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940 lines
24 KiB
940 lines
24 KiB
8 years ago
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/***
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*
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* Copyright (c) 1999, 2000 Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* Use, distribution, and modification of this source code and/or resulting
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* object code is restricted to non-commercial enhancements to products from
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* Valve LLC. All other use, distribution, or modification is prohibited
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* without written permission from Valve LLC.
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*
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****/
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#if !defined( OEM_BUILD ) && !defined( HLDEMO_BUILD )
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#include "extdll.h"
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#include "util.h"
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#include "cbase.h"
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#include "player.h"
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#include "monsters.h"
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#include "weapons.h"
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#include "nodes.h"
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#include "effects.h"
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#include "customentity.h"
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#include "gamerules.h"
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#include "shake.h"
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#include "BMOD_messaging.h"
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#define EGON_PRIMARY_VOLUME 450
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#define EGON_BEAM_SPRITE "sprites/xbeam1.spr"
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#define EGON_FLARE_SPRITE "sprites/XSpark1.spr"
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#define EGON_SOUND_OFF "weapons/egon_off1.wav"
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#define EGON_SOUND_RUN "weapons/egon_run3.wav"
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#define EGON_SOUND_STARTUP "weapons/egon_windup2.wav"
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#define BUBB_SOUND_OFF "debris/flesh5.wav"
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#define BUBB_SOUND_RUN "debris/flesh5.wav"
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#define BUBB_SOUND_STARTUP "debris/flesh6.wav"
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#define HEAL_SOUND_OFF "debris/beamstart7.wav"
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#define EGON_SWITCH_NARROW_TIME 0.75 // Time it takes to switch fire modes
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#define EGON_SWITCH_WIDE_TIME 1.5
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#define BUBBLE_HEAL_RADIUS 64
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#define BUBBLE_HEAL_AMT 70
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extern cvar_t bm_gluon_mod;
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extern cvar_t bm_thrust;
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enum egon_e {
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EGON_IDLE1 = 0,
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EGON_FIDGET1,
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EGON_ALTFIREON,
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EGON_ALTFIRECYCLE,
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EGON_ALTFIREOFF,
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EGON_FIRE1,
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EGON_FIRE2,
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EGON_FIRE3,
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EGON_FIRE4,
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EGON_DRAW,
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EGON_HOLSTER
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};
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class CEgon : public CBasePlayerWeapon
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{
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public:
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int Save( CSave &save );
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int Restore( CRestore &restore );
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static TYPEDESCRIPTION m_SaveData[];
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void Spawn( void );
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void Precache( void );
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int iItemSlot( void ) { return 4; }
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int GetItemInfo(ItemInfo *p);
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int AddToPlayer( CBasePlayer *pPlayer );
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BOOL Deploy( void );
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void Holster( int skiplocal = 0 );
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void CreateEffect( void );
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void UpdateEffect( const Vector &startPoint, const Vector &endPoint, float timeBlend );
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void DestroyEffect( void );
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void EndBubbleAttack( void );
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void EndAttack( void );
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void BubbleAttack( void );
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void Attack( void );
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void PrimaryAttack( void );
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void SecondaryAttack( void );
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void WeaponIdle( void );
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static int g_fireAnims1[];
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static int g_fireAnims2[];
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float m_flAmmoUseTime;// since we use < 1 point of ammo per update, we subtract ammo on a timer.
