Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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12 KiB

#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "weapons.h"
#include "monsters.h"
#include "player.h"
#include "gamerules.h"
#include "effects.h"
class CBlasterBeam : public CBaseEntity
{
void Spawn( void );
void Precache( void );
int Classify ( void );
void EXPORT BubbleThink( void );
void EXPORT PulseTouch( CBaseEntity *pOther );
CBeam *m_pBeam;
int m_iGlow;
int m_iTrail;
int m_iBalls;
Vector beamendpos;
public:
static CBlasterBeam *Fire( void );
};
LINK_ENTITY_TO_CLASS( blaster_beam, CBlasterBeam );
CBlasterBeam *CBlasterBeam::Fire( void )
{
CBlasterBeam *pPulse = GetClassPtr( (CBlasterBeam *)NULL );
pPulse->pev->classname = MAKE_STRING("blaster_beam");
pPulse->Spawn();
return pPulse;
}
void CBlasterBeam::Spawn( )
{
Precache( );
pev->movetype = MOVETYPE_FLY;
pev->solid = SOLID_BBOX;
pev->gravity = 0.3;
SET_MODEL(ENT(pev), "sprites/blueflare2.spr");
pev->rendermode = kRenderGlow;
pev->renderfx = kRenderFxNoDissipation;
pev->renderamt = 255;
UTIL_SetOrigin( pev, pev->origin );
UTIL_SetSize( pev, Vector( -4, -4, -4 ), Vector( 4, 4, 4 ) );
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SetTouch( &CBlasterBeam::PulseTouch );
SetThink( &CBlasterBeam::BubbleThink );
pev->nextthink = gpGlobals->time + 0.1;
}
void CBlasterBeam::Precache( )
{
PRECACHE_MODEL ("sprites/blueflare2.spr");
PRECACHE_SOUND("weapons/xbow_hitbod1.wav");
PRECACHE_SOUND("weapons/xbow_hitbod2.wav");
PRECACHE_SOUND("weapons/xbow_fly1.wav");
PRECACHE_SOUND("fvox/beep.wav");
m_iGlow = PRECACHE_MODEL( "sprites/blueflare1.spr" );
m_iBalls = PRECACHE_MODEL( "sprites/blueflare1.spr" );
m_iTrail = PRECACHE_MODEL( "sprites/streak.spr" );
}
int CBlasterBeam :: Classify ( void )
{
return CLASS_NONE;
}
void CBlasterBeam::PulseTouch( CBaseEntity *pOther )
{
SetTouch( NULL );
SetThink( NULL );
if (pOther->pev->takedamage)
{
TraceResult tr = UTIL_GetGlobalTrace( );
entvars_t *pevOwner;
pevOwner = VARS( pev->owner );
ClearMultiDamage( );
if ( pOther->IsPlayer() )
{
pOther->TraceAttack(pevOwner, 20, pev->velocity.Normalize(), &tr, DMG_BLAST|DMG_ALWAYSGIB);
}
else
{
pOther->TraceAttack(pevOwner, 20, pev->velocity.Normalize(), &tr, DMG_BULLET | DMG_NEVERGIB );
}
ApplyMultiDamage( pev, pevOwner );
pev->velocity = Vector( 0, 0, 0 );
//EMIT_SOUND(ENT(pev), CHAN_WEAPON, "weapons/hblaster_hit.wav", 1, ATTN_NORM);
Killed( pev, GIB_NEVER );
}
else
{
//EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, "weapons/hblaster_hit.wav", RANDOM_FLOAT(0.95, 1.0), ATTN_NORM, 0, 98 + RANDOM_LONG(0,7));
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SetThink( &CBlasterBeam::SUB_Remove );
pev->nextthink = gpGlobals->time;
if ( FClassnameIs( pOther->pev, "worldspawn" ) )
{
MESSAGE_BEGIN( MSG_PAS, SVC_TEMPENTITY, pev->origin );
WRITE_BYTE( TE_GLOWSPRITE );
WRITE_COORD( pev->origin.x); // pos
WRITE_COORD( pev->origin.y);
