nuclide/Source/Shared/WeaponSmokeGrenade.c
eukara cd6263299e Fixed #79 by updating the spectator check
Fixed the smoke-grenade smoke not clearing upon next round
Changed in_rawinput to 0 for now, since it was causing problems
Fixed the RadiusDamage function in regards to regular explosions
Deleted the unnecessary lines trying to respect 'timelimit', which is deprecated afaik
Changed the sizes of individual grenades so that they'll be thrown more easily across crates and corners
Added an early preview of loading map overviews. They are not really usable and merely a work in progress on my end. They will be finished soon though.
2017-11-19 20:03:30 -06:00

166 lines
4.5 KiB
C
Executable file

/*
FreeCS Project
Copyright (C) 2016, 2017 Marco "eukara" Hladik
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
.int iAmmo_SMOKEGRENADE;
// This is to keep track of us holding down the nade
#ifdef SSQC
.int iMode_SMOKEGRENADE;
#endif
// Weapon Info
weaponinfo_t wptSMOKEGRENADE = {
WEAPON_SMOKEGRENADE, // Identifier
SLOT_GRENADE, // Slot
200, // Price
EXPLOSIVE_SMOKE, // Caliber ID
1.0, // Max Player Speed
1, // Bullets Per Shot
1, // Clip/MagSize
50, // Damage Per Bullet
1, // Penetration Multiplier
64, // Bullet Range
0.75, // Range Modifier
TYPE_SEMI, // Firing Type
1.0, // Attack-Delay
1.0, // Reload-Delay
iAmmo_9MM, // Caliber Pointer
iAmmo_SMOKEGRENADE, // Clip Pointer
1, // Accuracy Divisor
1.0, // Accuracy Offset
1.0, // Max Inaccuracy
7, // Minimum Crosshair Distance
3, // Crosshair Movement Delta
1.0, // Armor penetration ratio
ATYPE_GRENADE // Animation Type
};
// Anim Table
enum {
ANIM_SMOKEGRENADE_IDLE1,
ANIM_SMOKEGRENADE_PULLPIN,
ANIM_SMOKEGRENADE_THROW,
ANIM_SMOKEGRENADE_DRAW,
};
void WeaponSMOKEGRENADE_Draw( void ) {
#ifdef SSQC
BaseMelee_Draw();
self.iMode_SMOKEGRENADE = GRENADE_UNREADY;
#else
View_PlayAnimation( ANIM_SMOKEGRENADE_DRAW );
#endif
}
void WeaponSMOKEGRENADE_PrimaryFire( void ) {
#ifdef SSQC
static void WeaponSMOKEGRENADE_Release_Ready( void ) {
self.iMode_SMOKEGRENADE = GRENADE_READY;
}
if ( self.iMode_SMOKEGRENADE != GRENADE_UNREADY ) {
return;
}
Client_SendEvent( self, EV_WEAPON_PRIMARYATTACK );
Animation_ShootWeapon( self );
self.fAttackFinished = time + wptSMOKEGRENADE.fAttackFinished;
// Mark the nade as ready once the pin has been pulled
self.iMode_SMOKEGRENADE = GRENADE_PULLING;
self.think = WeaponSMOKEGRENADE_Release_Ready;
self.nextthink = self.fAttackFinished;
#else
View_PlayAnimation( ANIM_SMOKEGRENADE_PULLPIN );
#endif
}
#ifdef SSQC
void WeaponSMOKEGRENADE_Throw( void ) {
static void WeaponSMOKEGRENADE_Die( void ) {
remove( self );
}
static vector Caliber_Reflect( vector v1, vector v2 ) {
return v1 - 2 * dotproduct( v1, v2 ) * v2;
}
static void WeaponSMOKEGRENADE_Explode( void ) {
Effect_CreateSmoke( self.origin );
self.solid = SOLID_NOT;
self.movetype = MOVETYPE_NONE;
self.think = WeaponSMOKEGRENADE_Die;
self.nextthink = time + 5.0f;
}
static void Weapon_SMOKEGRENADE_Touch( void ) {
if ( other.solid == SOLID_TRIGGER ) {
return;
}
if ( other == self.owner ) {
return;
}
if ( other.classname == "func_breakable" ) {
Damage_Apply( other, self, 50, self.origin, FALSE );
self.velocity = Caliber_Reflect( self.velocity, trace_plane_normal );
}
sound( self, CHAN_WEAPON, sprintf( "weapons/grenade_hit%d.wav", floor( random() * 3 ) + 1 ), 1, ATTN_NORM );
}
makevectors( self.v_angle );
entity eNade = spawn();
setorigin( eNade, ( self.origin + self.view_ofs ) + ( v_forward * 16 ) );
setmodel( eNade, "models/w_smokegrenade.mdl" );
setsize( eNade, '-1 -1 -1', '1 1 1' );
vector vDir = aim ( self, 100000 );
eNade.classname = "remove_me";
eNade.owner = self;
eNade.solid = SOLID_TRIGGER;
eNade.angles = vectoangles( vDir );
eNade.velocity = ( vDir * 800 );
eNade.avelocity = ( v_forward * 600 );
eNade.movetype = MOVETYPE_BOUNCE;
eNade.touch = Weapon_SMOKEGRENADE_Touch;
eNade.think = WeaponSMOKEGRENADE_Explode;
eNade.nextthink = time + 3.0f;
self.iAmmo_SMOKEGRENADE--;
if ( !self.iAmmo_SMOKEGRENADE ) {
Weapon_SwitchBest();
} else {
Weapon_Draw( WEAPON_SMOKEGRENADE );
}
}
#endif
void WeaponSMOKEGRENADE_Release( void ) {
#ifdef SSQC
if ( self.iMode_SMOKEGRENADE == GRENADE_READY ) {
// Throw immediately
WeaponSMOKEGRENADE_Throw();
self.iMode_SMOKEGRENADE = GRENADE_UNREADY;
} else if ( self.iMode_SMOKEGRENADE == GRENADE_PULLING ) {
// Trying to release the grenade before it's done pulling, throw asap
self.iMode_SMOKEGRENADE = GRENADE_UNREADY;
self.think = WeaponSMOKEGRENADE_Throw;
}
#endif
}