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float GetPulseInterval( void );
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float GetDischargeInterval( void );
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void Fire( const Vector &vecOrigSrc, const Vector &vecDir );
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void BubbleFire( const Vector &vecOrigSrc, const Vector &vecDir );
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void FireHeal( void );
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BOOL HasAmmo( void )
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{
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if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0)
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return FALSE;
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return TRUE;
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}
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void UseAmmo( int count )
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{
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if ( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] >= count )
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m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] -= count;
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else
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m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] = 0;
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}
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enum EGON_FIRESTATE { FIRE_OFF, FIRE_CHARGE };
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enum EGON_FIREMODE { FIRE_NARROW, FIRE_WIDE};
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private:
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float m_shootTime;
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CBeam *m_pBeam;
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CBeam *m_pNoise;
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CSprite *m_pSprite;
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EGON_FIRESTATE m_fireState;
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EGON_FIREMODE m_fireMode;
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float m_shakeTime;
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BOOL m_deployed;
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float m_bubbletime;
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float m_healAmmoUsed;
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float m_healAmmoUseTime;
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unsigned short m_usEgonFire;
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unsigned short m_usEgonStop;
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};
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LINK_ENTITY_TO_CLASS( weapon_egon, CEgon );
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int CEgon::g_fireAnims1[] = { EGON_FIRE1, EGON_FIRE2, EGON_FIRE3, EGON_FIRE4 };
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int CEgon::g_fireAnims2[] = { EGON_ALTFIRECYCLE };
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TYPEDESCRIPTION CEgon::m_SaveData[] =
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{
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DEFINE_FIELD( CEgon, m_pBeam, FIELD_CLASSPTR ),
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DEFINE_FIELD( CEgon, m_pNoise, FIELD_CLASSPTR ),
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DEFINE_FIELD( CEgon, m_pSprite, FIELD_CLASSPTR ),
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DEFINE_FIELD( CEgon, m_shootTime, FIELD_TIME ),
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DEFINE_FIELD( CEgon, m_fireState, FIELD_INTEGER ),
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DEFINE_FIELD( CEgon, m_fireMode, FIELD_INTEGER ),
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DEFINE_FIELD( CEgon, m_shakeTime, FIELD_TIME ),
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DEFINE_FIELD( CEgon, m_flAmmoUseTime, FIELD_TIME ),
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};
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IMPLEMENT_SAVERESTORE( CEgon, CBasePlayerWeapon );
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void CEgon::Spawn( )
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{
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pev->classname = MAKE_STRING("weapon_egon");
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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;
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FallInit();// get ready to fall down.
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}
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void CEgon::Precache( void )
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{
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PRECACHE_MODEL("models/w_egon.mdl");
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PRECACHE_MODEL("models/v_egon.mdl");
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PRECACHE_MODEL("models/p_egon.mdl");
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PRECACHE_MODEL("models/w_9mmclip.mdl");
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PRECACHE_SOUND("items/9mmclip1.wav");
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PRECACHE_SOUND( EGON_SOUND_OFF );
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PRECACHE_SOUND( EGON_SOUND_RUN );
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PRECACHE_SOUND( EGON_SOUND_STARTUP );
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PRECACHE_SOUND( BUBB_SOUND_OFF );
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PRECACHE_SOUND( BUBB_SOUND_RUN );
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PRECACHE_SOUND( BUBB_SOUND_STARTUP );
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PRECACHE_SOUND( HEAL_SOUND_OFF );
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PRECACHE_MODEL( EGON_BEAM_SPRITE );
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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" );
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m_usEgonStop = PRECACHE_EVENT ( 1, "events/egon_stop.sc" );
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}
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BOOL CEgon::Deploy( void )
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{
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if (bm_gluon_mod.value) {
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PrintMessage( m_pPlayer, BMOD_CHAN_WEAPON, Vector (20,250,20), Vector (1, 4, 2), "BUBBLE GUN\nPRIMARY FIRE: Breathe bubbles underwater.\nSECONDARY FIRE: Hold down 5 seconds for area effect healing.");
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}
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m_deployed = FALSE;
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return DefaultDeploy( "models/v_egon.mdl", "models/p_egon.mdl", EGON_DRAW, "egon" );
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}
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int CEgon::AddToPlayer( CBasePlayer *pPlayer )
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{
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if ( CBasePlayerWeapon::AddToPlayer( pPlayer ) )
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{
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MESSAGE_BEGIN( MSG_ONE, gmsgWeapPickup, NULL, pPlayer->pev );
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WRITE_BYTE( m_iId );
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MESSAGE_END();
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return TRUE;
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}
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return FALSE;
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}
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void CEgon::Holster( int skiplocal /* = 0 */ )
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{
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5;
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// m_flTimeWeaponIdle = gpGlobals->time + UTIL_RandomFloat ( 10, 15 );
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SendWeaponAnim( EGON_HOLSTER );
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if ( m_fireState != FIRE_OFF ) {
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if (bm_gluon_mod.value)
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EndBubbleAttack();
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else
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EndAttack();
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}
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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";
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p->iMaxAmmo1 = URANIUM_MAX_CARRY;
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p->pszAmmo2 = NULL;
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p->iMaxAmmo2 = -1;
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p->iMaxClip = WEAPON_NOCLIP;
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p->iSlot = 3;
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p->iPosition = 2;
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p->iId = m_iId = WEAPON_EGON;
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p->iFlags = 0;
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p->iWeight = EGON_WEIGHT;
