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.
*
****/
#if !defined( OEM_BUILD ) && !defined( HLDEMO_BUILD )
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "player.h"
#include "monsters.h"
#include "weapons.h"
#include "nodes.h"
#include "effects.h"
#include "customentity.h"
#include "gamerules.h"
#define EGON_PRIMARY_VOLUME 450
#define EGON_BEAM_SPRITE "sprites/xbeam1.spr"
#define EGON_FLARE_SPRITE "sprites/XSpark1.spr"
#define EGON_SOUND_OFF "weapons/egon_off1.wav"
#define EGON_SOUND_RUN "weapons/egon_run3.wav"
#define EGON_SOUND_STARTUP "weapons/egon_windup2.wav"
#define EGON_SWITCH_NARROW_TIME 0.75 // Time it takes to switch fire modes
#define EGON_SWITCH_WIDE_TIME 1.5
enum egon_e {
EGON_IDLE1 = 0,
EGON_FIDGET1,
EGON_ALTFIREON,
EGON_ALTFIRECYCLE,
EGON_ALTFIREOFF,
EGON_FIRE1,
EGON_FIRE2,
EGON_FIRE3,
EGON_FIRE4,
EGON_DRAW,
EGON_HOLSTER
};
LINK_ENTITY_TO_CLASS( weapon_egon, CEgon )
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void CEgon::Spawn()
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{
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Precache();
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m_iId = WEAPON_EGON;
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SET_MODEL( ENT( pev ), "models/w_egon.mdl" );
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m_iDefaultAmmo = EGON_DEFAULT_GIVE;
FallInit();// get ready to fall down.
}
void CEgon::Precache( void )
{
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PRECACHE_MODEL( "models/w_egon.mdl" );
PRECACHE_MODEL( "models/v_egon.mdl" );
PRECACHE_MODEL( "models/p_egon.mdl" );
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PRECACHE_MODEL( "models/w_9mmclip.mdl" );
PRECACHE_SOUND( "items/9mmclip1.wav" );
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PRECACHE_SOUND( EGON_SOUND_OFF );
PRECACHE_SOUND( EGON_SOUND_RUN );
PRECACHE_SOUND( EGON_SOUND_STARTUP );
PRECACHE_MODEL( EGON_BEAM_SPRITE );
PRECACHE_MODEL( EGON_FLARE_SPRITE );
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PRECACHE_SOUND( "weapons/357_cock1.wav" );
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m_usEgonFire = PRECACHE_EVENT( 1, "events/egon_fire.sc" );
m_usEgonStop = PRECACHE_EVENT( 1, "events/egon_stop.sc" );
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}
BOOL CEgon::Deploy( void )
{
m_deployed = FALSE;
m_fireState = FIRE_OFF;
return DefaultDeploy( "models/v_egon.mdl", "models/p_egon.mdl", EGON_DRAW, "egon" );
}
int CEgon::AddToPlayer( CBasePlayer *pPlayer )
{
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if( CBasePlayerWeapon::AddToPlayer( pPlayer ) )
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{
MESSAGE_BEGIN( MSG_ONE, gmsgWeapPickup, NULL, pPlayer->pev );
WRITE_BYTE( m_iId );
MESSAGE_END();
return TRUE;
}
return FALSE;
}
void CEgon::Holster( int skiplocal /* = 0 */ )
{
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5;
SendWeaponAnim( EGON_HOLSTER );
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EndAttack();
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}
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int CEgon::GetItemInfo( ItemInfo *p )
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{
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p->pszName = STRING( pev->classname );
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p->pszAmmo1 = "uranium";
p->iMaxAmmo1 = URANIUM_MAX_CARRY;
p->pszAmmo2 = NULL;
p->iMaxAmmo2 = -1;
p->iMaxClip = WEAPON_NOCLIP;
p->iSlot = 3;
p->iPosition = 2;
p->iId = m_iId = WEAPON_EGON;
p->iFlags = 0;
p->iWeight = EGON_WEIGHT;
return 1;
}
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#define EGON_PULSE_INTERVAL 0.1
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#define EGON_DISCHARGE_INTERVAL 0.1
float CEgon::GetPulseInterval( void )
{
return EGON_PULSE_INTERVAL;
}
float CEgon::GetDischargeInterval( void )
{
return EGON_DISCHARGE_INTERVAL;
}
BOOL CEgon::HasAmmo( void )
{
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if( m_pPlayer->ammo_uranium <= 0 )
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return FALSE;
return TRUE;
}
void CEgon::UseAmmo( int count )
{
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if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] >= count )
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m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] -= count;
else
m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] = 0;
}
void CEgon::Attack( void )
{
// don't fire underwater
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if( m_pPlayer->pev->waterlevel == 3 )
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{
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if( m_fireState != FIRE_OFF || m_pBeam )
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{
EndAttack();
}
else
{
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PlayEmptySound();
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}
return;
}
UTIL_MakeVectors( m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle );
Vector vecAiming = gpGlobals->v_forward;
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Vector vecSrc = m_pPlayer->GetGunPosition();
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int flags;
#if defined( CLIENT_WEAPONS )
flags = FEV_NOTHOST;
#else
flags = 0;
#endif
switch( m_fireState )
{
case FIRE_OFF:
{
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if( !HasAmmo() )
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{
