nuclide/Source/shared/valve/w_crowbar.c

192 lines
3.9 KiB
C

/***
*
* Copyright (c) 2016-2019 Marco 'eukara' Hladik. All rights reserved.
*
* See the file LICENSE attached with the sources for usage details.
*
****/
enum
{
CROWBAR_IDLE,
CROWBAR_DRAW,
CROWBAR_HOLSTER,
CROWBAR_ATTACK1HIT,
CROWBAR_ATTACK1MISS,
CROWBAR_ATTACK2MISS,
CROWBAR_ATTACK2HIT,
CROWBAR_ATTACK3MISS,
CROWBAR_ATTACK3HIT
};
void w_crowbar_precache(void)
{
precache_sound("weapons/cbar_miss1.wav");
precache_sound("weapons/cbar_hit1.wav");
precache_sound("weapons/cbar_hit2.wav");
precache_sound("weapons/cbar_hitbod1.wav");
precache_sound("weapons/cbar_hitbod2.wav");
precache_sound("weapons/cbar_hitbod3.wav");
precache_model("models/v_crowbar.mdl");
precache_model("models/w_crowbar.mdl");
precache_model("models/p_crowbar.mdl");
}
string w_crowbar_vmodel(void)
{
return "models/v_crowbar.mdl";
}
string w_crowbar_wmodel(void)
{
return "models/w_crowbar.mdl";
}
string w_crowbar_pmodel(void)
{
return "models/p_crowbar.mdl";
}
string w_crowbar_deathmsg(void)
{
return "%s was assaulted by %s's Crowbar.";
}
void w_crowbar_draw(void)
{
#ifdef CSQC
Weapons_ViewAnimation(CROWBAR_DRAW);
#else
player pl = (player)self;
Weapons_UpdateAmmo(pl, __NULL__, __NULL__, __NULL__);
#endif
}
void w_crowbar_holster(void)
{
#ifdef CSQC
Weapons_ViewAnimation(CROWBAR_HOLSTER);
#endif
}
void w_crowbar_primary(void)
{
player pl = (player)self;
if (pl.w_attack_next) {
return;
}
#ifdef CSQC
Weapons_MakeVectors();
vector src = pl.origin + pl.view_ofs;
traceline(src, src + (v_forward * 32), FALSE, pl);
int r = floor(random(0,3));
switch (r) {
case 0:
Weapons_ViewAnimation(trace_fraction >= 1 ? CROWBAR_ATTACK1MISS:CROWBAR_ATTACK1HIT);
break;
case 1:
Weapons_ViewAnimation(trace_fraction >= 1 ? CROWBAR_ATTACK2MISS:CROWBAR_ATTACK2HIT);
break;
default:
Weapons_ViewAnimation(trace_fraction >= 1 ? CROWBAR_ATTACK3MISS:CROWBAR_ATTACK3HIT);
}
if (trace_fraction >= 1.0) {
pl.w_attack_next = 0.5f;
} else {
pl.w_attack_next = 0.25f;
}
#else
Weapons_MakeVectors();
vector src = pl.origin + pl.view_ofs;
traceline(src, src + (v_forward * 32), FALSE, pl);
Weapons_PlaySound(pl, CHAN_WEAPON, "weapons/cbar_miss1.wav", 1, ATTN_NORM);
if (trace_fraction >= 1.0) {
pl.w_attack_next = 0.5f;
} else {
pl.w_attack_next = 0.25f;
Effect_Impact(IMPACT_MELEE, trace_endpos, trace_plane_normal);
if (trace_ent.takedamage) {
Damage_Apply(trace_ent, self, 10, trace_endpos, FALSE );
// TODO: Better way to find if it bleeds?
if (trace_ent.iBleeds == 1) {
if (random() < 0.33) {
Weapons_PlaySound(pl, 8, "weapons/cbar_hitbod1.wav", 1, ATTN_NORM);
} else if (random() < 0.66) {
Weapons_PlaySound(pl, 8, "weapons/cbar_hitbod2.wav", 1, ATTN_NORM);
} else {
Weapons_PlaySound(pl, 8, "weapons/cbar_hitbod3.wav", 1, ATTN_NORM);
}
}
} else {
if (random() < 0.5) {
Weapons_PlaySound(pl, 8, "weapons/cbar_hit1.wav", 1, ATTN_NORM);
} else {
Weapons_PlaySound(pl, 8, "weapons/cbar_hit2.wav", 1, ATTN_NORM);
}
}
}
#endif
pl.w_idle_next = 2.5f;
}
void w_crowbar_secondary(void)
{
}
void w_crowbar_reload(void)
{
}
void w_crowbar_release(void)
{
#ifdef CSQC
player pl = (player)self;
if (pl.w_idle_next) {
return;
}
Weapons_ViewAnimation(CROWBAR_IDLE);
pl.w_idle_next = 15.0f;
#endif
}
void w_crowbar_hudpic(int s, vector pos)
{
#ifdef CSQC
if (s) {
drawsubpic(pos, [170,45], "sprites/640hud4.spr_0.tga", [0,0], [170/256,45/256], g_hud_color, 1, DRAWFLAG_ADDITIVE);
} else {
drawsubpic(pos, [170,45], "sprites/640hud1.spr_0.tga", [0,0], [170/256,45/256], g_hud_color, 1, DRAWFLAG_ADDITIVE);
}
#endif
}
weapon_t w_crowbar =
{
ITEM_CROWBAR,
0,
0,
w_crowbar_draw,
w_crowbar_holster,
w_crowbar_primary,
w_crowbar_secondary,
w_crowbar_reload,
w_crowbar_release,
__NULL__,
w_crowbar_precache,
__NULL__,
w_crowbar_vmodel,
w_crowbar_wmodel,
w_crowbar_pmodel,
w_crowbar_deathmsg,
w_crowbar_hudpic
};
#ifdef SSQC
void weapon_crowbar(void) {
Weapons_InitItem(WEAPON_CROWBAR);
}
#endif