nuclide/Source/shared/valve/w_tripmine.c
Marco Hladik 75bed53adc Client: We're now reading skyname and setting the skybox (with fallback) in CSQC. Much rejoice
Added item_suit and item_longjump... they do not do anything interesting yet.
Decals: Added glass break decals upon impact
Damage: Brush-entity radius damage should to work better now
Also seperated the weapons table from generic weapon entry functions. This should make maintaining mods easier
Fixed references from sv_clientslots to sv_playerslots. My brain gets confused between the Quake games at this point. I blame FTE
Fixed sprite animation cycle length check. It attempted to play one more frame than any sprite ever has. Needs more heavy testing?
2019-03-14 20:13:02 +01:00

131 lines
2.1 KiB
C

/***
*
* Copyright (c) 2016-2019 Marco 'eukara' Hladik. All rights reserved.
*
* See the file LICENSE attached with the sources for usage details.
*
****/
enum
{
TRIPMINE_IDLE1,
TRIPMINE_IDLE2,
TRIPMINE_FIRE1,
TRIPMINE_FIRE2,
TRIPMINE_FIDGET,
TRIPMINE_HOLSTER,
TRIPMINE_DRAW,
TRIPMINE_WORLD,
TRIPMINE_GROUND,
};
void w_tripmine_precache(void)
{
precache_model("models/v_tripmine.mdl");
precache_model("models/p_tripmine.mdl");
}
string w_tripmine_vmodel(void)
{
return "models/v_tripmine.mdl";
}
string w_tripmine_wmodel(void)
{
return "models/v_tripmine.mdl";
}
string w_tripmine_pmodel(void)
{
return "models/p_tripmine.mdl";
}
string w_tripmine_deathmsg(void)
{
return "";
}
void w_tripmine_draw(void)
{
#ifdef CSQC
Weapons_ViewAnimation(TRIPMINE_DRAW);
#else
player pl = (player)self;
Weapons_UpdateAmmo(pl, __NULL__, pl.ammo_tripmine, __NULL__);
#endif
}
void w_tripmine_holster(void)
{
}
void w_tripmine_primary(void)
{
}
void w_tripmine_secondary(void)
{
}
void w_tripmine_reload(void)
{
}
void w_tripmine_release(void)
{
int r;
player pl = (player)self;
if (pl.w_idle_next > 0.0) {
return;
}
r = floor(random(0,3));
switch (r) {
case 0:
Weapons_ViewAnimation(TRIPMINE_IDLE1);
pl.w_idle_next = 3.0f;
break;
case 1:
Weapons_ViewAnimation(TRIPMINE_IDLE2);
pl.w_idle_next = 2.0f;
break;
default:
Weapons_ViewAnimation(TRIPMINE_FIDGET);
pl.w_idle_next = 3.333333f;
break;
}
}
void w_tripmine_hudpic(int s, vector pos)
{
#ifdef CSQC
if (s) {
drawsubpic(pos, [170,45], "sprites/640hud6.spr_0.tga", [0,90/256], [170/256,45/256], g_hud_color, 1, DRAWFLAG_ADDITIVE);
} else {
drawsubpic(pos, [170,45], "sprites/640hud3.spr_0.tga", [0,90/256], [170/256,45/256], g_hud_color, 1, DRAWFLAG_ADDITIVE);
}
#endif
}
weapon_t w_tripmine =
{
ITEM_TRIPMINE,
4,
2,
w_tripmine_draw,
w_tripmine_holster,
w_tripmine_primary,
w_tripmine_secondary,
w_tripmine_reload,
w_tripmine_release,
__NULL__,
w_tripmine_precache,
__NULL__,
w_tripmine_vmodel,
w_tripmine_wmodel,
w_tripmine_pmodel,
w_tripmine_deathmsg,
w_tripmine_hudpic
};
#ifdef SSQC
void weapon_tripmine(void) {
Weapons_InitItem(WEAPON_TRIPMINE);
}
#endif