiB
C

/***
*
* Copyright (c) 2016-2019 Marco 'eukara' Hladik. All rights reserved.
*
* See the file LICENSE attached with the sources for usage details.
*
****/
enum
{
CROSSBOW_IDLE1,
CROSSBOW_IDLE2,
CROSSBOW_FIDGET1,
CROSSBOW_FIDGET2,
CROSSBOW_FIRE1,
CROSSBOW_FIRE2,
CROSSBOW_FIRE3,
CROSSBOW_RELOAD,
CROSSBOW_DRAW1,
CROSSBOW_DRAW2,
CROSSBOW_HOLSTER1,
CROSSBOW_HOLSTER2
};
void w_crossbow_precache(void)
{
precache_model("models/crossbow_bolt.mdl");
precache_model("models/v_crossbow.mdl");
precache_model("models/w_crossbow.mdl");
precache_model("models/p_crossbow.mdl");
precache_sound("weapons/xbow_reload1.wav");
precache_sound("weapons/xbow_fire1.wav");
precache_sound("weapons/xbow_hit1.wav");
precache_sound("weapons/xbow_hitbod1.wav");
precache_sound("weapons/xbow_hitbod2.wav");
}
string w_crossbow_vmodel(void)
{
return "models/v_crossbow.mdl";
}
string w_crossbow_wmodel(void)
{
return "models/w_crossbow.mdl";
}
string w_crossbow_pmodel(void)
{
return "models/p_crossbow.mdl";
}
string w_crossbow_deathmsg(void)
{
return "";
}
void w_crossbow_pickup(void)
{
#ifdef SSQC
player pl = (player)self;
pl.crossbow_mag = bound(0, pl.crossbow_mag + 5, 5);
#endif
}
void w_crossbow_draw(void)
{
player pl = (player)self;
#ifdef CSQC
if (pl.a_ammo1) {
Weapons_ViewAnimation(CROSSBOW_DRAW1);
} else {
Weapons_ViewAnimation(CROSSBOW_DRAW2);
}
#else
Weapons_UpdateAmmo(pl, pl.crossbow_mag, pl.ammo_bolt, __NULL__);
#endif
}
void w_crossbow_holster(void)
{
player pl = (player)self;
#ifdef CSQC
if (pl.a_ammo1) {
Weapons_ViewAnimation(CROSSBOW_HOLSTER1);
} else {
Weapons_ViewAnimation(CROSSBOW_HOLSTER2);
}
#endif
}
void w_crossbow_primary(void)
{
player pl = (player)self;
if (pl.w_attack_next) {
return;
}
#ifdef SSQC
static void Crossbolt_Touch(void) {
Effect_CreateSpark(self.origin, trace_plane_normal);
if (other.takedamage == DAMAGE_YES) {
Damage_Apply(other, self.owner, 50, trace_endpos, FALSE);
if (random() < 0.5) {
Weapons_PlaySound(self, CHAN_WEAPON, "weapons/xbow_hitbod1.wav", 1, ATTN_NORM);
} else {
Weapons_PlaySound(self, CHAN_WEAPON, "weapons/xbow_hitbod2.wav", 1, ATTN_NORM);
}
} else {
Weapons_PlaySound(self, CHAN_WEAPON, "weapons/xbow_hit1.wav", 1, ATTN_NORM);
}
remove(self);
}
Weapons_MakeVectors();
entity bolt = spawn();
setmodel(bolt, "models/crossbow_bolt.mdl");
setorigin(bolt, Weapons_GetCameraPos() + (v_forward * 16));
bolt.owner = self;
bolt.velocity = v_forward * 2000;
bolt.movetype = MOVETYPE_FLY;
bolt.solid = SOLID_BBOX;
//bolt.flags |= FL_LAGGEDMOVE;