WRITE_COORD( pev->origin.z);
WRITE_SHORT( m_iGlow ); // model
WRITE_BYTE( 4 ); // life * 10
WRITE_BYTE( RANDOM_LONG( 1, 4 ) ); // size * 10
WRITE_BYTE( 150 ); // brightness
MESSAGE_END();
MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, pev->origin );
WRITE_BYTE( TE_SPRITETRAIL );
WRITE_COORD( pev->origin.x );
WRITE_COORD( pev->origin.y );
WRITE_COORD( pev->origin.z );
WRITE_COORD( pev->origin.x );
WRITE_COORD( pev->origin.y );
WRITE_COORD( pev->origin.z );
WRITE_SHORT( m_iBalls ); // model
WRITE_BYTE( 4 ); // count
WRITE_BYTE( .5 ); // life * 10
WRITE_BYTE( RANDOM_LONG( 1, 3 ) ); // size * 10
WRITE_BYTE( 10 ); // amplitude * 0.1
WRITE_BYTE( 20 ); // speed * 100
MESSAGE_END();
}
Killed(pev,GIB_NEVER);
}
}
void CBlasterBeam::BubbleThink( void )
{
pev->nextthink = gpGlobals->time + 0.1;
if (pev->waterlevel == 0)
{
MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY );
WRITE_BYTE( TE_BEAMFOLLOW );
WRITE_SHORT(entindex()); // entity
WRITE_SHORT( m_iTrail ); // model
WRITE_BYTE( 3 ); // life
WRITE_BYTE( 1 ); // width
WRITE_BYTE( 0 ); // r, g, b
WRITE_BYTE( 113 ); // r, g, b
WRITE_BYTE( 230 ); // r, g, b
WRITE_BYTE( 200 ); // brightness
MESSAGE_END();
return;
}
UTIL_BubbleTrail( pev->origin - pev->velocity * 0.1, pev->origin, 1 );
}
//=========================================================
//=========================================================
enum pulserifle_e {
GAUSS_IDLE = 0,
GAUSS_IDLE2,
GAUSS_FIDGET,
GAUSS_SPINUP,
GAUSS_SPIN,
GAUSS_FIRE,
GAUSS_FIRE2,
GAUSS_HOLSTER,
GAUSS_DRAW
};
class CPulseRifle : public CBasePlayerWeapon
{
public:
void Spawn( void );
void Precache( void );
int iItemSlot( void ) { return 4; }
int GetItemInfo(ItemInfo *p);
int AddToPlayer( CBasePlayer *pPlayer );
BOOL Deploy( void );
void Holster( void );
void PrimaryAttack( void );
void SecondaryAttack( void );
void WeaponIdle( void );
void StartFire( void );
void Fire( Vector vecOrigSrc, Vector vecDirShooting, float flDamage );
};
LINK_ENTITY_TO_CLASS( weapon_pulserifle, CPulseRifle );
//=========================================================
//=========================================================
void CPulseRifle::Spawn( )
{
pev->classname = MAKE_STRING("weapon_pulserifle");
Precache( );
m_iId = WEAPON_PULSERIFLE;
SET_MODEL(ENT(pev), "models/wmodels/w_pulsegun.mdl");
m_iDefaultAmmo = PULSERIFLE_DEFAULT_GIVE;
FallInit();
}
void CPulseRifle::Precache( void )
{
PRECACHE_SOUND( "weapons/pulse1.wav" );
PRECACHE_MODEL( "models/vmodels/v_pulsegun.mdl" );
PRECACHE_MODEL( "models/wmodels/w_pulsegun.mdl" );
PRECACHE_MODEL( "models/pmodels/p_pulsegun.mdl" );
UTIL_PrecacheOther("blaster_beam");
}
int CPulseRifle::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 CPulseRifle::GetItemInfo(ItemInfo *p)
{
p->pszName = STRING(pev->classname);
p->pszAmmo1 = "pulse";
p->iMaxAmmo1 = PULSERIFLE_MAX_CARRY;
p->pszAmmo2 = NULL;
p->iMaxAmmo2 = -1;
p->iMaxClip = WEAPON_NOCLIP;
p->iSlot = 3;
p->iPosition = 3;