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return 1;
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}
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//#define EGON_PULSE_INTERVAL 0.25
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//#define EGON_DISCHARGE_INTERVAL 0.5
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#define EGON_PULSE_INTERVAL 0.1
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#define EGON_DISCHARGE_INTERVAL 0.1
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float CEgon::GetPulseInterval( void )
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{
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if ( g_pGameRules->IsMultiplayer() )
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{
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return 0.1;
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}
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return EGON_PULSE_INTERVAL;
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}
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float CEgon::GetDischargeInterval( void )
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{
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if ( g_pGameRules->IsMultiplayer() )
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{
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return 0.1;
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}
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return EGON_DISCHARGE_INTERVAL;
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}
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void CEgon::BubbleAttack( void )
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{
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UTIL_MakeVectors( m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle );
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Vector vecAiming = gpGlobals->v_forward;
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Vector vecSrc = m_pPlayer->GetGunPosition( );
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switch( m_fireState )
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{
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case FIRE_OFF:
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{
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if ( !HasAmmo() )
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{
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m_flNextPrimaryAttack = gpGlobals->time + 0.25;
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if (m_flNextSecondaryAttack <= gpGlobals->time)
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m_flNextSecondaryAttack = gpGlobals->time + 0.25;
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PlayEmptySound( );
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return;
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}
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m_flAmmoUseTime = gpGlobals->time;// start using ammo ASAP.
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SendWeaponAnim( g_fireAnims1[ RANDOM_LONG(0,ARRAYSIZE(g_fireAnims1)-1) ] );
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m_shakeTime = 0;
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m_pPlayer->m_iWeaponVolume = EGON_PRIMARY_VOLUME;
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m_flTimeWeaponIdle = gpGlobals->time + 0.1;
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// m_shootTime = gpGlobals->time + 2;
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m_shootTime = gpGlobals->time + .2;
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if ( m_fireMode == FIRE_WIDE )
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{
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EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_WEAPON, BUBB_SOUND_STARTUP, 0.98, ATTN_NORM, 0, 125 );
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}
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else
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{
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EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_WEAPON, BUBB_SOUND_STARTUP, 0.9, ATTN_NORM, 0, 80 );
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m_healAmmoUsed = 0;
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m_healAmmoUseTime = -1;
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}
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pev->dmgtime = gpGlobals->time + GetPulseInterval();
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m_fireState = FIRE_CHARGE;
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}
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break;
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case FIRE_CHARGE:
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{
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if ( m_fireMode == FIRE_WIDE )
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BubbleFire( vecSrc, vecAiming );
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else
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FireHeal();
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m_pPlayer->m_iWeaponVolume = EGON_PRIMARY_VOLUME;
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if ( m_shootTime != 0 && gpGlobals->time > m_shootTime )
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{
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if ( m_fireMode == FIRE_WIDE )
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{
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EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_STATIC, BUBB_SOUND_RUN, 0.98, ATTN_NORM, 0, 100 + RANDOM_LONG(0, 100) );
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}
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else
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{
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EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_STATIC, BUBB_SOUND_RUN, 0.9, ATTN_NORM, 0, 50 + (m_healAmmoUsed * 2) );
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}
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m_shootTime += (.1 + RANDOM_FLOAT(0,.1));
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}
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if ( !HasAmmo() )
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{
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EndBubbleAttack();
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m_fireState = FIRE_OFF;
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m_flNextPrimaryAttack = gpGlobals->time + 1.0;
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if (m_flNextSecondaryAttack <= gpGlobals->time)
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m_flNextSecondaryAttack = gpGlobals->time + 1.0;
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}
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}
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break;
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}
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}
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void CEgon::PrimaryAttack( void )
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{
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if (bm_gluon_mod.value) {
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m_fireMode = FIRE_WIDE;
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BubbleAttack();
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}
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else {
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m_fireMode = FIRE_WIDE;
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Attack();
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}
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}
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void CEgon::SecondaryAttack( void )
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{
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if (bm_gluon_mod.value) {
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m_fireMode = FIRE_NARROW;
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BubbleAttack();
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}
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else {
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}
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}
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// ***********************************
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// Eggplant's Bubble Gun
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// ***********************************
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void CEgon::BubbleFire( const Vector &vecOrigSrc, const Vector &vecDir )
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{
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if (!(m_bubbletime <= gpGlobals->time))
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return;
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m_bubbletime = gpGlobals->time + .05;
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UTIL_MakeVectors( m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle );
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m_pPlayer->pev->velocity = m_pPlayer->pev->velocity - gpGlobals->v_forward * bm_thrust.value;
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TraceResult tr;
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// Give player air!
