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/***
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*
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* Copyright (c) 1996-2002, 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 "monsters.h"
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#include "weapons.h"
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#include "nodes.h"
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#include "player.h"
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#include "hornet.h"
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#include "gamerules.h"
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#include "effects.h"
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#include "BMOD_messaging.h"
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#include "decals.h"
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#include "BMOD_zapgunrift.h"
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#include "shake.h"
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#include "squeakgrenade.h"
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short iBSquidSpitSprite;
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extern cvar_t bm_freezetime;
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extern cvar_t bm_hornet_mod;
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enum hgun_e
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{
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HGUN_IDLE1 = 0,
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HGUN_FIDGETSWAY,
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HGUN_FIDGETSHAKE,
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HGUN_DOWN,
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HGUN_UP,
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HGUN_SHOOT
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};
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enum hgun_phase
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{
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HGUN_IDLE = 0,
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HGUN_CHARGE,
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HGUN_ZAP,
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HGUN_ZAP_DONE,
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HGUN_SPIT
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};
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enum firemode_e
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{
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FIREMODE_TRACK = 0,
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FIREMODE_FAST
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};
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//=========================================================
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// Bullsquid's spit projectile
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//=========================================================
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class BMODSquidSpit : public CBaseEntity
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{
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public:
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void Spawn( void );
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static void Shoot( entvars_t *Owner, Vector vecStart, Vector vecVelocity );
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void Touch( CBaseEntity *pOther );
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void EXPORT Animate( void );
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static TYPEDESCRIPTION m_SaveData[];
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int m_maxFrame;
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entvars_t *pevOwner;
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};
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LINK_ENTITY_TO_CLASS( squidspit, BMODSquidSpit );
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void BMODSquidSpit:: Spawn( void )
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{
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pev->movetype = MOVETYPE_FLY;
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pev->classname = MAKE_STRING( "squidspit" );
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pev->solid = SOLID_BBOX;
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pev->rendermode = kRenderTransAlpha;
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pev->renderamt = 255;
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SET_MODEL( ENT( pev ), "sprites/bigspit.spr" );
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pev->frame = 0;
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pev->scale = 0.5;
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UTIL_SetSize( pev, Vector( -4, -4, -4 ), Vector( 4, 4, 4 ) );
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m_maxFrame = (float)MODEL_FRAMES( pev->modelindex ) - 1;
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MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY );
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WRITE_BYTE( TE_BEAMFOLLOW );
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WRITE_SHORT( entindex() ); // entity
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WRITE_SHORT( g_sModelIndexLightning ); // model
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WRITE_BYTE( 2 ); // life
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WRITE_BYTE( 4 ); // width
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WRITE_BYTE( 128 ); // r, g, b
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WRITE_BYTE( 200 ); // r, g, b
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WRITE_BYTE( 0 ); // r, g, b
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WRITE_BYTE( 255 ); // brightness
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MESSAGE_END(); // move PHS/PVS data sending into here (SEND_ALL, SEND_PVS, SEND_PHS)
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}
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void BMODSquidSpit::Animate( void )
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{
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pev->nextthink = gpGlobals->time + 0.1;
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if( pev->frame++ )
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{
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if( pev->frame > m_maxFrame )
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{
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pev->frame = 0;
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}
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}
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}
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void BMODSquidSpit::Shoot( entvars_t *Owner, Vector vecStart, Vector vecVelocity )
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{