p->iId = m_iId = WEAPON_PULSERIFLE;
p->iFlags = 0;
p->iWeight = PULSERIFLE_WEIGHT;
return 1;
}
BOOL CPulseRifle::Deploy( )
{
return DefaultDeploy( "models/vmodels/v_pulsegun.mdl", "models/pmodels/p_pulsegun.mdl", GAUSS_DRAW, "gauss" );
}
void CPulseRifle::Holster( )
{
m_pPlayer->m_flNextAttack = gpGlobals->time + 0.5;
SendWeaponAnim( GAUSS_HOLSTER );
}
void CPulseRifle::PrimaryAttack()
{
if (m_pPlayer->pev->waterlevel == 3)
{
PlayEmptySound( );
m_flNextSecondaryAttack = m_flNextPrimaryAttack = gpGlobals->time + 0.15;
return;
}
if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] < 2)
{
PlayEmptySound( );
m_pPlayer->m_flNextAttack = gpGlobals->time + 0.5;
return;
}
if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] == 0)
{
PlayEmptySound( );
m_pPlayer->m_flNextAttack = gpGlobals->time + 0.5;
return;
}
m_pPlayer->m_iWeaponVolume = LOUD_GUN_VOLUME;
m_pPlayer->m_iWeaponFlash = BRIGHT_GUN_FLASH;
SendWeaponAnim( GAUSS_FIRE );
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
m_pPlayer->pev->effects = (int)(m_pPlayer->pev->effects) | EF_MUZZLEFLASH;
m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] -= 2;
UTIL_MakeVectors( m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle );
Vector vecAiming = gpGlobals->v_forward;
Vector vecSrc = m_pPlayer->GetGunPosition( )+gpGlobals->v_up * -8 + gpGlobals->v_right * 4;
EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/pulse1.wav", RANDOM_FLOAT(0.95, 1.0), ATTN_NORM, 0, 98 + RANDOM_LONG(0,7));
CBlasterBeam *m_pBeam = CBlasterBeam::Fire();
m_pBeam->pev->origin = vecSrc;
m_pBeam->pev->owner = m_pPlayer->edict();
m_pBeam->pev->velocity = gpGlobals->v_forward * 2000;
m_pBeam->pev->angles = UTIL_VecToAngles( m_pBeam->pev->velocity );
m_flTimeWeaponIdle = gpGlobals->time + 1.0;
m_flNextPrimaryAttack = gpGlobals->time + .09;
}
void CPulseRifle::SecondaryAttack()
{
}
void CPulseRifle::WeaponIdle( void )
{
ResetEmptySound( );
if (m_flTimeWeaponIdle > gpGlobals->time)
return;
int iAnim;
float flRand = RANDOM_FLOAT(0, 1);
if (flRand <= 0.5)
{
iAnim = GAUSS_IDLE;
m_flTimeWeaponIdle = gpGlobals->time + RANDOM_FLOAT ( 10, 15 );
}
else if (flRand <= 0.75)
{
iAnim = GAUSS_IDLE2;
m_flTimeWeaponIdle = gpGlobals->time + RANDOM_FLOAT ( 10, 15 );
}
else
{
iAnim = GAUSS_FIDGET;
m_flTimeWeaponIdle = gpGlobals->time + 3;
}
return;
SendWeaponAnim( iAnim );
}
/*
enum gauss_e {
GAUSS_IDLE = 0,
GAUSS_IDLE2,
GAUSS_FIDGET,
GAUSS_SPINUP,
GAUSS_SPIN,
GAUSS_FIRE,
GAUSS_FIRE2,
GAUSS_HOLSTER,
GAUSS_DRAW
};
class CPulseRifle : public CBasePlayerWeapon
{
public:
void Spawn( void );
void Precache( void );
int iItemSlot( void ) { return 2; }
int GetItemInfo(ItemInfo *p);
int AddToPlayer( CBasePlayer *pPlayer );
void PrimaryAttack( void );
void SecondaryAttack( void );
BOOL Deploy( void );
void Holster( void );
void Reload( void );
void WeaponIdle( void );
float m_flSoundDelay;
int m_iShell;
int fire_phase;
int m_iBeam;
};
LINK_ENTITY_TO_CLASS( weapon_pulserifle, CPulseRifle );