m_flNextPrimaryAttack = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.25;
PlayEmptySound( );
return;
}
m_flAmmoUseTime = gpGlobals->time;// start using ammo ASAP.
PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usEgonFire, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, m_fireState, m_fireMode, 1, 0 );
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m_shakeTime = 0;
m_pPlayer->m_iWeaponVolume = EGON_PRIMARY_VOLUME;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.1;
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pev->fuser1 = UTIL_WeaponTimeBase() + 2;
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pev->dmgtime = gpGlobals->time + GetPulseInterval();
m_fireState = FIRE_CHARGE;
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break;
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}
case FIRE_CHARGE:
{
Fire( vecSrc, vecAiming );
m_pPlayer->m_iWeaponVolume = EGON_PRIMARY_VOLUME;
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if( pev->fuser1 <= UTIL_WeaponTimeBase() )
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{
PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usEgonFire, 0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, m_fireState, m_fireMode, 0, 0 );
pev->fuser1 = 1000;
}
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if( !HasAmmo() )
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{
EndAttack();
m_flNextPrimaryAttack = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 1.0;
}
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break;
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}
}
}
void CEgon::PrimaryAttack( void )
{
m_fireMode = FIRE_WIDE;
Attack();
}
void CEgon::Fire( const Vector &vecOrigSrc, const Vector &vecDir )
{
Vector vecDest = vecOrigSrc + vecDir * 2048;
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edict_t *pentIgnore;
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TraceResult tr;
pentIgnore = m_pPlayer->edict();
Vector tmpSrc = vecOrigSrc + gpGlobals->v_up * -8 + gpGlobals->v_right * 3;
// ALERT( at_console, "." );
UTIL_TraceLine( vecOrigSrc, vecDest, dont_ignore_monsters, pentIgnore, &tr );
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if( tr.fAllSolid )
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return;
#ifndef CLIENT_DLL
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CBaseEntity *pEntity = CBaseEntity::Instance( tr.pHit );
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if( pEntity == NULL )
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return;
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if( g_pGameRules->IsMultiplayer() )
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{
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if( m_pSprite && pEntity->pev->takedamage )
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{
m_pSprite->pev->effects &= ~EF_NODRAW;
}
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else if( m_pSprite )
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{
m_pSprite->pev->effects |= EF_NODRAW;
}
}
#endif
float timedist;
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switch( m_fireMode )
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{
case FIRE_NARROW:
#ifndef CLIENT_DLL
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if( pev->dmgtime < gpGlobals->time )
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{
// Narrow mode only does damage to the entity it hits
ClearMultiDamage();
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if( pEntity->pev->takedamage )
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{
pEntity->TraceAttack( m_pPlayer->pev, gSkillData.plrDmgEgonNarrow, vecDir, &tr, DMG_ENERGYBEAM );
}
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ApplyMultiDamage( m_pPlayer->pev, m_pPlayer->pev );
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if( g_pGameRules->IsMultiplayer() )
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{
// multiplayer uses 1 ammo every 1/10th second
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if( gpGlobals->time >= m_flAmmoUseTime )
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{
UseAmmo( 1 );
m_flAmmoUseTime = gpGlobals->time + 0.1;
}
}
else
{
// single player, use 3 ammo/second
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if( gpGlobals->time >= m_flAmmoUseTime )
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{
UseAmmo( 1 );
m_flAmmoUseTime = gpGlobals->time + 0.166;
}
}
pev->dmgtime = gpGlobals->time + GetPulseInterval();
}
#endif
timedist = ( pev->dmgtime - gpGlobals->time ) / GetPulseInterval();
break;
case FIRE_WIDE:
#ifndef CLIENT_DLL
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if( pev->dmgtime < gpGlobals->time )
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{
// wide mode does damage to the ent, and radius damage
ClearMultiDamage();
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if( pEntity->pev->takedamage )
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{
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pEntity->TraceAttack( m_pPlayer->pev, gSkillData.plrDmgEgonWide, vecDir, &tr, DMG_ENERGYBEAM | DMG_ALWAYSGIB );
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}
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ApplyMultiDamage( m_pPlayer->pev, m_pPlayer->pev );
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if( g_pGameRules->IsMultiplayer() )
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{
// radius damage a little more potent in multiplayer.