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BMODSquidSpit *pSpit = GetClassPtr( (BMODSquidSpit *)NULL );
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pSpit->Spawn();
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UTIL_SetOrigin( pSpit->pev, vecStart );
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pSpit->pev->velocity = vecVelocity;
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pSpit->pev->owner = ENT( Owner );
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pSpit->pevOwner = Owner;
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pSpit->SetThink( Animate );
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pSpit->pev->nextthink = gpGlobals->time + 0.1;
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}
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void BMODSquidSpit::Touch( CBaseEntity *pOther )
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{
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TraceResult tr;
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int iPitch;
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// splat sound
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iPitch = RANDOM_FLOAT( 90, 110 );
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EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "bullchicken/bc_acid1.wav", 1, ATTN_NORM, 0, iPitch );
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switch( RANDOM_LONG( 0, 1 ) )
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{
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case 0:
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EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, "bullchicken/bc_spithit1.wav", 1, ATTN_NORM, 0, iPitch );
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break;
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case 1:
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EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, "bullchicken/bc_spithit2.wav", 1, ATTN_NORM, 0, iPitch );
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break;
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}
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// make a splat on the wall
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UTIL_TraceLine( pev->origin, pev->origin + pev->velocity, dont_ignore_monsters, ENT( pev ), &tr );
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UTIL_DecalTrace( &tr, DECAL_SPIT1 + RANDOM_LONG( 0, 1 ) );
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// make some flecks
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MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, tr.vecEndPos );
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WRITE_BYTE( TE_SPRITE_SPRAY );
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WRITE_COORD( tr.vecEndPos.x ); // pos
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WRITE_COORD( tr.vecEndPos.y );
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WRITE_COORD( tr.vecEndPos.z );
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WRITE_COORD( tr.vecPlaneNormal.x ); // dir
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WRITE_COORD( tr.vecPlaneNormal.y );
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WRITE_COORD( tr.vecPlaneNormal.z );
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WRITE_SHORT( iBSquidSpitSprite ); // model
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WRITE_BYTE( 5 ); // count
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WRITE_BYTE( 30 ); // speed
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WRITE_BYTE( 80 ); // noise ( client will divide by 100 )
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MESSAGE_END();
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if( pOther->IsPlayer() )
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{
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ClearMultiDamage();
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pOther->TraceAttack( pevOwner, 30, pev->origin + pev->velocity, &tr, DMG_GENERIC );
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ApplyMultiDamage( pev, pevOwner );
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}
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SetThink( SUB_Remove );
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pev->nextthink = gpGlobals->time;
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}
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#include "BMOD_hornetgun.h"
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LINK_ENTITY_TO_CLASS( weapon_hornetgun, CHgun )
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//=========================================================
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// ClearBeams - remove all beams
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//=========================================================
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void CHgun::ClearBeams()
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{
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for( int i = 0; i < HGUN_MAX_BEAMS; i++ )
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{
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if( m_pBeam[i] )
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{
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UTIL_Remove( m_pBeam[i] );
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m_pBeam[i] = NULL;
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}
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}
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m_iBeams = 0;
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STOP_SOUND( ENT(m_pPlayer->pev), CHAN_WEAPON, "debris/zap4.wav" );
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}
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//=========================================================
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// ArmBeam - small beam from arm to nearby geometry
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//=========================================================
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void CHgun::ArmBeam( Vector color )
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{
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TraceResult tr;
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float flDist = 1.0;
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if( m_iBeams >= HGUN_MAX_BEAMS )
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return;
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// UTIL_MakeAimVectors( pev->angles );
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Vector vecSrc = m_pPlayer->GetGunPosition() + gpGlobals->v_forward * 16 + gpGlobals->v_right * 8 + gpGlobals->v_up * -12;
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for( int i = 0; i < 3; i++ )
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{
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Vector vecAim = gpGlobals->v_right * RANDOM_FLOAT( -1, 1 ) + gpGlobals->v_up * RANDOM_FLOAT( -1, 1 );
