211 lines
5.9 KiB
C
211 lines
5.9 KiB
C
/*
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OpenCS Project
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Copyright (C) 2016, 2017 Marco "eukara" Hladik
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#ifdef SSQC
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.float fBombProgress;
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#else
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int iBombProgress;
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#endif
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// Weapon Info
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weaponinfo_t wptC4BOMB = {
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WEAPON_C4BOMB, // Identifier
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SLOT_GRENADE,
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0, // Price
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CALIBER_50AE, // Caliber ID
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1.0, // Max Player Speed
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0, // Bullets Per Shot
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0, // Clip/MagSize
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500, // Damage
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1, // Penetration Multiplier
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64, // Bullet Range
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1, // Range Modifier
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TYPE_AUTO,
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0.0, // Attack-Delay
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0.0, // Reload-Delay
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iAmmo_9MM, // Caliber Pointer
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iAmmo_9MM, // Clip Pointer
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1, // Accuracy Divisor
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1, // Accuracy Offset
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1, // Max Inaccuracy
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8,
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4
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};
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// Anim Table
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enum {
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ANIM_C4_IDLE,
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ANIM_C4_DRAW,
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ANIM_C4_DROP,
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ANIM_C4_ENTERCODE
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};
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#ifdef SSQC
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void WeaponC4BOMB_Drop( vector vBombPos ) {
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static float fBeepTime; // Used for the beeping sounds that last 1.5 seconds
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static float fDefuseProgress; // Used to track... the progress
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static void C4BombThink( void ) {
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// If the guy who started using us stopped using us, reset the defuser counter
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if ( ( self.eUser != world ) && ( self.eUser.button6 == FALSE ) ) {
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self.eUser.fProgressBar = 0;
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self.eUser = world;
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fDefuseProgress = 0;
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}
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// If our time has passed, explode
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if ( self.fAttackFinished < time ) {
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Rules_RoundOver( TEAM_T, 3500, FALSE );
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sound( self, CHAN_VOICE, "weapons/c4_explode1.wav", 1.0, ATTN_NONE );
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Damage_Radius( self.origin, self.owner, 500, 1024 );
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remove( self );
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iBombPlanted = FALSE;
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return;
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}
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// Only play sounds every once in a while
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if ( fBeepTime > time ) {
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return;
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}
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fBeepTime = time + 1.5;
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if ( self.fAttackFinished - time < 2 ) {
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sound( self, CHAN_VOICE, "weapons/c4_beep5.wav", 1.0, ATTN_NONE );
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} else if ( self.fAttackFinished - time < 5 ) {
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sound( self, CHAN_VOICE, "weapons/c4_beep5.wav", 1.0, ATTN_NORM );
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} else if ( self.fAttackFinished - time < 10 ) {
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sound( self, CHAN_VOICE, "weapons/c4_beep4.wav", 1.0, ATTN_NORM );
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} else if ( self.fAttackFinished - time < 20 ) {
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sound( self, CHAN_VOICE, "weapons/c4_beep3.wav", 1.0, ATTN_NORM );
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} else if ( self.fAttackFinished - time < 30 ) {
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sound( self, CHAN_VOICE, "weapons/c4_beep2.wav", 1.0, ATTN_NORM );
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} else {
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sound( self, CHAN_VOICE, "weapons/c4_beep1.wav", 1.0, ATTN_NORM );
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}
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}
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static void C4BombUse( void ) {
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/*if ( eActivator.team != TEAM_CT ) {
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return;
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}*/
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// On first use, play defusing sound
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if ( self.eUser == world ) {
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sound( self, CHAN_VOICE, "weapons/c4_disarm.wav", 1.0, ATTN_NORM );
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}
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// Takes 10 seconds to defuse that thing!
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if ( fDefuseProgress > 10 ) {
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sound( self, CHAN_VOICE, "weapons/c4_disarmed.wav", 1.0, ATTN_NORM );
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Rules_RoundOver( TEAM_CT, 3500, TRUE );
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Radio_BroadcastMessage( RADIO_BOMBDEF );
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eActivator.fProgressBar = 0;
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iBombPlanted = FALSE;
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remove( self );
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return;
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}
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// If the user has for the right equipment, make 10 seconds pass twice as fast
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if ( eActivator.iEquipment & EQUIPMENT_DEFUSALKIT ) {
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fDefuseProgress += ( frametime * 2 );
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} else {
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fDefuseProgress += frametime;
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}
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eActivator.fProgressBar = (fDefuseProgress * 0.1);
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// Makesure C4BombThink knows who the user is
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self.eUser = eActivator;
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}
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// Do all the dirty entspawning stuff
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entity eBomb = spawn();
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eBomb.classname = "c4bomb";
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setorigin( eBomb, vBombPos );
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setmodel( eBomb, "models/w_c4.mdl" );
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eBomb.solid = SOLID_BBOX;
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eBomb.customphysics = C4BombThink;
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eBomb.fAttackFinished = time + autocvar_mp_c4timer;
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eBomb.vUse = C4BombUse;
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eBomb.iUsable = TRUE;
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sound( eBomb, CHAN_WEAPON, "weapons/c4_plant.wav", 1.0, ATTN_IDLE );
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// Broadcast the bomb state
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Radio_BroadcastMessage( RADIO_BOMBPL );
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iBombPlanted = TRUE;
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// Tell the bomb-planter to get rid of the weapon!
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self.fSlotGrenade = self.fSlotGrenade - WEAPON_C4BOMB;
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Weapon_SwitchBest();
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}
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#endif
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void WeaponC4BOMB_Draw( void ) {
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#ifdef SSQC
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Client_SendEvent( self, EV_WEAPON_DRAW );
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#else
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View_PlayAnimation( ANIM_C4_DRAW );
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#endif
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}
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void WeaponC4BOMB_Release( void ) {
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#ifdef SSQC
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self.fBombProgress = 0;
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#else
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View_PlayAnimation( ANIM_C4_IDLE );
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iBombProgress = 0;
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#endif
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}
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void WeaponC4BOMB_PrimaryFire( void ) {
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#ifdef SSQC
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makevectors( self.v_angle );
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traceline( self.origin + self.view_ofs, self.origin + self.view_ofs + ( v_forward * 64 ), FALSE, self );
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// If we aren't aiming at a place or look in the wrong location... stop it
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if ( trace_fraction == 1 || self.fInBombZone == FALSE ) {
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WeaponC4BOMB_Release();
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self.fAttackFinished = time + 1.0;
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return;
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}
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// Play the sequence at the start
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if ( self.fBombProgress == 0 ) {
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Client_SendEvent( self, EV_WEAPON_PRIMARYATTACK );
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}
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// Add onto the planting-time thing
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self.fBombProgress += frametime;
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// 3 seconds have passed, plant the bomb
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if ( self.fBombProgress >= 3.0 ) {
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WeaponC4BOMB_Drop( trace_endpos );
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}
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#else
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View_PlayAnimation( ANIM_C4_ENTERCODE );
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Sound_Delayed( "weapons/c4_click.wav", 1.0, 1.18 );
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Sound_Delayed( "weapons/c4_click.wav", 1.0, 1.42 );
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Sound_Delayed( "weapons/c4_click.wav", 1.0, 1.63 );
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Sound_Delayed( "weapons/c4_click.wav", 1.0, 1.88 );
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Sound_Delayed( "weapons/c4_click.wav", 1.0, 2.12 );
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Sound_Delayed( "weapons/c4_click.wav", 1.0, 2.36 );
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Sound_Delayed( "weapons/c4_click.wav", 1.0, 2.55 );
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#endif
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}
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