::RadiusDamage( tr.vecEndPos, pev, m_pPlayer->pev, gSkillData.plrDmgEgonWide/4, 128, CLASS_NONE, DMG_ENERGYBEAM | DMG_BLAST | DMG_ALWAYSGIB );
}
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if( !m_pPlayer->IsAlive() )
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return;
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if( g_pGameRules->IsMultiplayer() )
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{
//multiplayer uses 5 ammo/second
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if( gpGlobals->time >= m_flAmmoUseTime )
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{
UseAmmo( 1 );
m_flAmmoUseTime = gpGlobals->time + 0.2;
}
}
else
{
// Wide mode uses 10 charges per second in single player
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if( gpGlobals->time >= m_flAmmoUseTime )
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{
UseAmmo( 1 );
m_flAmmoUseTime = gpGlobals->time + 0.1;
}
}
pev->dmgtime = gpGlobals->time + GetDischargeInterval();
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if( m_shakeTime < gpGlobals->time )
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{
UTIL_ScreenShake( tr.vecEndPos, 5.0, 150.0, 0.75, 250.0 );
m_shakeTime = gpGlobals->time + 1.5;
}
}
#endif
timedist = ( pev->dmgtime - gpGlobals->time ) / GetDischargeInterval();
break;
}
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if( timedist < 0 )
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timedist = 0;
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else if( timedist > 1 )
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timedist = 1;
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timedist = 1 - timedist;
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UpdateEffect( tmpSrc, tr.vecEndPos, timedist );
}
void CEgon::UpdateEffect( const Vector &startPoint, const Vector &endPoint, float timeBlend )
{
#ifndef CLIENT_DLL
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if( !m_pBeam )
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{
CreateEffect();
}
m_pBeam->SetStartPos( endPoint );
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m_pBeam->SetBrightness( 255 - ( timeBlend * 180 ) );
m_pBeam->SetWidth( 40 - ( timeBlend * 20 ) );
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if( m_fireMode == FIRE_WIDE )
m_pBeam->SetColor( 30 + ( 25 * timeBlend ), 30 + ( 30 * timeBlend ), 64 + 80 * fabs( sin( gpGlobals->time * 10 ) ) );
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else
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m_pBeam->SetColor( 60 + ( 25 * timeBlend ), 120 + ( 30 * timeBlend ), 64 + 80 * fabs( sin( gpGlobals->time *10 ) ) );
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UTIL_SetOrigin( m_pSprite->pev, endPoint );
m_pSprite->pev->frame += 8 * gpGlobals->frametime;
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if( m_pSprite->pev->frame > m_pSprite->Frames() )
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m_pSprite->pev->frame = 0;
m_pNoise->SetStartPos( endPoint );
#endif
}
void CEgon::CreateEffect( void )
{
#ifndef CLIENT_DLL
DestroyEffect();
m_pBeam = CBeam::BeamCreate( EGON_BEAM_SPRITE, 40 );
m_pBeam->PointEntInit( pev->origin, m_pPlayer->entindex() );
m_pBeam->SetFlags( BEAM_FSINE );
m_pBeam->SetEndAttachment( 1 );
m_pBeam->pev->spawnflags |= SF_BEAM_TEMPORARY; // Flag these to be destroyed on save/restore or level transition
m_pBeam->pev->flags |= FL_SKIPLOCALHOST;
m_pBeam->pev->owner = m_pPlayer->edict();
m_pNoise = CBeam::BeamCreate( EGON_BEAM_SPRITE, 55 );
m_pNoise->PointEntInit( pev->origin, m_pPlayer->entindex() );
m_pNoise->SetScrollRate( 25 );
m_pNoise->SetBrightness( 100 );
m_pNoise->SetEndAttachment( 1 );
m_pNoise->pev->spawnflags |= SF_BEAM_TEMPORARY;
m_pNoise->pev->flags |= FL_SKIPLOCALHOST;