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m_pPlayer->pev->air_finished = gpGlobals->time + 12;
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// First determine where the bubble will appear. It will appear in a random location
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// from the barrel of the gun to +128 units from the barrel.
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Vector tmpSrcMin = vecOrigSrc + gpGlobals->v_up * -8 + gpGlobals->v_right * 3;
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Vector tmpSrcMax = tmpSrcMin + gpGlobals->v_forward * RANDOM_LONG(32, 128);
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// We dont want to be able to shoot through walls or people, so trace the line from the barrel to the
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// bubble point and make sure nothing is in the way.
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UTIL_TraceLine(tmpSrcMin, tmpSrcMax, dont_ignore_monsters, ENT(pev), &tr);
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if (tr.fStartSolid)
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return;
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||
|
Vector tmpSrc1 = tmpSrcMin + gpGlobals->v_forward * 32;
|
||
|
Vector tmpSrc2 = tr.vecEndPos;
|
||
|
|
||
|
// Now trace from the bubble point up 256 units to see where the bubble should pop.
|
||
|
Vector vecDest = tmpSrc2 + Vector ( 0, 0, 1 ) * 256;
|
||
|
UTIL_TraceLine(tmpSrc2, vecDest, ignore_monsters, ENT(pev), &tr);
|
||
|
float flHeight = tr.vecEndPos.z - tmpSrc2.z;
|
||
|
|
||
|
// Tell the client about the new bubble.
|
||
|
// MESSAGE_BEGIN( MSG_PAS, SVC_TEMPENTITY, tmpSrc );
|
||
|
// WRITE_BYTE( TE_BUBBLES );
|
||
|
// WRITE_COORD( vecMin.x ); // mins
|
||
|
// WRITE_COORD( vecMin.y );
|
||
|
// WRITE_COORD( vecMin.z );
|
||
|
// WRITE_COORD( vecMax.x ); // maxz
|
||
|
// WRITE_COORD( vecMax.y );
|
||
|
// WRITE_COORD( vecMax.z );
|
||
|
// WRITE_COORD( flHeight ); // height
|
||
|
// WRITE_SHORT( g_sModelIndexBubbles );
|
||
|
// WRITE_BYTE( 3 ); // count
|
||
|
// WRITE_COORD( 8 ); // speed
|
||
|
// MESSAGE_END();
|
||
|
MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY );
|
||
|
WRITE_BYTE( TE_BUBBLETRAIL );
|
||
|
WRITE_COORD( tmpSrc1.x ); // mins
|
||
|
WRITE_COORD( tmpSrc1.y );
|
||
|
WRITE_COORD( tmpSrc1.z );
|
||
|
WRITE_COORD( tmpSrc2.x ); // maxz
|
||
|
WRITE_COORD( tmpSrc2.y );
|
||
|
WRITE_COORD( tmpSrc2.z );
|
||
|
WRITE_COORD( flHeight ); // height
|
||
|
WRITE_SHORT( g_sModelIndexBubbles );
|
||
|
WRITE_BYTE( 5 ); // count
|
||
|
WRITE_COORD( 8 ); // speed
|
||
|
MESSAGE_END();
|
||
|
}
|
||
|
|
||
|
void CEgon::FireHeal( void ) {
|
||
|
|
||
|
// Only do this every once in a while to save bandwidth.
|
||
|
if (!(m_bubbletime <= gpGlobals->time))
|
||
|
return;
|
||
|
m_bubbletime = gpGlobals->time + .1;
|
||
|
|
||
|
Vector vecOrigSrc = m_pPlayer->GetGunPosition( );
|
||
|
int bubbleRadius = 1;
|
||
|
int numBubbles = 1;
|
||
|
int bubbleSpeed = 8;
|
||
|
|
||
|
if (m_healAmmoUseTime <= gpGlobals->time) {
|
||
|
m_healAmmoUseTime = gpGlobals->time +.5;
|
||
|
UseAmmo(5);
|
||
|
m_healAmmoUsed += 5;
|
||
|
|
||
|
// Runes halve the ammo needed.
