nuclide/Source/shared/valve/w_handgrenade.c

244 lines
4.8 KiB
C

/***
*
* Copyright (c) 2016-2019 Marco 'eukara' Hladik. All rights reserved.
*
* See the file LICENSE attached with the sources for usage details.
*
****/
enum
{
HANDGRENADE_IDLE,
HANDGRENADE_FIDGET,
HANDGRENADE_PULLPIN,
HANDGRENADE_THROW1,
HANDGRENADE_THROW2,
HANDGRENADE_THROW3,
HANDGRENADE_HOLSTER,
HANDGRENADE_DRAW
};
void w_handgrenade_precache(void)
{
precache_sound("weapons/grenade/land.wav");
precache_model("models/v_grenade.mdl");
precache_model("models/w_grenade.mdl");
precache_model("models/p_grenade.mdl");
}
string w_handgrenade_vmodel(void)
{
return "models/v_grenade.mdl";
}
string w_handgrenade_wmodel(void)
{
return "models/w_grenade.mdl";
}
string w_handgrenade_pmodel(void)
{
return "models/p_grenade.mdl";
}
string w_handgrenade_deathmsg(void)
{
return "";
}
void w_handgrenade_pickup(void)
{
#ifdef SSQC
player pl = (player)self;
pl.ammo_handgrenade = bound(0, pl.ammo_handgrenade + 1, 10);
#endif
}
#ifdef SSQC
void w_handgrenade_throw(void)
{
static void WeaponFrag_Throw_Explode( 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 WeaponFrag_Throw_Touch( void )
{
if (other.takedamage == DAMAGE_YES) {
Damage_Apply(other, self.owner, 15, self.origin, FALSE);
}
sound( self, CHAN_BODY, "weapons/grenade/land.wav", 1, ATTN_NORM );
self.frame = 0;
}
player pl = (player)self;
vector vPLAngle = pl.v_angle;
if ( vPLAngle[0] < 0 ) {
vPLAngle[0] = -10 + vPLAngle[0] * ((90 - 10) / 90.0);
} else {
vPLAngle[0] = -10 + vPLAngle[0] * ((90 + 10) / 90.0);
}
float flVel = (90 - vPLAngle[0]) * 5;
if ( flVel > 1000 ) {
flVel = 1000;
}
makevectors( vPLAngle );
vector vecSrc = pl.origin + pl.view_ofs + v_forward * 16;
vector vecThrow = v_forward * flVel + pl.velocity;
entity eGrenade = spawn();
eGrenade.owner = pl;
eGrenade.classname = "remove_me";
eGrenade.solid = SOLID_BBOX;
//eGrenade.angles = vectoangles( vDir );
eGrenade.velocity = vecThrow;
eGrenade.movetype = MOVETYPE_BOUNCE;
eGrenade.think = WeaponFrag_Throw_Explode;
eGrenade.touch = WeaponFrag_Throw_Touch;
eGrenade.nextthink = time + 4.0f;
eGrenade.frame = 1;
setmodel( eGrenade, "models/w_grenade.mdl" );
eGrenade.frame = 1;
setorigin( eGrenade, vecSrc );
setsize( eGrenade, [0,0,0], [0,0,0] );
}
#endif
void w_handgrenade_draw(void)
{
#ifdef CSQC
Weapons_ViewAnimation(HANDGRENADE_DRAW);
#else
player pl = (player)self;
Weapons_UpdateAmmo(pl, __NULL__, pl.ammo_handgrenade, __NULL__);
#endif
}
void w_handgrenade_holster(void)
{
}
void w_handgrenade_primary(void)
{
player pl = (player)self;
if (pl.w_attack_next > 0.0) {
return;
}
/* We're abusing this network variable for the holding check */
if (pl.a_ammo3 > 0) {
return;
}
/* Ammo check */
#ifdef CSQC
if (pl.a_ammo2 <= 0) {
return;
}
#else
if (pl.ammo_handgrenade <= 0) {
return;
}
#endif
#ifdef CSQC
Weapons_ViewAnimation(HANDGRENADE_PULLPIN);
#endif
pl.a_ammo3 = 1;
pl.w_attack_next = 0.5f;
pl.w_idle_next = 0.5f;
}
void w_handgrenade_secondary(void)
{
}
void w_handgrenade_reload(void)
{
}
void w_handgrenade_hud(void)
{
#ifdef CSQC
HUD_DrawAmmo2();
#endif
}
void w_handgrenade_release(void)
{
player pl = (player)self;
if (pl.w_idle_next > 0.0) {
return;
}
if (pl.a_ammo3 == 1) {
#ifdef CSQC
pl.a_ammo2--;
Weapons_ViewAnimation(HANDGRENADE_THROW1);
#else
pl.ammo_handgrenade--;
Weapons_UpdateAmmo(pl, __NULL__, pl.ammo_handgrenade, __NULL__);
w_handgrenade_throw();
#endif
pl.a_ammo3 = 2;
pl.w_attack_next = 1.0f;
pl.w_idle_next = 0.5f;
} else if (pl.a_ammo3 == 2) {
#ifdef CSQC
//Weapons_ViewAnimation(HANDGRENADE_DRAW);
#else
if (!pl.ammo_handgrenade) {
Weapons_RemoveItem(pl, WEAPON_HANDGRENADE);
}
#endif
pl.w_idle_next = 0.5f;
pl.a_ammo3 = 0;
}
}
float w_handgrenade_aimanim(void)
{
return self.flags & FL_CROUCHING ? ANIM_CR_AIMCROWBAR : ANIM_AIMCROWBAR;
}
void w_handgrenade_hudpic(int s, vector pos)
{
#ifdef CSQC
if (s) {
drawsubpic(pos, [170,45], "sprites/640hud6.spr_0.tga", [0,0], [170/256,45/256], g_hud_color, 1, DRAWFLAG_ADDITIVE);
} else {
drawsubpic(pos, [170,45], "sprites/640hud3.spr_0.tga", [0,0], [170/256,45/256], g_hud_color, 1, DRAWFLAG_ADDITIVE);
}
#endif
}
weapon_t w_handgrenade =
{
ITEM_HANDGRENADE,
4,
0,
w_handgrenade_draw,
w_handgrenade_holster,
w_handgrenade_primary,
w_handgrenade_secondary,
w_handgrenade_reload,
w_handgrenade_release,
w_handgrenade_hud,
w_handgrenade_precache,
w_handgrenade_pickup,
w_handgrenade_vmodel,
w_handgrenade_wmodel,
w_handgrenade_pmodel,
w_handgrenade_deathmsg,
w_handgrenade_aimanim,
w_handgrenade_hudpic
};
#ifdef SSQC
void weapon_handgrenade(void) {
Weapons_InitItem(WEAPON_HANDGRENADE);
}
#endif