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TraceResult tr1;
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UTIL_TraceLine( vecSrc, vecSrc + vecAim * 512, dont_ignore_monsters, ENT( m_pPlayer->pev ), &tr1 );
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if( flDist > tr1.flFraction )
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{
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tr = tr1;
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flDist = tr.flFraction;
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}
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}
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// Couldn't find anything close enough
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if( flDist == 1.0 )
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return;
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// DecalGunshot( &tr, BULLET_PLAYER_CROWBAR );
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m_pBeam[m_iBeams] = CBeam::BeamCreate( "sprites/lgtning.spr", 30 );
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if( !m_pBeam[m_iBeams] )
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return;
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m_pBeam[m_iBeams]->PointEntInit( tr.vecEndPos, m_pPlayer->entindex() );
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m_pBeam[m_iBeams]->SetEndAttachment( 1 );
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// m_pBeam[m_iBeams]->SetColor( 96, 128, 16 );
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m_pBeam[m_iBeams]->SetColor( color.x, color.y, color.z );
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m_pBeam[m_iBeams]->SetBrightness( 64 );
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m_pBeam[m_iBeams]->SetNoise( 80 );
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m_pBeam[m_iBeams]->pev->spawnflags |= SF_BEAM_TEMPORARY;
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m_iBeams++;
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}
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//=========================================================
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// ZapBeam - heavy damage directly forward
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//=========================================================
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void CHgun::ZapBeam( void )
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{
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Vector vecSrc, vecAim, vecOrig;
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TraceResult tr;
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CBaseEntity *pEntity;
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/*
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if (m_iBeams >= HGUN_MAX_BEAMS)
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return;
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*/
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// UTIL_MakeVectors( m_pPlayer->pev->v_angle );
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vecOrig = m_pPlayer->GetGunPosition();
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vecSrc = m_pPlayer->GetGunPosition() + gpGlobals->v_forward * 16 + gpGlobals->v_right * 8 + gpGlobals->v_up * -12;
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vecAim = gpGlobals->v_forward;
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UTIL_TraceLine( vecOrig, vecOrig + vecAim * 2048, dont_ignore_monsters, ENT( m_pPlayer->pev ), &tr );
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for( int i = 0; i < 2; i++ )
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{
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MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY );
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WRITE_BYTE( TE_BEAMPOINTS );
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WRITE_COORD( vecSrc.x );
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WRITE_COORD( vecSrc.y );
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WRITE_COORD( vecSrc.z );
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WRITE_COORD( tr.vecEndPos.x );
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WRITE_COORD( tr.vecEndPos.y );
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WRITE_COORD( tr.vecEndPos.z );
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WRITE_SHORT( iZapBeamSpr );
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WRITE_BYTE( 0 ); // Starting frame
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WRITE_BYTE( 0 ); // framerate * 0.1
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WRITE_BYTE( 2 ); // life * 0.1
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WRITE_BYTE( 50 ); // width
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WRITE_BYTE( 20 ); // noise
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WRITE_BYTE( 180 ); // color r,g,b
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WRITE_BYTE( 255 ); // color r,g,b
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WRITE_BYTE( 96 ); // color r,g,b
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WRITE_BYTE( 255 ); // brightness
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WRITE_BYTE( 0 ); // scroll speed
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MESSAGE_END();
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}
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UTIL_DecalTrace( &tr, DECAL_SMALLSCORCH1 + RANDOM_LONG( 0, 2 ) );
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/*
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m_pBeam[m_iBeams] = CBeam::BeamCreate( "sprites/lgtning.spr", 50 );
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if( !m_pBeam[m_iBeams] )
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return;
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m_pBeam[m_iBeams]->PointEntInit( tr.vecEndPos, m_pPlayer->entindex() );
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m_pBeam[m_iBeams]->SetEndAttachment( 1 );
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m_pBeam[m_iBeams]->SetColor( 180, 255, 96 );
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m_pBeam[m_iBeams]->SetBrightness( 255 );
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m_pBeam[m_iBeams]->SetNoise( 20 );
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m_pBeam[m_iBeams]->pev->spawnflags |= SF_BEAM_TEMPORARY;
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m_iBeams++;
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*/
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pEntity = CBaseEntity::Instance(tr.pHit);
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if( pEntity != NULL && pEntity->pev->takedamage )
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{
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// pEntity->TakeDamage( pev, VARS (pev->owner), 45, DMG_SHOCK );