|
||
|
int healTime = 50;
|
||
|
if (m_pPlayer->m_RuneFlags == RUNE_BATTERY ||
|
||
|
m_pPlayer->m_RuneFlags == RUNE_HEALTH) {
|
||
|
healTime /= 2;
|
||
|
}
|
||
|
|
||
|
if (m_healAmmoUsed >= healTime) {
|
||
|
// Heal all players within a radius.
|
||
|
CBaseEntity *pEntity = NULL;
|
||
|
|
||
|
// Find all the players inside the radius. Heal them, and make the screen flash.
|
||
|
while ((pEntity = UTIL_FindEntityInSphere( pEntity, vecOrigSrc, BUBBLE_HEAL_RADIUS )) != NULL)
|
||
|
{
|
||
|
if (pEntity->IsPlayer())
|
||
|
if (m_pPlayer->m_RuneFlags == RUNE_BATTERY) {
|
||
|
pEntity->pev->armorvalue += BUBBLE_HEAL_AMT;
|
||
|
if (pEntity->pev->armorvalue > 100)
|
||
|
pEntity->pev->armorvalue = 100;
|
||
|
}
|
||
|
else {
|
||
|
pEntity->TakeHealth(BUBBLE_HEAL_AMT, DMG_GENERIC);
|
||
|
}
|
||
|
UTIL_ScreenFade( pEntity, Vector(0,128,255), 2, 0.5, 200, FFADE_IN );
|
||
|
}
|
||
|
|
||
|
// Make a big bubble cloud.
|
||
|
bubbleRadius = BUBBLE_HEAL_RADIUS;
|
||
|
numBubbles = 1000;
|
||
|
bubbleSpeed = -8;
|
||
|
|
||
|
// Turn off the bubble gun.
|
||
|
EndBubbleAttack();
|
||
|
|
||
|
// Make sure they can't do this again for a while.
|
||
|
m_flNextSecondaryAttack = gpGlobals->time + 30;
|
||
|
|
||
|
// Make a sound effect.
|
||
|
EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_STATIC, HEAL_SOUND_OFF, 0.98, ATTN_NORM, 0, 100);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Make bubble(s)
|
||
|
TraceResult tr;
|
||
|
Vector vecDest = vecOrigSrc + Vector ( 0, 0, 1 ) * 256;
|
||
|
UTIL_TraceLine(vecOrigSrc, vecDest, ignore_monsters, ENT(pev), &tr);
|
||
|
float flHeight = tr.vecEndPos.z - vecOrigSrc.z;
|
||
|
|
||
|
// Tell the client about the new bubble.
|
||
|
MESSAGE_BEGIN( MSG_PAS, SVC_TEMPENTITY, vecOrigSrc );
|
||
|
WRITE_BYTE( TE_BUBBLES );
|
||
|
WRITE_COORD( vecOrigSrc.x - bubbleRadius ); // mins
|
||
|
WRITE_COORD( vecOrigSrc.y - bubbleRadius );
|
||
|
WRITE_COORD( vecOrigSrc.z - bubbleRadius );
|
||
|
WRITE_COORD( vecOrigSrc.x + bubbleRadius ); // maxz
|
||
|
WRITE_COORD( vecOrigSrc.y + bubbleRadius );
|
||
|
WRITE_COORD( vecOrigSrc.z + bubbleRadius );
|
||
|
WRITE_COORD( flHeight ); // height
|
||
|
WRITE_SHORT( g_sModelIndexBubbles );
|
||
|
WRITE_BYTE( numBubbles ); // count
|
||
|
WRITE_COORD( bubbleSpeed ); // speed
|
||
|
MESSAGE_END();
|
||
|
}
|
||
|
|
||
|
|
||
|
void CEgon::UpdateEffect( const Vector &startPoint, const Vector &endPoint, float timeBlend )
|
||
|
{
|
||
|
if ( !m_pBeam )
|
||
|
{
|
||
|
CreateEffect();
|
||
|
}
|
||
|
|
||
|
m_pBeam->SetStartPos( endPoint );
|
||
|
m_pBeam->SetBrightness( 255 - (timeBlend*180) );
|
||
|
m_pBeam->SetWidth( 40 - (timeBlend*20) );
|
||
|
|
||
|
if ( m_fireMode == FIRE_WIDE )
|
||
|
m_pBeam->SetColor( 30 + (25*timeBlend), 30 + (30*timeBlend), 64 + 80*fabs(sin(gpGlobals->time*10)) );
|
||
|
else
|
||
|
m_pBeam->SetColor( 60 + (25*timeBlend), 120 + (30*timeBlend), 64 + 80*fabs(sin(gpGlobals->time*10)) );
|
||
|
|
||
|
|
||
|
