You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
240 lines
6.0 KiB
240 lines
6.0 KiB
7 years ago
|
/***
|
||
|
*
|
||
|
* 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 );
|
||
|
}
|
||
|
}
|