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_kmedkit, CKMedKit )
enum kmedkit_e
{
KMEDKIT_IDLE1 = 0,
KMEDKIT_IDLE2,
KMEDKIT_LONGIDLE,
KMEDKIT_LONGUSE,
KMEDKIT_SHORTUSE,
KMEDKIT_HOLSTER,
KMEDKIT_DEPLOY
};
void CKMedKit::Spawn()
{
Precache();
m_iId = WEAPON_KMEDKIT;
SET_MODEL( ENT( pev ), "models/w_kmedkit.mdl" );
m_iDefaultAmmo = KMEDKIT_DEFAULT_GIVE;
FallInit();// get ready to fall down.
}
void CKMedKit::Precache( void )
{
PRECACHE_MODEL( "models/v_kmedkit.mdl" );
PRECACHE_MODEL( "models/w_kmedkit.mdl" );
PRECACHE_MODEL( "models/p_kmedkit.mdl" );
PRECACHE_SOUND( "weapons/kmedkit_miss.wav" );
PRECACHE_SOUND( "weapons/kmedkit_heal.wav" );
}
int CKMedKit::GetItemInfo( ItemInfo *p )
{
p->pszName = STRING( pev->classname );
p->pszAmmo1 = "katemedickit";
p->iMaxAmmo1 = KMEDKIT_MAX_CARRY;
p->pszAmmo2 = NULL;
p->iMaxAmmo2 = -1;
p->iMaxClip = WEAPON_NOCLIP;
p->iSlot = 0;
p->iPosition = 2;
p->iId = WEAPON_KMEDKIT;
p->iWeight = KMEDKIT_WEIGHT;
p->iFlags = ITEM_FLAG_SELECTONEMPTY | ITEM_FLAG_NOAUTORELOAD | ITEM_FLAG_NOAUTOSWITCHEMPTY;
return 1;
}
int CKMedKit::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;
}
BOOL CKMedKit::Deploy()
{
return DefaultDeploy( "models/v_kmedkit.mdl", "models/p_kmedkit.mdl", KMEDKIT_DEPLOY, "kmedkit" );
}
void CKMedKit::Holster( int skiplocal /* = 0 */ )
{
DefaultHolster( KMEDKIT_HOLSTER, 0.5 );
}
extern 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 CKMedKit::PrimaryAttack()
{
if( m_pPlayer->m_bIsHolster )
{
WeaponIdle();
return;
}
if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] > 0 )
{
UseMedkit( 1 );
}
else
{
EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/kmedkit_miss.wav", 1, ATTN_NORM, 0, 94 + RANDOM_LONG( 0, 15 ) );
m_flNextPrimaryAttack = gpGlobals->time + 0.5f;
m_flNextSecondaryAttack = gpGlobals->time + 0.1f;
}
}
void CKMedKit::SecondaryAttack()
{
if( m_pPlayer->m_bIsHolster )
{
WeaponIdle();
return;
}
if( m_flNextPrimaryAttack <= UTIL_WeaponTimeBase() )
UseMedkit( 2 );
}
void CKMedKit::UseMedkit( int fMode )
{
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 );
4 years ago
#if !CLIENT_DLL
if( tr.flFraction >= 1.0f )
{
UTIL_TraceHull( vecSrc, vecEnd, dont_ignore_monsters, head_hull, ENT( m_pPlayer->pev ), &tr );
if( tr.flFraction < 1.0f )
{
// 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
// player "shoot" animation
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
if( tr.flFraction < 1.0f )
{
CBaseEntity *pEntity = CBaseEntity::Instance( tr.pHit );
if( pEntity )
{
if( FClassnameIs( ENT( pEntity->pev ), "monster_kate" ) )
{
if( fMode == 2 )
{
if( !m_bIsStateChanged )
{
m_bIsStateChanged = TRUE;
m_iState = 0;
m_iKateHealth = pEntity->pev->health;
SendWeaponAnim( KMEDKIT_LONGUSE, 0 );
SetThink( &CKMedKit::SayKateHealth );
pev->nextthink = gpGlobals->time + 0.1f;
m_flTimeWeaponIdle = gpGlobals->time + 2.4f;
}
}
else
{
if( pEntity->pev->health == gSkillData.kateHealth || pEntity->pev->dmg )
goto miss;
