nuclide/Source/shared/scihunt/w_chainsaw.c

179 lines
3.6 KiB
C

/***
*
* Copyright (c) 2016-2019 Marco 'eukara' Hladik. All rights reserved.
*
* See the file LICENSE attached with the sources for usage details.
*
****/
enum
{
CHAINSAW_STARTFIRE,
CHAINSAW_CONTINUEFIRE,
CHAINSAW_STOPFIRE,
CHAINSAW_DEPLOY,
CHAINSAW_HOLSTER,
CHAINSAW_IDLE1,
CHAINSAW_IDLE2,
};
void w_chainsaw_precache(void)
{
precache_sound("sh/chainsaw_cutinto.wav");
precache_sound("sh/chainsaw_cutintoflesh.wav");
precache_sound("sh/chainsaw_idle.wav");
precache_sound("sh/chainsaw_idle2.wav");
precache_sound("sh/chainsaw_pullout.wav");
precache_sound("sh/chainsaw_startup.wav");
precache_model("models/v_chainsaw.mdl");
precache_model("models/p_saw.mdl");
}
string w_chainsaw_vmodel(void)
{
return "models/v_chainsaw.mdl";
}
string w_chainsaw_pmodel(void)
{
return "models/p_saw.mdl";
}
string w_chainsaw_deathmsg(void)
{
return "%s killed %s with chainsaw.";
}
void w_chainsaw_draw(void)
{
#ifdef CSQC
Weapons_ViewAnimation(CHAINSAW_DEPLOY);
#else
player pl = (player)self;
Weapons_UpdateAmmo(pl, __NULL__, __NULL__, __NULL__);
#endif
}
void w_chainsaw_holster(void)
{
#ifdef CSQC
Weapons_ViewAnimation(CHAINSAW_HOLSTER);
#endif
}
void w_chainsaw_primary(void)
{
player pl = (player)self;
if (pl.w_attack_next) {
return;
}
#ifdef CSQC
if (pSeat->eViewModel.frame == CHAINSAW_STARTFIRE || pSeat->eViewModel.frame == CHAINSAW_CONTINUEFIRE) {
Weapons_ViewAnimation(CHAINSAW_CONTINUEFIRE);
} else {
Weapons_ViewAnimation(CHAINSAW_STARTFIRE);
}
#else
Weapons_MakeVectors();
vector src = pl.origin + pl.view_ofs;
traceline(src, src + (v_forward * 32), FALSE, pl);
if (trace_fraction >= 1.0) {
Weapons_PlaySound(pl, CHAN_WEAPON, "sh/chainsaw_idle2.wav", 1, ATTN_NORM);
pl.w_attack_next = 0.16f;
} else {
Effect_Impact(IMPACT_MELEE, trace_endpos, trace_plane_normal);
if (trace_ent.takedamage) {
if (trace_ent.iBleeds) {
/* Push the player towards the victim */
pl.velocity = normalize(trace_ent.origin - pl.origin) * 240;
}
Damage_Apply(trace_ent, self, 10, trace_endpos, FALSE );
Weapons_PlaySound(pl, CHAN_WEAPON, "sh/chainsaw_cutintoflesh.wav", 1, ATTN_NORM);
} else {
Effect_CreateSpark(trace_endpos, trace_plane_normal);
Weapons_PlaySound(pl, CHAN_WEAPON, "sh/chainsaw_cutinto.wav", 1, ATTN_NORM);
}
pl.w_attack_next = 0.1f;
}
#endif
pl.w_idle_next = 0.2f;
}
void w_chainsaw_secondary(void)
{
}
void w_chainsaw_reload(void)
{
}
void w_chainsaw_release(void)
{
#ifdef CSQC
player pl = (player)self;
if (pl.w_idle_next) {
return;
}
if (pSeat->eViewModel.frame == CHAINSAW_CONTINUEFIRE) {
Weapons_ViewAnimation(CHAINSAW_STOPFIRE);
pl.w_idle_next = 1.0f;
} else {
pl.w_idle_next = 10.0f;
}
int r = floor(random(0,2));
switch (r) {
case 0:
Weapons_ViewAnimation(CHAINSAW_IDLE1);
break;
case 1:
Weapons_ViewAnimation(CHAINSAW_IDLE2);
break;
}
#endif
}
float w_chainsaw_aimanim(void)
{
#ifdef SSQC
return self.flags & FL_CROUCHING ? ANIM_CR_AIMSQUEAK : ANIM_AIMSQUEAK;
#endif
}
void w_chainsaw_hudpic(int s, vector pos)
{
#ifdef CSQC
if (s) {
drawsubpic(pos, [170,45], "sprites/chainsaw.spr_0.tga", [0,48/256], [170/256,45/256], g_hud_color, 1, DRAWFLAG_ADDITIVE);
} else {
drawsubpic(pos, [170,45], "sprites/chainsaw.spr_0.tga", [0,0], [170/256,45/256], g_hud_color, 1, DRAWFLAG_ADDITIVE);
}
#endif
}
weapon_t w_chainsaw =
{
ITEM_CHAINSAW,
0,
2,
w_chainsaw_draw,
w_chainsaw_holster,
w_chainsaw_primary,
w_chainsaw_secondary,
w_chainsaw_reload,
w_chainsaw_release,
__NULL__,
w_chainsaw_precache,
__NULL__,
w_chainsaw_vmodel,
__NULL__,
w_chainsaw_pmodel,
w_chainsaw_deathmsg,
w_chainsaw_aimanim,
w_chainsaw_hudpic
};