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.
314 lines
7.7 KiB
314 lines
7.7 KiB
8 years ago
|
/***
|
||
|
*
|
||
|
* Copyright (c) 1996-2001, 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 HEATERPIPE_BODYHIT_VOLUME 128
|
||
|
#define HEATERPIPE_WALLHIT_VOLUME 512
|
||
|
|
||
|
#define HEATERPIPE_FIRE_RATE_MIN 0.5f
|
||
|
#define HEATERPIPE_FIRE_RATE_MAX 2.0f
|
||
|
|
||
|
#define HEATERPIPE_FIRE_RATE_RATIO 0.75f
|
||
|
|
||
|
void FindHullIntersection(const Vector &vecSrc, TraceResult &tr, float *mins, float *maxs, edict_t *pEntity);
|
||
|
|
||
|
LINK_ENTITY_TO_CLASS(weapon_heaterpipe, CHeaterPipe);
|
||
|
|
||
|
|
||
|
enum heaterpipe_e {
|
||
|
HEATERPIPE_IDLE = 0,
|
||
|
HEATERPIPE_DRAW,
|
||
|
HEATERPIPE_HOLSTER,
|
||
|
HEATERPIPE_ATTACK1HIT,
|
||
|
HEATERPIPE_ATTACK1MISS,
|
||
|
HEATERPIPE_ATTACK2MISS,
|
||
|
HEATERPIPE_ATTACK2HIT,
|
||
|
HEATERPIPE_ATTACK3MISS,
|
||
|
HEATERPIPE_ATTACK3HIT,
|
||
|
HEATERPIPE_IDLE2,
|
||
|
HEATERPIPE_IDLE3,
|
||
|
};
|
||
|
|
||
|
|
||
|
void CHeaterPipe::Spawn()
|
||
|
{
|
||
|
Precache();
|
||
|
m_iId = WEAPON_HEATERPIPE;
|
||
|
SET_MODEL(ENT(pev), "models/w_heaterpipe.mdl");
|
||
|
m_iClip = -1;
|
||
|
|
||
|
FallInit();// get ready to fall down.
|
||
|
}
|
||
|
|
||
|
|
||
|
void CHeaterPipe::Precache(void)
|
||
|
{
|
||
|
PRECACHE_MODEL("models/v_heaterpipe.mdl");
|
||
|
PRECACHE_MODEL("models/w_heaterpipe.mdl");
|
||
|
PRECACHE_MODEL("models/p_heaterpipe.mdl");
|
||
|
PRECACHE_SOUND("weapons/pipe_hit1.wav");
|
||
|
PRECACHE_SOUND("weapons/pipe_hit2.wav");
|
||
|
PRECACHE_SOUND("weapons/cbar_hitbod1.wav");
|
||
|
PRECACHE_SOUND("weapons/cbar_hitbod2.wav");
|
||
|
PRECACHE_SOUND("weapons/cbar_hitbod3.wav");
|
||
|
PRECACHE_SOUND("weapons/pipe_miss.wav");
|
||
|
|
||
|
m_usHeaterPipe = PRECACHE_EVENT(1, "events/heaterpipe.sc");
|
||
|
}
|
||
|
|
||
|
int CHeaterPipe::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 = 1;
|
||
|
p->iId = WEAPON_HEATERPIPE;
|
||
|
p->iWeight = HEATERPIPE_WEIGHT;
|
||
|
return 1;
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
BOOL CHeaterPipe::Deploy()
|
||
|
{
|
||
|
return DefaultDeploy("models/v_heaterpipe.mdl", "models/p_heaterpipe.mdl", HEATERPIPE_DRAW, "heaterpipe");
|
||
|
}
|
||
|
|
||
|
void CHeaterPipe::Holster(int skiplocal /* = 0 */)
|
||
|
{
|
||
|
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5;
|
||
|
SendWeaponAnim(HEATERPIPE_HOLSTER);
|
||
|
|
||
|
STOP_SOUND(ENT(pev), CHAN_ITEM, "player/breathe2.wav");
|
||
|
}
|
||
|
|
||
|
void CHeaterPipe::PrimaryAttack()
|
||
|
{
|
||
|
if (!Swing(1))
|
||
|
{
|
||
|
SetThink(&CHeaterPipe::SwingAgain);
|
||
|
pev->nextthink = gpGlobals->time + 0.1;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
void CHeaterPipe::Smack()
|
||
|
{
|
||
|
DecalGunshot(&m_trHit, BULLET_PLAYER_CROWBAR);
|
||
|
}
|
||
|
|
||
|
|
||
|
void CHeaterPipe::SwingAgain(void)
|
||
|
{
|
||
|
Swing(0);
|
||
|
}
|
||
|
|
||
|
|
||
|
void CHeaterPipe::WeaponIdle(void)
|
||
|
{
|
||
|
STOP_SOUND(ENT(pev), CHAN_ITEM, "player/breathe2.wav");
|
||
|
}
|
||
|
|
||
|
int CHeaterPipe::Swing(int fFirst)
|
||
|
{
|
||
|
int fDidHit = FALSE;
|
||
|
|
||
|
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
|
||
|
|
||
|
if (m_pPlayer->m_iExertLevel < PLAYER_EXERT_LEVEL_MAX)
|
||
|
{
|
||
|
m_pPlayer->m_iExertLevel++;
|
||
|
}
|
||
|
|
||
|
if (m_pPlayer->m_iExertLevel > PLAYER_BREATHE_LEVEL)
|
||
|
{
|
||
|
EMIT_SOUND(ENT(pev), CHAN_ITEM, PLAYER_BREATHE_SOUND, PLAYER_BREATHE_VOLUME_MAX, ATTN_NORM);
|
||
|
}
|
||
|
|
||
|
float flNextAttackTime = HEATERPIPE_FIRE_RATE_MIN;
|
||
|
|
||
|
if (m_pPlayer->m_iExertLevel >= 4)
|
||
|
{
|
||
|
float flMinFireRate = HEATERPIPE_FIRE_RATE_MIN;
|
