198 lines
4.2 KiB
C
198 lines
4.2 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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RPG_IDLE,
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RPG_FIDGET,
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RPG_RELOAD,
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RPG_FIRE2,
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RPG_HOLSTER1,
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RPG_DRAW1,
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RPG_HOLSTER2,
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RPG_DRAW_UL,
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RPG_IDLE_UL,
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RPG_FIDGET_UL,
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};
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void w_rpg_precache(void)
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{
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precache_model("models/v_rpg.mdl");
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precache_model("models/w_rpg.mdl");
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precache_model("models/p_rpg.mdl");
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precache_model("models/rpgrocket.mdl");
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precache_model("sprites/laserdot.spr");
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precache_sound("weapons/rocketfire1.wav");
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}
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string w_rpg_vmodel(void)
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{
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return "models/v_rpg.mdl";
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}
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string w_rpg_wmodel(void)
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{
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return "models/w_rpg.mdl";
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}
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string w_rpg_pmodel(void)
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{
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return "models/p_rpg.mdl";
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}
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string w_rpg_deathmsg(void)
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{
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return "";
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}
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void w_rpg_draw(void)
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{
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#ifdef CSQC
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Weapons_ViewAnimation(RPG_DRAW1);
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#else
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player pl = (player)self;
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Weapons_UpdateAmmo(pl, pl.rpg_mag, pl.ammo_rocket, __NULL__);
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#endif
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}
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void w_rpg_holster(void)
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{
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}
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void w_rpg_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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#ifdef CSQC
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Weapons_ViewAnimation(RPG_FIRE2);
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#else
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static void Rocket_Touch(void) {
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Effect_CreateExplosion(self.origin);
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Damage_Radius(self.origin, self.owner, 150, 150 * 2.5f, TRUE);
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sound(self, CHAN_WEAPON, sprintf( "weapons/explode%d.wav", floor( random() * 2 ) + 3 ), 1, ATTN_NORM);
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remove(self);
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}
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static void Rocket_BuildSpeed(void){
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/* Calculate new direction */
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makevectors(self.owner.v_angle);
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traceline(self.owner.origin, self.owner.origin + v_forward * 8096, FALSE, self.owner);
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self.angles = vectoangles(trace_endpos - self.origin);
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/* Increase speed towards it */
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makevectors(self.angles);
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self.velocity += (v_forward * 2000) * frametime;
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self.nextthink = time;
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}
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Weapons_MakeVectors();
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entity rocket = spawn();
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setmodel(rocket, "models/rpgrocket.mdl");
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setorigin(rocket, Weapons_GetCameraPos() + (v_forward * 16));
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rocket.owner = self;
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rocket.movetype = MOVETYPE_FLY;
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rocket.solid = SOLID_BBOX;
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//bolt.flags |= FL_LAGGEDMOVE;
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rocket.gravity = 0.5f;
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rocket.velocity = (v_forward * 250);
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rocket.angles = vectoangles(rocket.velocity);
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rocket.avelocity[2] = 10;
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rocket.touch = Rocket_Touch;
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rocket.think = Rocket_BuildSpeed;
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rocket.nextthink = time + 0.15f;
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setsize(rocket, [0,0,0], [0,0,0]);
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sound(self, CHAN_WEAPON, "weapons/rocketfire1.wav", 1, ATTN_NORM);
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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_rpg_secondary(void)
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{
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}
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void w_rpg_reload(void)
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{
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}
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void w_rpg_release(void)
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{
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}
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float w_rpg_aimanim(void)
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{
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#ifdef SSQC
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return self.flags & FL_CROUCHING ? ANIM_CR_AIMRPG : ANIM_AIMRPG;
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#endif
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}
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void w_rpg_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", [0,45/256], [170/256,45/256], g_hud_color, 1, DRAWFLAG_ADDITIVE);
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} else {
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drawsubpic(pos, [170,45], "sprites/640hud2.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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void w_rpg_laser(void)
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{
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#ifdef CSQC
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player pl = (player)self;
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Weapons_MakeVectors();
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vector src = pl.origin + pl.view_ofs;
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traceline(src, src + (v_forward * 8192), FALSE, pl);
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/*makevectors(vectoangles(trace_endpos - pl.origin));
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vector forg = trace_endpos + (v_forward * -16);
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vector fsize = [64, 64];
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makevectors(view_angles);
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R_BeginPolygon("sprites/640hud7.spr_0.tga", 1, 0);
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R_PolygonVertex(forg + v_right * fsize[0] - v_up * fsize[1], [1,1], [1,1,1], 1.0f);
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R_PolygonVertex(forg - v_right * fsize[0] - v_up * fsize[1], [0,1], [1,1,1], 1.0f);
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R_PolygonVertex(forg - v_right * fsize[0] + v_up * fsize[1], [0,0], [1,1,1], 1.0f);
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R_PolygonVertex(forg + v_right * fsize[0] + v_up * fsize[1], [1,0], [1,1,1], 1.0f);
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R_EndPolygon();*/
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static vector cross_pos;
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vector lasersize = [8,8] * (1-trace_fraction);
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cross_pos = (video_res / 2) - (lasersize/2);
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drawpic(cross_pos, "sprites/laserdot.spr_0.tga", lasersize, [1,1,1], 1.0f, DRAWFLAG_ADDITIVE);
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#endif
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}
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weapon_t w_rpg =
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{
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ITEM_RPG,
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3,
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0,
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w_rpg_draw,
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w_rpg_holster,
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w_rpg_primary,
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w_rpg_secondary,
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w_rpg_reload,
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w_rpg_release,
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w_rpg_laser,
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w_rpg_precache,
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__NULL__,
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w_rpg_vmodel,
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w_rpg_wmodel,
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w_rpg_pmodel,
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w_rpg_deathmsg,
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w_rpg_aimanim,
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w_rpg_hudpic
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};
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#ifdef SSQC
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void weapon_rpg(void) {
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Weapons_InitItem(WEAPON_RPG);
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}
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#endif
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