int CPulseRifle::GetItemInfo(ItemInfo *p)
{
p->pszName = STRING(pev->classname);
p->pszAmmo1 = "pulse";
p->iMaxAmmo1 = PULSERIFLE_MAX_CARRY;
p->pszAmmo2 = NULL;
p->iMaxAmmo2 = -1;
p->iMaxClip = WEAPON_NOCLIP;
p->iSlot = 1;
p->iPosition = 1;
p->iId = m_iId = WEAPON_PULSERIFLE;
p->iFlags = 0;
p->iWeight = PULSERIFLE_WEIGHT;
return 1;
}
int CPulseRifle::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;
}
void CPulseRifle::Spawn( )
{
Precache( );
m_iId = WEAPON_PULSERIFLE;
SET_MODEL(ENT(pev), "models/w_gauss.mdl");
m_iDefaultAmmo = 40;
FallInit();
}
void CPulseRifle::Precache( void )
{
m_iBeam = PRECACHE_MODEL( "sprites/smoke.spr" );
UTIL_PrecacheOther("blaster_beam");
PRECACHE_MODEL("models/w_gauss.mdl");
PRECACHE_MODEL("models/vmodels/v_pulsegun.mdl");
}
BOOL CPulseRifle::Deploy( )
{
return DefaultDeploy( "models/vmodels/v_pulsegun.mdl", "models/pmodels/p_railgun.mdl", GAUSS_DRAW, "gauss" );
}
void CPulseRifle::Holster( )
{
m_pPlayer->m_flNextAttack = gpGlobals->time + 0.5;
SendWeaponAnim( GAUSS_HOLSTER );
}
void CPulseRifle::SecondaryAttack( )
{
}
void CPulseRifle::PrimaryAttack()
{
if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] == 0)
return;
if (m_pPlayer->pev->waterlevel == 3)
{
EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/357_cock1.wav", RANDOM_FLOAT(0.8, 0.9), ATTN_NORM);
m_flNextPrimaryAttack = m_flNextSecondaryAttack = gpGlobals->time + 0.5;
return;
}
m_pPlayer->m_iWeaponVolume = LOUD_GUN_VOLUME;
m_pPlayer->m_iWeaponFlash = BRIGHT_GUN_FLASH;
SendWeaponAnim( GAUSS_FIRE );
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
m_pPlayer->pev->effects = (int)(m_pPlayer->pev->effects) | EF_MUZZLEFLASH;
//EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/hblaster_fire.wav", RANDOM_FLOAT(0.8, 0.9), ATTN_NORM);
m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]--;
UTIL_MakeVectors( m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle );
Vector vecAiming = gpGlobals->v_forward;
Vector vecSrc = m_pPlayer->GetGunPosition( )+gpGlobals->v_up * -8 + gpGlobals->v_right * 4;
CBlasterBeam *m_pBeam = CBlasterBeam::Fire();
m_pBeam->pev->origin = vecSrc;
m_pBeam->pev->owner = m_pPlayer->edict();
m_pBeam->pev->velocity = gpGlobals->v_forward * 1000;
m_pBeam->pev->angles = UTIL_VecToAngles( m_pBeam->pev->velocity );
m_flNextPrimaryAttack = gpGlobals->time + 0.1;
m_flTimeWeaponIdle = gpGlobals->time + RANDOM_FLOAT ( 10, 15 );
}
void CPulseRifle::Reload( void )
{
}
void CPulseRifle::WeaponIdle( void )
{
ResetEmptySound( );
m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES );
int iAnim;
float flRand = RANDOM_FLOAT(0, 1);
if (flRand <= 0.5)
{
iAnim = GAUSS_IDLE;
m_flTimeWeaponIdle = gpGlobals->time + RANDOM_FLOAT ( 10, 15 );
}
else if (flRand <= 0.75)
{
iAnim = GAUSS_IDLE2;
m_flTimeWeaponIdle = gpGlobals->time + RANDOM_FLOAT ( 10, 15 );
}
else
{
iAnim = GAUSS_FIDGET;
m_flTimeWeaponIdle = gpGlobals->time + 3;
}
SendWeaponAnim( iAnim );
}
8 years ago
*/