UTIL_SetOrigin( m_pSprite->pev, endPoint );
|
||
|
m_pSprite->pev->frame += 8 * gpGlobals->frametime;
|
||
|
if ( m_pSprite->pev->frame > m_pSprite->Frames() )
|
||
|
m_pSprite->pev->frame = 0;
|
||
|
|
||
|
m_pNoise->SetStartPos( endPoint );
|
||
|
}
|
||
|
|
||
|
|
||
|
void CEgon::CreateEffect( void )
|
||
|
{
|
||
|
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_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_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;
|
||
|
|
||
|
if ( m_fireMode == FIRE_WIDE )
|
||
|
{
|
||
|
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 );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
void CEgon::DestroyEffect( void )
|
||
|
{
|
||
|
if ( m_pBeam )
|
||
|
{
|
||
|
UTIL_Remove( m_pBeam );
|
||
|
m_pBeam = NULL;
|
||
|
}
|
||
|
if ( m_pNoise )
|
||
|
{
|
||
|
UTIL_Remove( m_pNoise );
|
||
|
m_pNoise = NULL;
|
||
|
}
|
||
|
if ( m_pSprite )
|
||
|
{
|
||
|
if ( m_fireMode == FIRE_WIDE )
|
||
|
m_pSprite->Expand( 10, 500 );
|
||
|
else
|
||
|
UTIL_Remove( m_pSprite );
|
||
|
m_pSprite = NULL;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
void CEgon::WeaponIdle( void )
|
||
|
{
|
||
|
ResetEmptySound( );
|
||
|
|
||
|
if ( m_flTimeWeaponIdle > gpGlobals->time )
|
||
|
return;
|
||
|
|
||
|
if ( m_fireState != FIRE_OFF ) {
|
||
|
if (bm_gluon_mod.value)
|
||
|
EndBubbleAttack();
|
||
|
else
|
||
|
EndAttack();
|
||
|
}
|
||
|
|
||
|
int iAnim;
|
||
|
|
||
|
float flRand = RANDOM_FLOAT(0,1);
|
||
|
|
||
|
if ( flRand <= 0.5 )
|
||
|
{
|
||
|
iAnim = EGON_IDLE1;
|
||
|
m_flTimeWeaponIdle = gpGlobals->time + RANDOM_FLOAT(10,15);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
iAnim = EGON_FIDGET1;
|
||
|
m_flTimeWeaponIdle = gpGlobals->time + 3;
|
||
|
}
|
||
|
|
||
|
SendWeaponAnim( iAnim );
|
||
|
m_deployed = TRUE;
|
||
|
}
|
||
|
|
||
|
void CEgon::EndBubbleAttack( void )
|
||
|
{
|
||
|
STOP_SOUND( ENT(m_pPlayer->pev), CHAN_STATIC, BUBB_SOUND_RUN );
|
||
|
EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_WEAPON, BUBB_SOUND_OFF, 0.98, ATTN_NORM, 0, 100);
|
||
|
m_fireState = FIRE_OFF;
|
||
|
m_flTimeWeaponIdle = gpGlobals->time + 2.0;
|
||
|
m_flNextPrimaryAttack = gpGlobals->time + 0.5;
|
||
|
// m_flNextSecondaryAttack = gpGlobals->time + 30;
|
||
|
DestroyEffect();
|
||
|
}
|
||
|
|
||
|
void CEgon::EndAttack( void )
|
||
|
{
|
||
|
STOP_SOUND( ENT(m_pPlayer->pev), CHAN_STATIC, EGON_SOUND_RUN );
|
||
|
EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_WEAPON, EGON_SOUND_OFF, 0.98, ATTN_NORM, 0, 100);
|
||
|
m_fireState = FIRE_OFF;
|
||
|
m_flTimeWeaponIdle = gpGlobals->time + 2.0;
|
||
|
m_flNextPrimaryAttack = gpGlobals->time + 0.5;
|
||
|
// m_flNextSecondaryAttack = gpGlobals->time + 30;
|
||
|
DestroyEffect();
|
||
|
}
|
||
|
|
||
|
void CEgon::Attack( void )
|
||
|
{
|
||
|
// don't fire underwater
|
||
|
if ( m_pPlayer->pev->waterlevel == 3 )
|
||
|
{
|
||
|
|
||
|
if ( m_fireState != FIRE_OFF || m_pBeam )
|
||
|
{
|
||
|