SendWeaponAnim( KMEDKIT_SHORTUSE, 0 );
m_flTimeWeaponIdle = gpGlobals->time + 1.1f;
pEntity->pev->health = gSkillData.healthkitCapacity + pEntity->pev->health;
if( pEntity->pev->health > gSkillData.kateHealth )
pEntity->pev->health = gSkillData.kateHealth;
SetThink( &CKMedKit::SayKateHealth );
pev->nextthink = gpGlobals->time + 1.5f;
m_bIsStateChanged = TRUE;
m_iState = 1;
m_iKateHealth = pEntity->pev->health;
--m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType];
EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_WEAPON, "weapons/kmedkit_heal.wav", 1, ATTN_NORM );
}
m_flNextPrimaryAttack = m_flNextSecondaryAttack = gpGlobals->time + 100.0f;
}
return;
}
}
miss:
// miss
m_flNextPrimaryAttack = m_flNextSecondaryAttack = gpGlobals->time + 0.5f;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
// player "shoot" animation
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
SendWeaponAnim( KMEDKIT_IDLE1, 0 );
EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_WEAPON, "weapons/kmedkit_miss.wav", 1, ATTN_NORM, 0, 94 + RANDOM_LONG( 0, 15 ) );
}
void CKMedKit::SayKateHealth()
{
if( m_bIsStateChanged )
{
char szSentence[64];
const char *pszSentence;
switch( m_iState )
{
case 0:
pszSentence = "!KA_HEALTHST1";
++m_iState;
pev->nextthink = gpGlobals->time + 1.8f;
break;
case 1:
pszSentence = "!KA_HEALTHST2";
++m_iState;
pev->nextthink = gpGlobals->time + 2.0f;
break;
case 2:
UTIL_ShowKateHealth( m_iKateHealth );
if( m_iKateHealth < 100 )
{
if( m_iKateHealth >= 20 )
{
sprintf( szSentence, "!KA_HEALTH%d0", m_iKateHealth / 10 );
pszSentence = szSentence;
pev->nextthink = gpGlobals->time + 1.5f;
++m_iState;
if( m_iKateHealth % 10 == 0 )
++m_iState;
}
else
{
sprintf( szSentence, "!KA_HEALTH%d", m_iKateHealth );
pszSentence = szSentence;
pev->nextthink = gpGlobals->time + 1.6f;
m_iState += 2;
}
}
else
{
pszSentence = "!KA_HEALTH00";
pev->nextthink = gpGlobals->time + 1.2f;
m_iState += 2;
}
break;
case 3:
sprintf( szSentence, "!KA_HEALTH%d", m_iKateHealth % 10 );
pszSentence = szSentence;
pev->nextthink = gpGlobals->time + 1.0f;
++m_iState;
break;
case 4:
pszSentence = "!KA_HEALTHED";
pev->nextthink = gpGlobals->time + 1.0f;
++m_iState;
break;
case 5:
m_bIsStateChanged = FALSE;
m_flNextPrimaryAttack = m_flNextSecondaryAttack = m_flTimeWeaponIdle = gpGlobals->time + 0.1f;
default:
return;
}
EMIT_SOUND_SUIT( m_pPlayer->edict(), pszSentence );
}
}
void CKMedKit::WeaponIdle()
{
if( m_pPlayer->m_bIsHolster )
{
if( m_flTimeWeaponIdle <= UTIL_WeaponTimeBase() )
{
m_pPlayer->m_bIsHolster = FALSE;
Deploy();
}
return;
}
if( m_flTimeWeaponIdle < UTIL_WeaponTimeBase() )
{
int iAnim, iRand = RANDOM_LONG( 0, 2 );
if( iRand == 0 )
{
iAnim = KMEDKIT_LONGIDLE;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.7f;
}
else if( iRand == 1 )
{
iAnim = KMEDKIT_IDLE2;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.3f;
}
else
{
iAnim = KMEDKIT_IDLE1;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
}
SendWeaponAnim( iAnim );
}
}