234 lines
6 KiB
C
Executable file
234 lines
6 KiB
C
Executable file
/***
|
|
*
|
|
* Copyright (c) 2016-2019 Marco 'eukara' Hladik. All rights reserved.
|
|
*
|
|
* See the file LICENSE attached with the sources for usage details.
|
|
*
|
|
****/
|
|
|
|
#ifdef SSQC
|
|
.float fBombProgress;
|
|
#else
|
|
int iBombProgress;
|
|
#endif
|
|
|
|
// Weapon Info
|
|
weaponinfo_t wptC4BOMB = {
|
|
WEAPON_C4BOMB, // Identifier
|
|
SLOT_C4BOMB,
|
|
0, // Price
|
|
EXPLOSIVE_C4, // Caliber ID
|
|
1.0, // Max Player Speed
|
|
0, // Bullets Per Shot
|
|
0, // Clip/MagSize
|
|
500, // Damage
|
|
1, // Penetration Multiplier
|
|
64, // Bullet Range
|
|
1, // Range Modifier
|
|
TYPE_AUTO,
|
|
0.0, // Attack-Delay
|
|
0.0, // Reload-Delay
|
|
iNull, // Caliber Pointer
|
|
iNull, // Clip Pointer
|
|
1, // Accuracy Divisor
|
|
1, // Accuracy Offset
|
|
1, // Max Inaccuracy
|
|
8, // Minimum Crosshair Distance
|
|
4, // Crosshair Movement Delta
|
|
1.0, // Armor penetration ratio
|
|
ATYPE_C4, // Animation Type
|
|
FALSE
|
|
};
|
|
|
|
// Anim Table
|
|
enum {
|
|
ANIM_C4_IDLE,
|
|
ANIM_C4_DRAW,
|
|
ANIM_C4_DROP,
|
|
ANIM_C4_ENTERCODE
|
|
};
|
|
|
|
#ifdef SSQC
|
|
var float fBeepTime; // Used for the beeping sounds that last 1.5 seconds
|
|
var float fDefuseProgress; // Used to track... the progress
|
|
|
|
static void WeaponC4BOMB_Use( void ) {
|
|
if ( cvar( "developer" ) == 0 ) {
|
|
if ( eActivator.team != TEAM_CT ) {
|
|
return;
|
|
}
|
|
}
|
|
|
|
// On first use, play defusing sound
|
|
if ( self.eUser == world ) {
|
|
sound( self, CHAN_VOICE, "weapons/c4_disarm.wav", 1.0, ATTN_NORM );
|
|
}
|
|
|
|
// Takes 10 seconds to defuse that thing!
|
|
if ( fDefuseProgress > 10 ) {
|
|
sound( self, CHAN_VOICE, "weapons/c4_disarmed.wav", 1.0, ATTN_NORM );
|
|
Rules_RoundOver( TEAM_CT, 3500, TRUE );
|
|
Radio_BroadcastMessage( RADIO_BOMBDEF );
|
|
eActivator.fProgressBar = 0;
|
|
iBombPlanted = FALSE;
|
|
fBeepTime = 0;
|
|
fDefuseProgress = 0;
|
|
remove( self );
|
|
return;
|
|
}
|
|
|
|
// If the user has the right equipment, make 10 seconds pass twice as fast
|
|
if ( eActivator.iEquipment & EQUIPMENT_DEFUSALKIT ) {
|
|
fDefuseProgress += 0.02;
|
|
} else {
|
|
fDefuseProgress += 0.01;
|
|
}
|
|
|
|
eActivator.fProgressBar = fDefuseProgress * 0.1;
|
|
|
|
// Make sure WeaponC4BOMB_Think knows who the user is
|
|
self.eUser = eActivator;
|
|
}
|
|
|
|
static void WeaponC4BOMB_Think( void ) {
|
|
// If the guy who started using us stopped using us, reset the defuser counter
|
|
if ( ( self.eUser != world ) && ( self.eUser.button5 == FALSE ) ) {
|
|
self.eUser.fProgressBar = 0;
|
|
self.eUser = world;
|
|
fDefuseProgress = 0;
|
|
}
|
|
|
|
// If our time has passed, explode
|
|
if ( self.fAttackFinished < time ) {
|
|
// Terrorists win
|
|
Rules_RoundOver( TEAM_T, 3500, FALSE );
|
|
|
|
// Make it explode and hurt things
|
|
Damage_Radius( self.origin, self, 500, 1024, FALSE );
|
|
sound( self, CHAN_VOICE, "weapons/c4_explode1.wav", 1.0, ATTN_NONE );
|
|
|
|
// Trigger all targets
|
|
entity eBombChain = findradius( self.origin, iBombRadius );
|
|
|
|
while ( eBombChain ) {
|
|
if ( ( eBombChain.classname == "func_bomb_target" ) ) {
|
|
CBaseTrigger targetty = (CBaseTrigger)eBombChain;
|
|
targetty.UseTargets();
|
|
}
|
|
eBombChain = eBombChain.chain;
|
|
}
|
|
|
|
fBeepTime = 0;
|
|
fDefuseProgress = 0;
|
|
iBombPlanted = FALSE;
|
|