||
|
float flLongestFireRate = HEATERPIPE_FIRE_RATE_MAX - flMinFireRate;
|
||
|
flNextAttackTime = flNextAttackTime + (((m_pPlayer->m_iExertLevel - 4) * flLongestFireRate) / (PLAYER_EXERT_LEVEL_MAX - 4));
|
||
|
}
|
||
|
|
||
|
m_pPlayer->m_flExertUpdateStart = gpGlobals->time;
|
||
|
m_pPlayer->m_flExertRate = flNextAttackTime;
|
||
|
|
||
|
#ifndef CLIENT_DLL
|
||
|
// ALERT(at_console, "HeaterPipe fire rate: %f\n", flNextAttackTime);
|
||
|
#endif
|
||
|
|
||
|
|
||
|
if (tr.flFraction >= 1.0)
|
||
|
{
|
||
|
PLAYBACK_EVENT_FULL(FEV_NOTHOST, m_pPlayer->edict(), m_usHeaterPipe,
|
||
|
0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0, 0, 0,
|
||
|
0.0, 0, 0.0);
|
||
|
|
||
|
if (fFirst)
|
||
|
{
|
||
|
// miss
|
||
|
m_flNextPrimaryAttack = GetNextAttackDelay(flNextAttackTime);
|
||
|
|
||
|
// player "shoot" animation
|
||
|
m_pPlayer->SetAnimation(PLAYER_ATTACK1);
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
switch (((m_iSwing++) % 3))
|
||
|
{
|
||
|
case 0:
|
||
|
SendWeaponAnim(HEATERPIPE_ATTACK1HIT, 0); break;
|
||
|
case 1:
|
||
|
SendWeaponAnim(HEATERPIPE_ATTACK2HIT, 0); break;
|
||
|
case 2:
|
||
|
SendWeaponAnim(HEATERPIPE_ATTACK3HIT, 0); break;
|
||
|
}
|
||
|
|
||
|
// player "shoot" animation
|
||
|
m_pPlayer->SetAnimation(PLAYER_ATTACK1);
|
||
|
|
||
|
#ifndef CLIENT_DLL
|
||
|
|
||
|
// hit
|
||
|
fDidHit = TRUE;
|
||
|
CBaseEntity *pEntity = CBaseEntity::Instance(tr.pHit);
|
||
|
|
||
|
ClearMultiDamage();
|
||
|
|
||
|
if ((m_flNextPrimaryAttack + 1 < UTIL_WeaponTimeBase()) || g_pGameRules->IsMultiplayer())
|
||
|
{
|
||
|
// first swing does full damage
|
||
|
pEntity->TraceAttack(m_pPlayer->pev, gSkillData.plrDmgCrowbar, gpGlobals->v_forward, &tr, DMG_CLUB);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// subsequent swings do half
|
||
|
pEntity->TraceAttack(m_pPlayer->pev, gSkillData.plrDmgCrowbar / 2, gpGlobals->v_forward, &tr, DMG_CLUB);
|
||
|
}
|
||
|
ApplyMultiDamage(m_pPlayer->pev, m_pPlayer->pev);
|
||
|
|
||
|
// play thwack, smack, or dong sound
|
||
|
float flVol = 1.0;
|
||
|
int fHitWorld = TRUE;
|
||
|
|
||
|
if (pEntity)
|
||
|
{
|
||
|
if (pEntity->Classify() != CLASS_NONE && pEntity->Classify() != CLASS_MACHINE)
|
||
|
{
|
||
|
// play thwack or smack sound
|
||
|
switch (RANDOM_LONG(0, 2))
|
||
|
{
|
||
|
case 0:
|
||
|
EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/cbar_hitbod1.wav", 1, ATTN_NORM); break;
|
||
|
case 1:
|
||
|
EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/cbar_hitbod2.wav", 1, ATTN_NORM); break;
|
||
|
case 2:
|
||
|
EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/cbar_hitbod3.wav", 1, ATTN_NORM); break;
|
||
|
}
|
||
|
m_pPlayer->m_iWeaponVolume = HEATERPIPE_BODYHIT_VOLUME;
|
||
|
if (!pEntity->IsAlive())
|
||
|
return TRUE;
|
||
|
else
|
||
|
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 crowbar strike
|
||
|
switch (RANDOM_LONG(0, 1))
|
||
|
{
|
||
|
case 0:
|
||
|
EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/pipe_hit1.wav", fvolbar, ATTN_NORM, 0, 98 + RANDOM_LONG(0, 3));
|
||
|
break;
|
||
|
case 1:
|
||
|
EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/pipe_hit2.wav", fvolbar, ATTN_NORM, 0, 98 + RANDOM_LONG(0, 3));
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
// delay the decal a bit
|
||
|
m_trHit = tr;
|
||
|
}
|
||
|
|
||
|
m_pPlayer->m_iWeaponVolume = flVol * HEATERPIPE_WALLHIT_VOLUME;
|
||
|
#endif
|
||
|
m_flNextPrimaryAttack = GetNextAttackDelay(flNextAttackTime * HEATERPIPE_FIRE_RATE_RATIO);
|
||
|
|
||
|
SetThink(&CHeaterPipe::Smack);
|
||
|
pev->nextthink = UTIL_WeaponTimeBase() + 0.2;
|
||
|
|
||
|
|
||
|
}
|
||
|
return fDidHit;
|
||
|
}
|
||
|
|
||
|
|
||
|
|