bolt.gravity = 0.5f;
bolt.angles = vectoangles(bolt.velocity);
bolt.avelocity[2] = 10;
bolt.touch = Crossbolt_Touch;
setsize(bolt, [0,0,0], [0,0,0]);
if (pl.crossbow_mag) {
Weapons_PlaySound(pl, CHAN_ITEM, "weapons/xbow_reload1.wav", 1, ATTN_NORM);
}
Weapons_PlaySound(pl, CHAN_WEAPON, "weapons/xbow_fire1.wav", 1, ATTN_NORM);
#else
if (pl.a_ammo1) {
Weapons_ViewAnimation(CROSSBOW_FIRE1);
} else {
Weapons_ViewAnimation(CROSSBOW_FIRE3);
}
Weapons_ViewPunchAngle([-2,0,0]);
#endif
pl.w_attack_next = 0.75f;
pl.w_idle_next = 10.0f;
}
void w_crossbow_secondary(void)
{
player pl = (player)self;
if (pl.w_attack_next) {
return;
}
/* Simple toggle of fovs */
if (pl.viewzoom == 1.0f) {
pl.viewzoom = 0.2f;
} else {
pl.viewzoom = 1.0f;
}
pl.w_attack_next = 0.5f;
}
void w_crossbow_reload(void)
{
player pl = (player)self;
if (pl.w_attack_next > 0.0) {
return;
}
#ifdef CSQC
Weapons_PlaySound(pl, CHAN_ITEM, "weapons/xbow_reload1.wav", 1, ATTN_NORM);
Weapons_ViewAnimation(CROSSBOW_RELOAD);
#endif
pl.w_attack_next = 4.5f;
pl.w_idle_next = 10.0f;
}
void w_crossbow_release(void)
{
player pl = (player)self;
if (pl.w_idle_next > 0.0) {
return;
}
#ifdef CSQC
if (random() < 0.75) {
if (pl.a_ammo1) {
Weapons_ViewAnimation(CROSSBOW_IDLE1);
} else {
Weapons_ViewAnimation(CROSSBOW_IDLE2);
}
pl.w_idle_next = 10.0f;
} else {
if (pl.a_ammo1) {
Weapons_ViewAnimation(CROSSBOW_FIDGET1);
} else {
Weapons_ViewAnimation(CROSSBOW_FIDGET2);
}
pl.w_idle_next = 3.0f;
}
#endif
}
void w_crossbow_crosshair(void)
{
#ifdef CSQC
static vector cross_pos;
cross_pos = (video_res / 2) + [-12,-12];
drawsubpic(cross_pos, [24,24], "sprites/crosshairs.spr_0.tga", [72/128,0], [0.1875, 0.1875], [1,1,1], 1, DRAWFLAG_NORMAL);
HUD_DrawAmmo1();
HUD_DrawAmmo2();
#endif
}
void w_crossbow_hudpic(int s, vector pos)
{
#ifdef CSQC
if (s) {
drawsubpic(pos, [170,45], "sprites/640hud5.spr_0.tga", [0,0], [170/256,45/256], g_hud_color, 1, DRAWFLAG_ADDITIVE);
} else {
drawsubpic(pos, [170,45], "sprites/640hud2.spr_0.tga", [0,0], [170/256,45/256], g_hud_color, 1, DRAWFLAG_ADDITIVE);
}
#endif
}
weapon_t w_crossbow =
{
ITEM_CROSSBOW,
2,
2,
w_crossbow_draw,
w_crossbow_holster,
w_crossbow_primary,
w_crossbow_secondary,
w_crossbow_reload,
w_crossbow_release,
w_crossbow_crosshair,
w_crossbow_precache,
w_crossbow_pickup,
w_crossbow_vmodel,
w_crossbow_wmodel,
w_crossbow_pmodel,
w_crossbow_deathmsg,
w_crossbow_hudpic
};
#ifdef SSQC
void weapon_crossbow(void) {
Weapons_InitItem(WEAPON_CROSSBOW);
}
#endif