remove( self );
|
|
return;
|
|
}
|
|
|
|
// Only play sounds every once in a while
|
|
if ( fBeepTime > time ) {
|
|
return;
|
|
}
|
|
fBeepTime = time + 1.5;
|
|
|
|
if ( self.fAttackFinished - time < 2 ) {
|
|
sound( self, CHAN_VOICE, "weapons/c4_beep5.wav", 1.0, ATTN_NONE );
|
|
} else if ( self.fAttackFinished - time < 5 ) {
|
|
sound( self, CHAN_VOICE, "weapons/c4_beep5.wav", 1.0, ATTN_NORM );
|
|
} else if ( self.fAttackFinished - time < 10 ) {
|
|
sound( self, CHAN_VOICE, "weapons/c4_beep4.wav", 1.0, ATTN_NORM );
|
|
} else if ( self.fAttackFinished - time < 20 ) {
|
|
sound( self, CHAN_VOICE, "weapons/c4_beep3.wav", 1.0, ATTN_NORM );
|
|
} else if ( self.fAttackFinished - time < 30 ) {
|
|
sound( self, CHAN_VOICE, "weapons/c4_beep2.wav", 1.0, ATTN_NORM );
|
|
} else {
|
|
sound( self, CHAN_VOICE, "weapons/c4_beep1.wav", 1.0, ATTN_NORM );
|
|
}
|
|
}
|
|
|
|
void WeaponC4BOMB_Drop( vector vBombPos, vector vNormal ) {
|
|
// Do all the dirty entspawning stuff
|
|
entity eBomb = spawn();
|
|
eBomb.classname = "c4bomb";
|
|
|
|
eBomb.solid = SOLID_BBOX;
|
|
setmodel( eBomb, "models/w_c4.mdl" );
|
|
setorigin( eBomb, vBombPos );
|
|
setsize( eBomb, '-6 -6 0', '6 6 6' );
|
|
|
|
eBomb.customphysics = WeaponC4BOMB_Think;
|
|
eBomb.fAttackFinished = time + autocvar_mp_c4timer;
|
|
eBomb.PlayerUse = WeaponC4BOMB_Use;
|
|
eBomb.owner = self;
|
|
|
|
// Align the bomb to the wall
|
|
vector vBombAngles = self.angles + '0 90 0';
|
|
vBombAngles_x *= -1;
|
|
makevectors( vBombAngles );
|
|
vector vCoplanar = v_forward - ( v_forward * vNormal ) * vNormal;
|
|
eBomb.angles = vectoangles( vCoplanar, vNormal );
|
|
|
|
sound( eBomb, CHAN_WEAPON, "weapons/c4_plant.wav", 1.0, ATTN_IDLE );
|
|
|
|
// Broadcast the bomb state
|
|
Radio_BroadcastMessage( RADIO_BOMBPL );
|
|
iBombPlanted = TRUE;
|
|
|
|
// Tell the bomb-planter to get rid of the weapon!
|
|
self.fSlotC4Bomb = 0;
|
|
Weapon_SwitchBest();
|
|
//eprint( eBomb );
|
|
}
|
|
#endif
|
|
|
|
void WeaponC4BOMB_Draw( void ) {
|
|
#ifdef SSQC
|
|
Client_SendEvent( self, EV_WEAPON_DRAW );
|
|
#else
|
|
View_PlayAnimation( ANIM_C4_DRAW );
|
|
#endif
|
|
}
|
|
|
|
void WeaponC4BOMB_Release( void ) {
|
|
#ifdef SSQC
|
|
self.fBombProgress = 0;
|
|
#else
|
|
// TODO: This does not happen, yet
|
|
View_PlayAnimation( ANIM_C4_IDLE );
|
|
iBombProgress = 0;
|
|
#endif
|
|
}
|
|
|
|
void WeaponC4BOMB_PrimaryFire( void ) {
|
|
#ifdef SSQC
|
|
vector source;
|
|
source = self.origin + self.view_ofs;
|
|
makevectors( self.v_angle );
|
|
other = world;
|
|
traceline( source, source + ( v_forward * 64 ), MOVE_OTHERONLY, self );
|
|
|
|
// If we aren't aiming at a place or look in the wrong location... stop it
|
|
if ( trace_fraction == 1 || self.fInBombZone == FALSE ) {
|
|
Animation_ReloadWeapon( self );
|
|
WeaponC4BOMB_Release();
|
|
self.fAttackFinished = time + 1.0;
|
|
return;
|
|
}
|
|
|
|
// Play the sequence at the start
|
|
if ( self.fBombProgress == 0 ) {
|
|
self.fBombProgress = time + 3.0f;
|
|
self.fAttackFinished = self.fBombProgress;
|
|
Client_SendEvent( self, EV_WEAPON_PRIMARYATTACK );
|
|
Animation_ShootWeapon( self );
|
|
}
|
|
|
|
// 3 seconds have passed, plant the bomb
|
|
if ( self.fBombProgress <= time ) {
|
|
self.fBombProgress = 0;
|
|
WeaponC4BOMB_Drop( trace_endpos, trace_plane_normal );
|
|
}
|
|
#else
|
|
View_PlayAnimation( ANIM_C4_ENTERCODE );
|
|
#endif
|
|
}
|