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ClearMultiDamage();
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entvars_t *Owner;
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Owner = VARS( pev->owner );
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pEntity->TraceAttack( Owner, 90, vecAim, &tr, DMG_SHOCK | DMG_ALWAYSGIB );
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ApplyMultiDamage( pev, Owner );
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UTIL_ScreenFade( pEntity, Vector(180,255,96), 2, 0.5, 128, FFADE_IN );
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}
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UTIL_EmitAmbientSound( ENT( m_pPlayer->pev ), tr.vecEndPos, "weapons/electro4.wav", 0.5, ATTN_NORM, 0, RANDOM_LONG( 140, 160 ) );
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if( UTIL_PointContents( tr.vecEndPos ) == CONTENTS_WATER )
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{
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CBaseEntity *pRift = CBaseEntity::Create( "zaprift", tr.vecEndPos, UTIL_VecToAngles( tr.vecPlaneNormal ), m_pPlayer->edict() );
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// UTIL_EmitAmbientSound( ENT(m_pPlayer->pev), tr.vecEndPos, "weapons/electro4.wav", 50, ATTN_NORM, 0, 300 );
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}
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}
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//=========================================================
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// Freeze Ray -
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//=========================================================
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void CHgun::FreezeRay( void )
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{
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Vector vecSrc, vecAim, vecOrig;
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TraceResult tr;
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CBaseEntity *pEntity;
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if( ( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] < 12 ) || m_pPlayer->pev->waterlevel == 3 )
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{
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return;
|
|
|
|
}
|
|
|
|
|
|
|
|
vecOrig = m_pPlayer->GetGunPosition();
|
|
|
|
vecSrc = m_pPlayer->GetGunPosition() + gpGlobals->v_forward * 16 + gpGlobals->v_right * 8 + gpGlobals->v_up * -12;
|
|
|
|
vecAim = gpGlobals->v_forward;
|
|
|
|
UTIL_TraceLine( vecOrig, vecOrig + vecAim * 2048, dont_ignore_monsters, ENT( m_pPlayer->pev ), &tr );
|
|
|
|
|
|
|
|
MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY );
|
|
|
|
WRITE_BYTE( TE_BEAMPOINTS );
|
|
|
|
WRITE_COORD( vecSrc.x );
|
|
|
|
WRITE_COORD( vecSrc.y );
|
|
|
|
WRITE_COORD( vecSrc.z );
|
|
|
|
WRITE_COORD( tr.vecEndPos.x );
|
|
|
|
WRITE_COORD( tr.vecEndPos.y );
|
|
|
|
WRITE_COORD( tr.vecEndPos.z );
|
|
|
|
WRITE_SHORT( iZapBeamSpr );
|
|
|
|
WRITE_BYTE( 0 ); // Starting frame
|
|
|
|
WRITE_BYTE( 0 ); // framerate * 0.1
|
|
|
|
WRITE_BYTE( 3 ); // life * 0.1
|
|
|
|
WRITE_BYTE( 200 ); // width
|
|
|
|
WRITE_BYTE( 2 ); // noise
|
|
|
|
WRITE_BYTE( 220 ); // color r,g,b
|
|
|
|
WRITE_BYTE( 220 ); // color r,g,b
|
|
|
|
WRITE_BYTE( 255 ); // color r,g,b
|
|
|
|
WRITE_BYTE( 255 ); // brightness
|
|
|
|
WRITE_BYTE( 0 ); // scroll speed
|
|
|
|
MESSAGE_END();
|
|
|
|
|
|
|
|
UTIL_DecalTrace( &tr, DECAL_MOMMASPLAT );
|
|
|
|
|
|
|
|
MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY );
|
|
|
|
WRITE_BYTE( TE_SPRITETRAIL );// TE_RAILTRAIL);
|
|
|
|
WRITE_COORD( vecSrc.x );
|
|
|
|
WRITE_COORD( vecSrc.y );
|
|
|
|
WRITE_COORD( vecSrc.z );
|
|
|
|
WRITE_COORD( tr.vecEndPos.x );
|
|
|
|
WRITE_COORD( tr.vecEndPos.y );
|
|
|
|
WRITE_COORD( tr.vecEndPos.z );
|
|
|
|
WRITE_SHORT( m_sGlowSpr ); // model
|
|
|
|
WRITE_BYTE( 20 ); // count
|
|
|
|
WRITE_BYTE( 10 ); // life * 10
|
|
|
|
WRITE_BYTE( RANDOM_LONG( 1, 2 ) ); // size * 10
|
|
|
|
WRITE_BYTE( 10 ); // amplitude * 0.1
|
|
|
|
WRITE_BYTE( 0 ); // speed * 100
|
|
|
|
MESSAGE_END();
|
|
|
|
|
|
|
|
pEntity = CBaseEntity::Instance( tr.pHit );
|
|
|
|
if( pEntity != NULL && pEntity->pev->takedamage && pEntity->IsPlayer() )
|
|
|
|
{
|
|
|
|
CBasePlayer *pPlayer = (CBasePlayer *)pEntity;
|
|
|
|
|
|
|
|
UTIL_ScreenFade( pPlayer, Vector( 0, 0, 255 ), 2.0, 1.0, 128, FFADE_IN );
|
|
|
|
|
|
|
|
pPlayer->pev->rendermode = kRenderNormal;
|
|
|
|
pPlayer->pev->renderfx = kRenderFxGlowShell;
|
|
|
|
|
|
|
|
pPlayer->pev->rendercolor.x = 240; // red
|
|
|
|
pPlayer->pev->rendercolor.y = 240; // green
|
|
|
|
pPlayer->pev->rendercolor.z = 255; // blue
|
|
|
|
|
|
|
|
pPlayer->pev->renderamt = 60; // glow shell distance from entity
|
|
|
|
|
|
|
|
float freezetime = max (.6, bm_freezetime.value);
|
|
|
|
|
|
|
|
// freeze the player and set the "unfreeze" time...
|
|
|
|
pPlayer->EnableControl(FALSE);
|
|
|
|
pPlayer->m_vFreezeAngle = pPlayer->pev->v_angle;
|
|
|
|
// pPlayer->pev->movetype = MOVETYPE_TOSS;
|
|
|
|
|
|
|
|
pPlayer->m_flFreezeTime = gpGlobals->time + freezetime;
|
|
|
|
//RuneMsg( pPlayer, "YOU ARE FROZEN!!!", Vector(100,100,255), freezetime - .5);
|
|
|
|
PrintMessage( pPlayer, BMOD_CHAN_RUNE, Vector(100,100,255), Vector (.1, freezetime - .5, .1), "YOU ARE FROZEN!!!");
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
UTIL_EmitAmbientSound( ENT(m_pPlayer->pev), tr.vecEndPos, "weapons/electro4.wav", 0.5, ATTN_NORM, 0, RANDOM_LONG( 140, 160 ));
|
|
|
|
|
|
|
|
m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] = 0;
|
|
|
|
m_flNextPrimaryAttack = gpGlobals->time + .25;
|
|
|
|
|
|
|
|
m_flRechargeTime = gpGlobals->time + 0.5;
|
|
|
|
|
|
|
|
m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME;
|
|
|
|
m_pPlayer->m_iWeaponFlash = DIM_GUN_FLASH;
|
|
|
|
|
|
|
|
SendWeaponAnim( HGUN_SHOOT );
|
|
|
|
|
|
|
|
// player "shoot" animation
|
|
|
|
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
|
|
|
|
|
|
|
|
m_flTimeWeaponIdle = gpGlobals->time + RANDOM_FLOAT( 10, 15 );
|
|
|
|
m_pPlayer->pev->punchangle.x = RANDOM_FLOAT( 0, 2 );
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//=========================================================
|
|
|
|
// BeamGlow - brighten all beams
|
|
|
|
//=========================================================
|
|
|
|
void CHgun::BeamGlow()
|
|
|
|
{
|
|
|
|
int b = m_iBeams * 32;
|
|
|
|
if( b > 255 )
|
|
|
|
b = 255;
|
|
|
|
|
|
|
|
for( int i = 0; i < m_iBeams; i++ )
|
|
|
|
{
|
|
|
|
if( m_pBeam[i]->GetBrightness() != 255 )
|
|
|
|
{
|
|
|
|
m_pBeam[i]->SetBrightness( b );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
BOOL CHgun::IsUseable( void )
|
|
|
|
{
|
|
|
|
return TRUE;
|
|
|
|
}
|
|
|
|
|
|
|
|
void CHgun::Spawn()
|
|
|
|
{
|
|
|
|
Precache();
|
|
|
|
m_iId = WEAPON_HORNETGUN;
|
|
|
|
SET_MODEL( ENT( pev ), "models/w_hgun.mdl" );
|
|
|
|
|
|
|
|
m_iDefaultAmmo = HIVEHAND_DEFAULT_GIVE;
|
|
|
|
m_iFirePhase = 0;
|
|
|
|
m_iFireMode = 0;
|
|
|
|
|
|
|
|
FallInit();// get ready to fall down.