m_pNoise->pev->owner = m_pPlayer->edict();
m_pSprite = CSprite::SpriteCreate( EGON_FLARE_SPRITE, pev->origin, FALSE );
m_pSprite->pev->scale = 1.0;
m_pSprite->SetTransparency( kRenderGlow, 255, 255, 255, 255, kRenderFxNoDissipation );
m_pSprite->pev->spawnflags |= SF_SPRITE_TEMPORARY;
m_pSprite->pev->flags |= FL_SKIPLOCALHOST;
m_pSprite->pev->owner = m_pPlayer->edict();
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if( m_fireMode == FIRE_WIDE )
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{
m_pBeam->SetScrollRate( 50 );
m_pBeam->SetNoise( 20 );
m_pNoise->SetColor( 50, 50, 255 );
m_pNoise->SetNoise( 8 );
}
else
{
m_pBeam->SetScrollRate( 110 );
m_pBeam->SetNoise( 5 );
m_pNoise->SetColor( 80, 120, 255 );
m_pNoise->SetNoise( 2 );
}
#endif
}
void CEgon::DestroyEffect( void )
{
#ifndef CLIENT_DLL
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if( m_pBeam )
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{
UTIL_Remove( m_pBeam );
m_pBeam = NULL;
}
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if( m_pNoise )
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{
UTIL_Remove( m_pNoise );
m_pNoise = NULL;
}
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if( m_pSprite )
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{
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if( m_fireMode == FIRE_WIDE )
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m_pSprite->Expand( 10, 500 );
else
UTIL_Remove( m_pSprite );
m_pSprite = NULL;
}
#endif
}
void CEgon::WeaponIdle( void )
{
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ResetEmptySound();
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if( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() )
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return;
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if( m_fireState != FIRE_OFF )
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EndAttack();
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int iAnim;
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float flRand = RANDOM_FLOAT( 0, 1 );
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if( flRand <= 0.5 )
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{
iAnim = EGON_IDLE1;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
}
else
{
iAnim = EGON_FIDGET1;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 3;
}
SendWeaponAnim( iAnim );
m_deployed = TRUE;
}
void CEgon::EndAttack( void )
{
bool bMakeNoise = false;
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if( m_fireState != FIRE_OFF ) //Checking the button just in case!.
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bMakeNoise = true;
PLAYBACK_EVENT_FULL( FEV_GLOBAL | FEV_RELIABLE, m_pPlayer->edict(), m_usEgonStop, 0, (float *)&m_pPlayer->pev->origin, (float *)&m_pPlayer->pev->angles, 0.0, 0.0, bMakeNoise, 0, 0, 0 );
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.0;
m_flNextPrimaryAttack = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.5;
m_fireState = FIRE_OFF;
DestroyEffect();
}
class CEgonAmmo : public CBasePlayerAmmo
{
void Spawn( void )
{
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Precache();
SET_MODEL( ENT( pev ), "models/w_chainammo.mdl" );
CBasePlayerAmmo::Spawn();
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}
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void Precache( void )
{
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PRECACHE_MODEL( "models/w_chainammo.mdl" );
PRECACHE_SOUND( "items/9mmclip1.wav" );
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}
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BOOL AddAmmo( CBaseEntity *pOther )
{
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return FALSE;
}
};
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LINK_ENTITY_TO_CLASS( ammo_egonclip, CEgonAmmo )
#endif