164 lines
4.7 KiB
C
Executable file
164 lines
4.7 KiB
C
Executable file
/*
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Copyright 2016-2018 Marco "eukara" Hladik
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MIT LICENSE
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Permission is hereby granted, free of charge, to any person
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obtaining a copy of this software and associated documentation
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files (the "Software"), to deal in the Software without
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restriction, including without limitation the rights to use,
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copy, modify, merge, publish, distribute, sublicense, and/or
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sell copies of the Software, and to permit persons to whom the
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Software is furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be
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included in all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
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OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
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NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
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HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
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WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
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OTHER DEALINGS IN THE SOFTWARE.
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*/
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.int iAmmo_HEGRENADE;
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// This is to keep track of us holding down the nade
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#ifdef SSQC
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.int iMode_HEGRENADE;
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#endif
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// Weapon Info
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weaponinfo_t wptHEGRENADE = {
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WEAPON_HEGRENADE, // Identifier
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SLOT_GRENADE, // Slot
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200, // Price
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EXPLOSIVE_HE, // Caliber ID
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1.0, // Max Player Speed
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1, // Bullets Per Shot
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1, // Clip/MagSize
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50, // Damage Per Bullet
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1, // Penetration Multiplier
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64, // Bullet Range
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0.75, // Range Modifier
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TYPE_SEMI, // Firing Type
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1.0, // Attack-Delay
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1.0, // Reload-Delay
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iAmmo_9MM, // Caliber Pointer
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iAmmo_HEGRENADE, // Clip Pointer
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1, // Accuracy Divisor
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1.0, // Accuracy Offset
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1.0, // Max Inaccuracy
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7, // Minimum Crosshair Distance
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3, // Crosshair Movement Delta
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1.0, // Armor penetration ratio
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ATYPE_GRENADE, // Animation Type
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FALSE
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};
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// Anim Table
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enum {
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ANIM_HEGRENADE_IDLE1,
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ANIM_HEGRENADE_PULLPIN,
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ANIM_HEGRENADE_THROW,
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ANIM_HEGRENADE_DRAW,
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};
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void WeaponHEGRENADE_Draw( void ) {
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#ifdef SSQC
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BaseMelee_Draw();
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self.iMode_HEGRENADE = GRENADE_UNREADY;
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#else
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View_PlayAnimation( ANIM_HEGRENADE_DRAW );
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#endif
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}
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void WeaponHEGRENADE_PrimaryFire( void ) {
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#ifdef SSQC
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static void WeaponHEGRENADE_Release_Ready( void ) {
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self.iMode_HEGRENADE = GRENADE_READY;
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}
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if ( self.iMode_HEGRENADE != GRENADE_UNREADY ) {
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return;
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}
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Client_SendEvent( self, EV_WEAPON_PRIMARYATTACK );
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Animation_ShootWeapon( self );
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self.fAttackFinished = time + wptHEGRENADE.fAttackFinished;
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// Mark the nade as ready once the pin has been pulled
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self.iMode_HEGRENADE = GRENADE_PULLING;
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self.think = WeaponHEGRENADE_Release_Ready;
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self.nextthink = self.fAttackFinished;
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#else
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View_PlayAnimation( ANIM_HEGRENADE_PULLPIN );
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#endif
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}
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#ifdef SSQC
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void WeaponHEGRENADE_Throw( void ) {
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static void WeaponHEGRENADE_Explode( void ) {
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Effect_CreateExplosion( self.origin );
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Damage_Radius( self.origin, self, 100, 512, 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 Weapon_HEGRENADE_Touch( void ) {
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if ( other.solid == SOLID_TRIGGER ) {
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return;
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}
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if ( other == self.owner ) {
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return;
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}
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if ( ( other.classname == "func_breakable" ) && ( other.material == MATERIAL_GLASS ) ) {
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Damage_Apply( other, self, other.health, self.origin, FALSE );
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}
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sound( self, CHAN_WEAPON, "weapons/he_bounce-1.wav", 1, ATTN_NORM );
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}
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makevectors( self.v_angle );
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entity eNade = spawn();
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setorigin( eNade, ( self.origin + self.view_ofs ) + ( v_forward * 16 ) );
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setmodel( eNade, "models/w_hegrenade.mdl" );
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setsize( eNade, '-1 -1 -1', '1 1 1' );
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vector vDir = aim ( self, 100000 );
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eNade.owner = self;
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eNade.classname = "remove_me";
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eNade.solid = SOLID_TRIGGER; // This is so grenades will not get slowed down by windows they touch
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eNade.angles = vectoangles( vDir );
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eNade.velocity = ( vDir * 1000 );
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eNade.avelocity = ( v_forward * 1000 );
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eNade.movetype = MOVETYPE_BOUNCE;
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eNade.touch = Weapon_HEGRENADE_Touch;
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eNade.think = WeaponHEGRENADE_Explode;
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eNade.nextthink = time + 3.0f;
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self.iAmmo_HEGRENADE--;
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if ( !self.iAmmo_HEGRENADE ) {
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Weapon_SwitchBest();
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} else {
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Weapon_Draw( WEAPON_HEGRENADE );
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}
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}
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#endif
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void WeaponHEGRENADE_Release( void ) {
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#ifdef SSQC
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if ( self.iMode_HEGRENADE == GRENADE_READY ) {
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// Throw immediately
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WeaponHEGRENADE_Throw();
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self.iMode_HEGRENADE = GRENADE_UNREADY;
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} else if ( self.iMode_HEGRENADE == GRENADE_PULLING ) {
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// Trying to release the grenade before it's done pulling, throw asap
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self.iMode_HEGRENADE = GRENADE_UNREADY;
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self.think = WeaponHEGRENADE_Throw;
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}
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#endif
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}
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