|
|
|
|
}
|
|
|
|
|
|
|
|
void CHgun::Precache( void )
|
|
|
|
{
|
|
|
|
PRECACHE_MODEL( "models/v_hgun.mdl" );
|
|
|
|
PRECACHE_MODEL( "models/w_hgun.mdl" );
|
|
|
|
PRECACHE_MODEL( "models/p_hgun.mdl" );
|
|
|
|
|
|
|
|
m_usHornetFire = PRECACHE_EVENT( 1, "events/firehornet.sc" );
|
|
|
|
|
|
|
|
UTIL_PrecacheOther( "hornet" );
|
|
|
|
UTIL_PrecacheOther( "zaprift" );
|
|
|
|
UTIL_PrecacheOther( "zapbounce" );
|
|
|
|
PRECACHE_SOUND( "debris/zap4.wav" );
|
|
|
|
PRECACHE_SOUND( "weapons/electro4.wav" );
|
|
|
|
PRECACHE_SOUND( "hassault/hw_shoot1.wav" );
|
|
|
|
iZapBeamSpr = PRECACHE_MODEL( "sprites/lgtning.spr" );
|
|
|
|
|
|
|
|
PRECACHE_MODEL( "sprites/bigspit.spr" );
|
|
|
|
iBSquidSpitSprite = PRECACHE_MODEL( "sprites/tinyspit.spr" );// client side spittle.
|
|
|
|
PRECACHE_SOUND( "bullchicken/bc_acid1.wav" );
|
|
|
|
PRECACHE_SOUND( "bullchicken/bc_spithit1.wav" );
|
|
|
|
PRECACHE_SOUND( "bullchicken/bc_spithit2.wav" );
|
|
|
|
PRECACHE_SOUND( "bullchicken/bc_attack2.wav" );
|
|
|
|
PRECACHE_SOUND( "bullchicken/bc_attack3.wav" );
|
|
|
|
PRECACHE_SOUND( "leech/leech_bite1.wav" );
|
|
|
|
|
|
|
|
m_sGlowSpr = PRECACHE_MODEL( "sprites/glow04.spr" );
|
|
|
|
}
|
|
|
|
|
|
|
|
int CHgun::AddToPlayer( CBasePlayer *pPlayer )
|
|
|
|
{
|
|
|
|
if( CBasePlayerWeapon::AddToPlayer( pPlayer ) )
|
|
|
|
{
|
|
|
|
#ifndef CLIENT_DLL
|
|
|
|
if( g_pGameRules->IsMultiplayer() )
|
|
|
|
{
|
|
|
|
// in multiplayer, all hivehands come full.
|
|
|
|
pPlayer->m_rgAmmo[PrimaryAmmoIndex()] = 12;
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
MESSAGE_BEGIN( MSG_ONE, gmsgWeapPickup, NULL, pPlayer->pev );
|
|
|
|
WRITE_BYTE( m_iId );
|
|
|
|
MESSAGE_END();
|
|
|
|
return TRUE;
|
|
|
|
}
|
|
|
|
return FALSE;
|
|
|
|
}
|
|
|
|
|
|
|
|
int CHgun::GetItemInfo( ItemInfo *p )
|
|
|
|
{
|
|
|
|
p->pszName = STRING( pev->classname );
|
|
|
|
p->pszAmmo1 = "Hornets";
|
|
|
|
p->iMaxAmmo1 = m_iMaxammo;
|
|
|
|
p->pszAmmo2 = NULL;
|
|
|
|
p->iMaxAmmo2 = -1;
|
|
|
|
p->iMaxClip = WEAPON_NOCLIP;
|
|
|
|
p->iSlot = 3;
|
|
|
|
p->iPosition = 3;
|
|
|
|
p->iId = m_iId = WEAPON_HORNETGUN;
|
|
|
|
p->iFlags = ITEM_FLAG_NOAUTOSWITCHEMPTY | ITEM_FLAG_NOAUTORELOAD;
|
|
|
|
p->iWeight = HORNETGUN_WEIGHT;
|
|
|
|
|
|
|
|
return 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
BOOL CHgun::Deploy()
|
|
|
|
{
|
|
|
|
// BMOD Edit - Modified hornet message
|
|
|
|
if( bm_hornet_mod.value )
|
|
|
|
PrintMessage( m_pPlayer, BMOD_CHAN_WEAPON, Vector( 20, 250, 20 ), Vector( 1, 4, 2 ), "HORNET GUN\nACID SPIT - LIGHTNING - FREEZE RAY - SNARKS\nSECONDARY FIRE: Switches modes." );
|
|
|
|
|
|
|
|
return DefaultDeploy( "models/v_hgun.mdl", "models/p_hgun.mdl", HGUN_UP, "hive" );
|
|
|
|
}
|
|
|
|
|
|
|
|
void CHgun::Holster( int skiplocal /* = 0 */ )
|
|
|
|
{
|
|
|
|
ClearBeams();
|
|
|
|
m_iFirePhase = HGUN_IDLE;
|
|
|
|
|
|
|
|
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5;
|
|
|
|
SendWeaponAnim( HGUN_DOWN );
|
|
|
|
|
|
|
|
//!!!HACKHACK - can't select hornetgun if it's empty! no way to get ammo for it, either.
