nuclide/Source/shared/valve/w_rpg.c

198 lines
4.2 KiB
C

/***
*
* Copyright (c) 2016-2019 Marco 'eukara' Hladik. All rights reserved.
*
* See the file LICENSE attached with the sources for usage details.
*
****/
enum
{
RPG_IDLE,
RPG_FIDGET,
RPG_RELOAD,
RPG_FIRE2,
RPG_HOLSTER1,
RPG_DRAW1,
RPG_HOLSTER2,
RPG_DRAW_UL,
RPG_IDLE_UL,
RPG_FIDGET_UL,
};
void w_rpg_precache(void)
{
precache_model("models/v_rpg.mdl");
precache_model("models/w_rpg.mdl");
precache_model("models/p_rpg.mdl");
precache_model("models/rpgrocket.mdl");
precache_model("sprites/laserdot.spr");
precache_sound("weapons/rocketfire1.wav");
}
string w_rpg_vmodel(void)
{
return "models/v_rpg.mdl";
}
string w_rpg_wmodel(void)
{
return "models/w_rpg.mdl";
}
string w_rpg_pmodel(void)
{
return "models/p_rpg.mdl";
}
string w_rpg_deathmsg(void)
{
return "";
}
void w_rpg_draw(void)
{
#ifdef CSQC
Weapons_ViewAnimation(RPG_DRAW1);
#else
player pl = (player)self;
Weapons_UpdateAmmo(pl, pl.rpg_mag, pl.ammo_rocket, __NULL__);
#endif
}
void w_rpg_holster(void)
{
}
void w_rpg_primary(void)
{
player pl = (player)self;
if (pl.w_attack_next > 0.0) {
return;
}
#ifdef CSQC
Weapons_ViewAnimation(RPG_FIRE2);
#else
static void Rocket_Touch(void) {
Effect_CreateExplosion(self.origin);
Damage_Radius(self.origin, self.owner, 150, 150 * 2.5f, TRUE);
sound(self, CHAN_WEAPON, sprintf( "weapons/explode%d.wav", floor( random() * 2 ) + 3 ), 1, ATTN_NORM);
remove(self);
}
static void Rocket_BuildSpeed(void){
/* Calculate new direction */
makevectors(self.owner.v_angle);
traceline(self.owner.origin, self.owner.origin + v_forward * 8096, FALSE, self.owner);
self.angles = vectoangles(trace_endpos - self.origin);
/* Increase speed towards it */
makevectors(self.angles);
self.velocity += (v_forward * 2000) * frametime;
self.nextthink = time;
}
Weapons_MakeVectors();
entity rocket = spawn();
setmodel(rocket, "models/rpgrocket.mdl");
setorigin(rocket, Weapons_GetCameraPos() + (v_forward * 16));
rocket.owner = self;
rocket.movetype = MOVETYPE_FLY;
rocket.solid = SOLID_BBOX;
//bolt.flags |= FL_LAGGEDMOVE;
rocket.gravity = 0.5f;
rocket.velocity = (v_forward * 250);
rocket.angles = vectoangles(rocket.velocity);
rocket.avelocity[2] = 10;
rocket.touch = Rocket_Touch;
rocket.think = Rocket_BuildSpeed;
rocket.nextthink = time + 0.15f;
setsize(rocket, [0,0,0], [0,0,0]);
sound(self, CHAN_WEAPON, "weapons/rocketfire1.wav", 1, ATTN_NORM);
#endif
pl.w_attack_next = 1.0f;
pl.w_idle_next = 2.5f;
}
void w_rpg_secondary(void)
{
}
void w_rpg_reload(void)
{
}
void w_rpg_release(void)
{
}
float w_rpg_aimanim(void)
{
#ifdef SSQC
return self.flags & FL_CROUCHING ? ANIM_CR_AIMRPG : ANIM_AIMRPG;
#endif
}
void w_rpg_hudpic(int s, vector pos)
{
#ifdef CSQC
if (s) {
drawsubpic(pos, [170,45], "sprites/640hud5.spr_0.tga", [0,45/256], [170/256,45/256], g_hud_color, 1, DRAWFLAG_ADDITIVE);
} else {
drawsubpic(pos, [170,45], "sprites/640hud2.spr_0.tga", [0,45/256], [170/256,45/256], g_hud_color, 1, DRAWFLAG_ADDITIVE);
}
#endif
}
void w_rpg_laser(void)
{
#ifdef CSQC
player pl = (player)self;
Weapons_MakeVectors();
vector src = pl.origin + pl.view_ofs;
traceline(src, src + (v_forward * 8192), FALSE, pl);
/*makevectors(vectoangles(trace_endpos - pl.origin));
vector forg = trace_endpos + (v_forward * -16);
vector fsize = [64, 64];
makevectors(view_angles);
R_BeginPolygon("sprites/640hud7.spr_0.tga", 1, 0);
R_PolygonVertex(forg + v_right * fsize[0] - v_up * fsize[1], [1,1], [1,1,1], 1.0f);
R_PolygonVertex(forg - v_right * fsize[0] - v_up * fsize[1], [0,1], [1,1,1], 1.0f);
R_PolygonVertex(forg - v_right * fsize[0] + v_up * fsize[1], [0,0], [1,1,1], 1.0f);
R_PolygonVertex(forg + v_right * fsize[0] + v_up * fsize[1], [1,0], [1,1,1], 1.0f);
R_EndPolygon();*/
static vector cross_pos;
vector lasersize = [8,8] * (1-trace_fraction);
cross_pos = (video_res / 2) - (lasersize/2);
drawpic(cross_pos, "sprites/laserdot.spr_0.tga", lasersize, [1,1,1], 1.0f, DRAWFLAG_ADDITIVE);
#endif
}
weapon_t w_rpg =
{
ITEM_RPG,
3,
0,
w_rpg_draw,
w_rpg_holster,
w_rpg_primary,
w_rpg_secondary,
w_rpg_reload,
w_rpg_release,
w_rpg_laser,
w_rpg_precache,
__NULL__,
w_rpg_vmodel,
w_rpg_wmodel,
w_rpg_pmodel,
w_rpg_deathmsg,
w_rpg_aimanim,
w_rpg_hudpic
};
#ifdef SSQC
void weapon_rpg(void) {
Weapons_InitItem(WEAPON_RPG);
}
#endif