EndAttack();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
PlayEmptySound( );
|
||
|
}
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
UTIL_MakeVectors( m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle );
|
||
|
Vector vecAiming = gpGlobals->v_forward;
|
||
|
Vector vecSrc = m_pPlayer->GetGunPosition( );
|
||
|
|
||
|
int flags;
|
||
|
#if defined( CLIENT_WEAPONS )
|
||
|
flags = FEV_NOTHOST;
|
||
|
#else
|
||
|
flags = 0;
|
||
|
#endif
|
||
|
|
||
|
switch( m_fireState )
|
||
|
{
|
||
|
case FIRE_OFF:
|
||
|
{
|
||
|
if ( !HasAmmo() )
|
||
|
{
|
||
|
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 );
|
||
|
|
||
|
m_shakeTime = 0;
|
||
|
|
||
|
m_pPlayer->m_iWeaponVolume = EGON_PRIMARY_VOLUME;
|
||
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.1;
|
||
|
pev->fuser1 = UTIL_WeaponTimeBase() + 2;
|
||
|
m_shootTime = gpGlobals->time +2;
|
||
|
|
||
|
if ( m_fireMode == FIRE_WIDE )
|
||
|
{
|
||
|
EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_WEAPON, EGON_SOUND_STARTUP, 0.98, ATTN_NORM, 0, 125 );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_WEAPON, EGON_SOUND_STARTUP, 0.9, ATTN_NORM, 0, 80 );
|
||
|
}
|
||
|
|
||
|
pev->dmgtime = gpGlobals->time + GetPulseInterval();
|
||
|
m_fireState = FIRE_CHARGE;
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
case FIRE_CHARGE:
|
||
|
{
|
||
|
Fire( vecSrc, vecAiming );
|
||
|
|
||
|
m_pPlayer->m_iWeaponVolume = EGON_PRIMARY_VOLUME;
|
||
|
|
||
|
if ( m_shootTime != 0 && gpGlobals->time > m_shootTime )
|
||
|
{
|
||
|
EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_STATIC, EGON_SOUND_RUN, 0.98, ATTN_NORM, 0, 125 );
|
||
|
m_shootTime = 0;
|
||
|
}
|
||
|
|
||
|
//if ( pev->fuser1 <= UTIL_WeaponTimeBase() )
|
||
|
//{
|
||
|
// 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;
|
||
|
// }
|
||
|
|
||
|
if ( !HasAmmo() )
|
||
|
{
|
||
|
EndAttack();
|
||
|
m_flNextPrimaryAttack = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 1.0;
|
||
|
}
|
||
|
|
||
|
}
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void CEgon::Fire( const Vector &vecOrigSrc, const Vector &vecDir )
|
||
|
{
|
||
|
Vector vecDest = vecOrigSrc + vecDir * 2048;
|
||
|
edict_t *pentIgnore;
|
||
|
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 );
|
||
|
|
||
|
if (tr.fAllSolid)
|
||
|
return;
|
||
|
|
||
|
#ifndef CLIENT_DLL
|
||
|
CBaseEntity *pEntity = CBaseEntity::Instance(tr.pHit);
|
||
|
|
||
|
if (pEntity == NULL)
|
||
|
return;
|
||
|
|
||
|
if ( g_pGameRules->IsMultiplayer() )
|
||
|
{
|
||
|
if ( m_pSprite && pEntity->pev->takedamage )
|
||
|
{
|
||
|
m_pSprite->pev->effects &= ~EF_NODRAW;
|
||
|
}
|
||
|
else if ( m_pSprite )
|
||
|
{
|
||
|
m_pSprite->pev->effects |= EF_NODRAW;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
#endif
|
||
|
|
||
|
float timedist;
|
||
|
|
||
|
switch ( m_fireMode )
|
||
|
{
|
||
|
case FIRE_NARROW:
|
||
|
#ifndef CLIENT_DLL
|
||
|
if ( pev->dmgtime < gpGlobals->time )
|
||
|
{
|
||
|
// Narrow mode only does damage to the entity it hits