|
|
|
|
if( !m_pPlayer->m_rgAmmo[PrimaryAmmoIndex()] )
|
|
|
|
{
|
|
|
|
m_pPlayer->m_rgAmmo[PrimaryAmmoIndex()] = 1;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void CHgun::SecondaryAttack()
|
|
|
|
{
|
|
|
|
if( !bm_hornet_mod.value )
|
|
|
|
{
|
|
|
|
OldSecondaryAttack();
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
m_iFireMode = ( m_iFireMode + 1 ) % 5;
|
|
|
|
|
|
|
|
switch( m_iFireMode )
|
|
|
|
{
|
|
|
|
case 0:
|
|
|
|
PrintMessage( m_pPlayer, BMOD_CHAN_WEAPON, Vector( 20, 250, 20 ), Vector( 1, 4, 2 ), "\n\nAcid Spit Mode - 3 per shot");
|
|
|
|
break;
|
|
|
|
case 1:
|
|
|
|
PrintMessage( m_pPlayer, BMOD_CHAN_WEAPON, Vector( 20, 250, 20 ), Vector( 1, 4, 2 ), "\n\nLightning Mode - 4 per shot");
|
|
|
|
break;
|
|
|
|
case 2:
|
|
|
|
PrintMessage( m_pPlayer, BMOD_CHAN_WEAPON, Vector( 20, 250, 20 ), Vector( 1, 4, 2 ), "\n\nMultizap Mode - 12 per shot");
|
|
|
|
break;
|
|
|
|
case 3:
|
|
|
|
PrintMessage( m_pPlayer, BMOD_CHAN_WEAPON, Vector( 20, 250, 20 ), Vector( 1, 4, 2 ), "\n\nFreeze Ray Mode - 12 per shot");
|
|
|
|
break;
|
|
|
|
case 4:
|
|
|
|
PrintMessage( m_pPlayer, BMOD_CHAN_WEAPON, Vector( 20, 250, 20 ), Vector( 1, 4, 2 ), "\n\nSnark Launcher Mode - 1 Snark per shot");
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_WEAPON, "leech/leech_bite1.wav", 1, ATTN_NORM );
|
|
|
|
m_flNextSecondaryAttack = gpGlobals->time + .5;
|
|
|
|
}
|
|
|
|
|
|
|
|
void CHgun::ZapGun()
|
|
|
|
{
|
|
|
|
if( m_iFirePhase == HGUN_IDLE )
|
|
|
|
Reload();
|
|
|
|
|
|
|
|
if( ( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] < 4 ) || ( m_fNextPhaseTime > gpGlobals->time ) )
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if( m_pPlayer->pev->waterlevel > 0 )
|
|
|
|
{
|
|
|
|
|
|
|
|
// m_pPlayer->TakeDamage( VARS( eoNullEntity ), VARS( eoNullEntity ), 50, DMG_SHOCK );
|
|
|
|
UTIL_ScreenFade( this, Vector( 180, 255, 96 ), 2, 0.5, 128, FFADE_IN );
|
|
|
|
|
|
|
|
CBaseEntity *pRift = CBaseEntity::Create( "zaprift", pev->origin, pev->angles, ENT( pev ) );
|
|
|
|
|
|
|
|
m_pPlayer->TakeDamage( m_pPlayer->pev, m_pPlayer->pev, 100, DMG_SHOCK );
|
|
|
|
EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_WEAPON, "debris/zap4.wav", 1, ATTN_NORM, 0, 100 + m_iBeams * 10 );
|
|
|
|
m_flNextPrimaryAttack = m_flNextPrimaryAttack + 1.5;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
switch( m_iFirePhase )
|
|
|
|
{
|
|
|
|
case HGUN_IDLE:
|
|
|
|
m_flTimeWeaponIdle = gpGlobals->time;
|
|
|
|
m_iFirePhase = HGUN_CHARGE;
|
|
|
|
m_fNextPhaseTime = 0;
|
|
|
|
m_pPlayer->m_iWeaponVolume = QUIET_GUN_VOLUME;
|
|
|
|
m_pPlayer->m_iWeaponFlash = DIM_GUN_FLASH;
|
|
|
|
case HGUN_CHARGE:
|
|
|
|
if( m_fNextPhaseTime < gpGlobals->time )
|
|
|
|
{
|
|
|
|
if( m_iBeams < HGUN_MAX_BEAMS )
|
|
|
|
{
|
|
|
|
ArmBeam( Vector( 96, 128, 16 ) );
|
|
|
|
BeamGlow();
|
|
|
|
m_fNextPhaseTime = gpGlobals->time + HGUN_CHARGE_TIME;
|
|
|
|
EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_WEAPON, "debris/zap4.wav", 1, ATTN_NORM, 0,100 + m_iBeams * 10 );
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
m_iFirePhase = HGUN_ZAP;
|
|
|
|
m_fNextPhaseTime = gpGlobals->time + .1;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case HGUN_ZAP:
|
|
|
|
ClearBeams();
|
|
|
|
ZapBeam();
|
|
|
|
m_iFirePhase = HGUN_ZAP_DONE;
|
|
|
|
m_fNextPhaseTime = gpGlobals->time + HGUN_ZAP_TIME;
|
|
|
|
EMIT_SOUND_DYN( ENT(m_pPlayer->pev), CHAN_WEAPON, "hassault/hw_shoot1.wav", 1, ATTN_NORM, 0, RANDOM_LONG( 130, 160 ) );
