Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "weapons.h"
#include "nodes.h"
#include "player.h"
#include "gamerules.h"
#define CROWBAR_BODYHIT_VOLUME 128
#define CROWBAR_WALLHIT_VOLUME 512
LINK_ENTITY_TO_CLASS( weapon_hammer, CHammer );
enum hammer_e {
HAMMER_IDLE = 0,
HAMMER_WHACK,
HAMMER_DRAW
};
void CHammer::Spawn( )
{
Precache( );
m_iId = WEAPON_HAMMER;
SET_MODEL(ENT(pev), "models/w_hammer.mdl");
m_iClip = -1;
FallInit();// get ready to fall down.
}
void CHammer::Precache( void )
{
PRECACHE_MODEL("models/v_hammer.mdl");
PRECACHE_MODEL("models/w_hammer.mdl");
PRECACHE_MODEL("models/p_crowbar.mdl");
PRECACHE_SOUND("weapons/hammer_hit.wav");
PRECACHE_SOUND("weapons/hammer_hitbody.wav");
PRECACHE_SOUND("weapons/hammer_swing.wav");
m_usHammer = PRECACHE_EVENT ( 1, "events/hammer.sc" );
}
int CHammer::AddToPlayer( CBasePlayer *pPlayer )
{
if ( CBasePlayerWeapon::AddToPlayer( pPlayer ) )
{
MESSAGE_BEGIN( MSG_ONE, gmsgWeapPickup, NULL, pPlayer->pev );
WRITE_BYTE( m_iId );
MESSAGE_END();
return TRUE;
}
return FALSE;
}
int CHammer::GetItemInfo(ItemInfo *p)
{
p->pszName = STRING(pev->classname);
p->pszAmmo1 = NULL;
p->iMaxAmmo1 = -1;
p->pszAmmo2 = NULL;
p->iMaxAmmo2 = -1;
p->iMaxClip = WEAPON_NOCLIP;
p->iSlot = 0;
p->iPosition = 3;
p->iId = WEAPON_HAMMER;
p->iWeight = HAMMER_WEIGHT;
return 1;
}
BOOL CHammer::Deploy( )
{
return DefaultDeploy( "models/v_hammer.mdl", "models/p_crowbar.mdl", HAMMER_DRAW, "Hammer" );
}
void FindHullIntersection(const Vector &vecSrc, TraceResult &tr, float *mins, float *maxs, edict_t *pEntity);
/*
void FindHullIntersection( const Vector &vecSrc, TraceResult &tr, float *mins, float *maxs, edict_t *pEntity )
{
int i, j, k;
float distance;
float *minmaxs[2] = {mins, maxs};
TraceResult tmpTrace;
Vector vecHullEnd = tr.vecEndPos;
Vector vecEnd;
distance = 1e6f;
vecHullEnd = vecSrc + ((vecHullEnd - vecSrc)*2);
UTIL_TraceLine( vecSrc, vecHullEnd, dont_ignore_monsters, pEntity, &tmpTrace );
if ( tmpTrace.flFraction < 1.0 )
{
tr = tmpTrace;
return;
}
for ( i = 0; i < 2; i++ )
{
for ( j = 0; j < 2; j++ )
{
for ( k = 0; k < 2; k++ )
{
vecEnd.x = vecHullEnd.x + minmaxs[i][0];
vecEnd.y = vecHullEnd.y + minmaxs[j][1];
vecEnd.z = vecHullEnd.z + minmaxs[k][2];
UTIL_TraceLine( vecSrc, vecEnd, dont_ignore_monsters, pEntity, &tmpTrace );
if ( tmpTrace.flFraction < 1.0 )
{
float thisDistance = (tmpTrace.vecEndPos - vecSrc).Length();
if ( thisDistance < distance )
{
tr = tmpTrace;
distance = thisDistance;
}
}
}
}
}
}
*/
void CHammer::PrimaryAttack()
{
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 1.7f;
SendWeaponAnim( HAMMER_WHACK );
#ifndef CLIENT_DLL
SetThink( &CHammer::BigWhackThink );
pev->nextthink = gpGlobals->time + 0.45;
#endif
}
void CHammer::BigWhackThink()
{
TraceResult tr;
UTIL_MakeVectors (m_pPlayer->pev->v_angle);
Vector vecSrc = m_pPlayer->GetGunPosition( );
Vector vecEnd = vecSrc + gpGlobals->v_forward * 32;
UTIL_TraceLine( vecSrc, vecEnd, dont_ignore_monsters, ENT( m_pPlayer->pev ), &tr );
#ifndef CLIENT_DLL
if ( tr.flFraction >= 1.0 )
{
UTIL_TraceHull( vecSrc, vecEnd, dont_ignore_monsters, head_hull, ENT( m_pPlayer->pev ), &tr );
if ( tr.flFraction < 1.0 )
{
// Calculate the point of intersection of the line (or hull) and the object we hit
// This is and approximation of the "best" intersection
CBaseEntity *pHit = CBaseEntity::Instance( tr.pHit );
if ( !pHit || pHit->IsBSPModel() )
FindHullIntersection( vecSrc, tr, VEC_DUCK_HULL_MIN, VEC_DUCK_HULL_MAX, m_pPlayer->edict() );
vecEnd = tr.vecEndPos; // This is the point on the actual surface (the hull could have hit space)
}
}
#endif
PLAYBACK_EVENT_FULL( FEV_NOTHOST, m_pPlayer->edict(), m_usHammer,
0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0, 0, 0,
0.0, 0, 0.0 );
if ( tr.flFraction < 1.0 )
{
// player "shoot" animation
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
#ifndef CLIENT_DLL
// hit
CBaseEntity *pEntity = CBaseEntity::Instance(tr.pHit);
// play thwack, smack, or dong sound
float flVol = 1.0;
int fHitWorld = TRUE;
UTIL_ScreenShake( m_pPlayer->pev->origin, 5.0, 1.0, 0.7, 0.25 );
if (pEntity)
{
ClearMultiDamage();
pEntity->TraceAttack(m_pPlayer->pev, gSkillData.plrDmgHammer, gpGlobals->v_forward, &tr, DMG_CRUSH );
ApplyMultiDamage( m_pPlayer->pev, m_pPlayer->pev );
if ( pEntity->Classify() != CLASS_NONE && pEntity->Classify() != CLASS_MACHINE )
{
// play thwack or smack sound
EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/hammer_hitbody.wav", 1, ATTN_NORM);
m_pPlayer->m_iWeaponVolume = CROWBAR_BODYHIT_VOLUME;
flVol = 0.1;
fHitWorld = FALSE;
}
}
// play texture hit sound
// UNDONE: Calculate the correct point of intersection when we hit with the hull instead of the line
if (fHitWorld)
{
float fvolbar = TEXTURETYPE_PlaySound(&tr, vecSrc, vecSrc + (vecEnd-vecSrc)*2, BULLET_PLAYER_CROWBAR);
if ( g_pGameRules->IsMultiplayer() )
{
// override the volume here, cause we don't play texture sounds in multiplayer,
// and fvolbar is going to be 0 from the above call.
fvolbar = 1;
}
// also play hammer strike
EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/hammer_hit.wav", fvolbar, ATTN_NORM);
// delay the decal a bit
m_trHit = tr;
}
m_pPlayer->m_iWeaponVolume = flVol * CROWBAR_WALLHIT_VOLUME;
#endif
DecalGunshot( &m_trHit, BULLET_PLAYER_CROWBAR );
}
}