|
||
|
ClearMultiDamage();
|
||
|
if (pEntity->pev->takedamage)
|
||
|
{
|
||
|
pEntity->TraceAttack( m_pPlayer->pev, gSkillData.plrDmgEgonNarrow, vecDir, &tr, DMG_ENERGYBEAM );
|
||
|
}
|
||
|
ApplyMultiDamage(m_pPlayer->pev, m_pPlayer->pev);
|
||
|
|
||
|
if ( g_pGameRules->IsMultiplayer() )
|
||
|
{
|
||
|
// multiplayer uses 1 ammo every 1/10th second
|
||
|
if ( gpGlobals->time >= m_flAmmoUseTime )
|
||
|
{
|
||
|
UseAmmo( 1 );
|
||
|
m_flAmmoUseTime = gpGlobals->time + 0.1;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// single player, use 3 ammo/second
|
||
|
if ( gpGlobals->time >= m_flAmmoUseTime )
|
||
|
{
|
||
|
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
|
||
|
if ( pev->dmgtime < gpGlobals->time )
|
||
|
{
|
||
|
// wide mode does damage to the ent, and radius damage
|
||
|
ClearMultiDamage();
|
||
|
if (pEntity->pev->takedamage)
|
||
|
{
|
||
|
pEntity->TraceAttack( m_pPlayer->pev, gSkillData.plrDmgEgonWide, vecDir, &tr, DMG_ENERGYBEAM | DMG_ALWAYSGIB);
|
||
|
}
|
||
|
ApplyMultiDamage(m_pPlayer->pev, m_pPlayer->pev);
|
||
|
|
||
|
if ( g_pGameRules->IsMultiplayer() )
|
||
|
{
|
||
|
// 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 );
|
||
|
}
|
||
|
|
||
|
if ( !m_pPlayer->IsAlive() )
|
||
|
return;
|
||
|
|
||
|
if ( g_pGameRules->IsMultiplayer() )
|
||
|
{
|
||
|
//multiplayer uses 5 ammo/second
|
||
|
if ( gpGlobals->time >= m_flAmmoUseTime )
|
||
|
{
|
||
|
UseAmmo( 1 );
|
||
|
m_flAmmoUseTime = gpGlobals->time + 0.2;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// Wide mode uses 10 charges per second in single player
|
||
|
if ( gpGlobals->time >= m_flAmmoUseTime )
|
||
|
{
|
||
|
UseAmmo( 1 );
|
||
|
m_flAmmoUseTime = gpGlobals->time + 0.1;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
pev->dmgtime = gpGlobals->time + GetDischargeInterval();
|
||
|
if ( m_shakeTime < gpGlobals->time )
|
||
|
{
|
||
|
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;
|
||
|
}
|
||
|
|
||
|
if ( timedist < 0 )
|
||
|
timedist = 0;
|
||
|
else if ( timedist > 1 )
|
||
|
timedist = 1;
|
||
|
timedist = 1-timedist;
|
||
|
|
||
|
UpdateEffect( tmpSrc, tr.vecEndPos, timedist );
|
||
|
}
|
||
|
|
||
|
|
||
|
class CEgonAmmo : public CBasePlayerAmmo
|
||
|
{
|
||
|
void Spawn( void )
|
||
|
{
|
||
|
pev->classname = MAKE_STRING("ammo_egonclip");
|
||
|
Precache( );
|
||
|
SET_MODEL(ENT(pev), "models/w_chainammo.mdl");
|
||
|
CBasePlayerAmmo::Spawn( );
|
||
|
}
|
||
|
void Precache( void )
|
||
|
{
|
||
|
PRECACHE_MODEL ("models/w_chainammo.mdl");
|
||
|
PRECACHE_SOUND("items/9mmclip1.wav");
|
||
|
}
|
||
|
BOOL AddAmmo( CBaseEntity *pOther )
|
||
|
{
|
||
|
if (pOther->GiveAmmo( AMMO_URANIUMBOX_GIVE, "uranium", URANIUM_MAX_CARRY ) != -1)
|
||
|
{
|
||
|
EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM);
|
||
|
return TRUE;
|
||
|
}
|
||
|
return FALSE;
|
||
|
}
|
||
|
};
|
||
|
LINK_ENTITY_TO_CLASS( ammo_egonclip, CEgonAmmo );
|
||
|
|
||
|
|
||
|
|
||
|
#endif
|