|
|
|
|
SendWeaponAnim( HGUN_SHOOT );
|
|
|
|
|
|
|
|
// player "shoot" animation
|
|
|
|
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
|
|
|
|
|
|
|
|
m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] -= 4;
|
|
|
|
m_flRechargeTime = gpGlobals->time + 0.5;
|
|
|
|
m_pPlayer->pev->punchangle.x = RANDOM_FLOAT( 0, 2 );
|
|
|
|
break;
|
|
|
|
case HGUN_ZAP_DONE:
|
|
|
|
ClearBeams();
|
|
|
|
m_flNextPrimaryAttack = gpGlobals->time + .25;
|
|
|
|
m_flTimeWeaponIdle = gpGlobals->time + .1;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void CHgun::MultiZapGun()
|
|
|
|
{
|
|
|
|
CZapBounce *pRift = NULL;
|
|
|
|
|
|
|
|
if( m_iFirePhase == HGUN_IDLE )
|
|
|
|
Reload();
|
|
|
|
|
|
|
|
if( ( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] < 12 ) || ( m_fNextPhaseTime > gpGlobals->time ) )
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if( m_pPlayer->pev->waterlevel > 0 )
|
|
|
|
{
|
|
|
|
UTIL_ScreenFade( this, Vector( 180, 255, 96 ), 2, 0.5, 128, FFADE_IN );
|
|
|
|
m_pPlayer->TakeDamage( m_pPlayer->pev, m_pPlayer->pev, 100, DMG_SHOCK );
|
|
|
|
EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_WEAPON, "debris/zap4.wav", 1, ATTN_NORM, 0, 100 + m_iBeams * 10 );
|
|
|
|
m_flNextPrimaryAttack = m_flNextPrimaryAttack + 1.5;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
switch( m_iFirePhase )
|
|
|
|
{
|
|
|
|
case HGUN_IDLE:
|
|
|
|
m_flTimeWeaponIdle = gpGlobals->time;
|
|
|
|
m_iFirePhase = HGUN_CHARGE;
|
|
|
|
m_fNextPhaseTime = 0;
|
|
|
|
m_pPlayer->m_iWeaponVolume = QUIET_GUN_VOLUME;
|
|
|
|
m_pPlayer->m_iWeaponFlash = DIM_GUN_FLASH;
|
|
|
|
case HGUN_CHARGE:
|
|
|
|
if( m_fNextPhaseTime < gpGlobals->time )
|
|
|
|
{
|
|
|
|
if( m_iBeams < HGUN_MAX_BEAMS / 2 )
|
|
|
|
{
|
|
|
|
ArmBeam( Vector( 16, 96, 128 ) );
|
|
|
|
BeamGlow();
|
|
|
|
m_fNextPhaseTime = gpGlobals->time + HGUN_CHARGE_TIME;
|
|
|
|
EMIT_SOUND_DYN( ENT(m_pPlayer->pev), CHAN_WEAPON, "debris/zap4.wav", 1, ATTN_NORM, 0,100 + m_iBeams * 10 );
|
|
|
|
}
|
|
|
|
else
|
|
|
|
m_iFirePhase = HGUN_ZAP;
|
|
|
|
m_fNextPhaseTime = gpGlobals->time + .1;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case HGUN_ZAP:
|
|
|
|
ClearBeams();
|
|
|
|
pRift = (CZapBounce*)CBaseEntity::Create( "zapbounce",
|
|
|
|
m_pPlayer->GetGunPosition( ) + gpGlobals->v_forward * 16 + gpGlobals->v_right * 8 + gpGlobals->v_up * -12,
|
|
|
|
gpGlobals->v_forward,
|
|
|
|
m_pPlayer->edict() );
|
|
|
|
if( pRift )
|
|
|
|
{
|
|
|
|
pRift->m_fDamage = 90;
|
|
|
|
pRift->m_iBounce = 5;
|
|
|
|
pRift->pentIgnore = ENT( m_pPlayer->pev );
|
|
|
|
pRift->m_bFirstZap = TRUE;
|
|
|
|
pRift->BounceThink();
|
|
|
|
}
|
|
|
|
m_iFirePhase = HGUN_ZAP_DONE;
|
|
|
|
m_fNextPhaseTime = gpGlobals->time + HGUN_ZAP_TIME;
|
|
|
|
EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_WEAPON, "hassault/hw_shoot1.wav", 1, ATTN_NORM, 0, RANDOM_LONG( 130, 160 ) );
|
|
|
|
SendWeaponAnim( HGUN_SHOOT );
|
|
|
|
// player "shoot" animation
|
|
|
|
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
|
|
|
|
|
|
|
|
m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] -= 12;
|
|
|
|
m_flRechargeTime = gpGlobals->time + 0.5;
|
|
|
|
m_pPlayer->pev->punchangle.x = RANDOM_FLOAT( 0, 2 );
|
|
|
|
break;
|
|
|
|
case HGUN_ZAP_DONE:
|
|
|
|
ClearBeams();
|
|
|
|
m_flNextPrimaryAttack = gpGlobals->time + .25;
|
|
|
|
m_flTimeWeaponIdle = gpGlobals->time + .1;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void CHgun::PrimaryAttack( void )
|
|
|
|
{
|
|
|
|
if( !bm_hornet_mod.value )
|
|
|
|
{
|
|
|
|
OldPrimaryAttack();
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
Reload();
|
|
|
|
|
|
|
|
switch( m_iFireMode )
|
|
|
|
{
|
|
|
|
case 0:
|
|
|
|
SquidSpit();
|
|
|
|
break;
|
|
|
|
case 1:
|
|
|
|
ZapGun();
|
|
|
|
break;
|
|
|
|
case 2:
|
|
|
|
MultiZapGun();
|
|
|
|
break;
|
|
|
|
case 3:
|
|
|
|
FreezeRay();
|
|
|
|
break;
|
|
|
|
case 4:
|
|
|
|
LaunchSnark();
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void CHgun::SquidSpit( void )
|
|
|
|
{
|
|
|
|
if( ( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] < 3 ) || ( m_iFirePhase != HGUN_IDLE ) )
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
Vector vecSrc, vecDir, vecOrig;
|
|
|
|
int iSpittle, iSpitSpeed;
|
|
|
|
TraceResult tr;
|
|
|
|
|
|
|
|
// UTIL_MakeVectors( m_pPlayer->pev->v_angle );
|
|
|
|
|
|
|
|
// Vector anglesAim = m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle;
|
|
|
|
// UTIL_MakeVectors( anglesAim );
|
|
|
|
|
|
|
|
vecOrig = m_pPlayer->GetGunPosition();
|
|
|
|
vecSrc = m_pPlayer->GetGunPosition() + gpGlobals->v_forward * 16 + gpGlobals->v_right * 8 + gpGlobals->v_up * -12;
|
|
|
|
// vecDir = m_pPlayer->pev->v_angle;
|
|
|
|
// vecDir = m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES );
|
|
|
|
vecDir = gpGlobals->v_forward;
|
|
|
|
UTIL_TraceLine( vecOrig, vecOrig + vecDir * 2048, dont_ignore_monsters, ENT( m_pPlayer->pev ), &tr );
|
|
|
|
vecDir = ( tr.vecEndPos - vecSrc ).Normalize();
|
|
|
|
|
|
|
|
if( m_pPlayer->pev->waterlevel == 3 )
|
|
|
|
{
|
|
|
|
iSpittle = 15;
|
|
|
|
iSpitSpeed = 120;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// CSquidSpit::Shoot( m_pPlayer->edict(), vecSrc, vecDir * 900 );
|
|
|
|
// CBaseEntity *pSpit = CBaseEntity::Create( "squidspit", vecSrc, vecDir , pev->owner );
|
|
|
|
BMODSquidSpit::Shoot( m_pPlayer->pev, vecSrc, vecDir * 1100 );
|
|
|
|
iSpittle = 5;
|
|
|
|
iSpitSpeed = 80;
|
|
|
|
}
|
|
|
|
|
|
|
|
m_flNextPrimaryAttack = gpGlobals->time + .25;
|
|
|
|
|
|
|
|
// spew the spittle temporary ents.
|
|
|
|
MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecSrc );
|
|
|
|
WRITE_BYTE( TE_SPRITE_SPRAY );
|
|
|
|
WRITE_COORD( vecSrc.x ); // pos
|
|
|
|
WRITE_COORD( vecSrc.y );
|
|
|
|
WRITE_COORD( vecSrc.z );
|
|
|
|
WRITE_COORD( vecDir.x ); // dir
|
|
|
|
WRITE_COORD( vecDir.y );
|
|
|
|
WRITE_COORD( vecDir.z );
|
|
|
|
WRITE_SHORT( iBSquidSpitSprite ); // model
|
|
|
|
WRITE_BYTE( iSpittle ); // count
|
|
|
|
WRITE_BYTE( iSpitSpeed ); // speed
|
|
|
|
WRITE_BYTE( 25 ); // noise ( client will divide by 100 )
|
|
|
|
MESSAGE_END();
|
|
|
|
|
|
|
|
switch( RANDOM_LONG( 0, 1 ) )
|
|
|
|
{
|
|
|
|
case 0:
|
|
|
|
EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_WEAPON, "bullchicken/bc_attack2.wav", 1, ATTN_NORM );
|
|
|
|
break;
|
|
|
|
case 1:
|
|
|
|
EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_WEAPON, "bullchicken/bc_attack3.wav", 1, ATTN_NORM );
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] -= 3;
|
|
|
|
m_flRechargeTime = gpGlobals->time + 0.5;
|
|
|
|
|
|
|
|
m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME;
|
|
|
|
m_pPlayer->m_iWeaponFlash = DIM_GUN_FLASH;
|
|
|
|
|
|
|
|
SendWeaponAnim( HGUN_SHOOT );
|
|
|
|
|
|
|
|
// player "shoot" animation
|
|
|
|
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
|
|
|
|
|
|
|
|
m_flTimeWeaponIdle = gpGlobals->time + RANDOM_FLOAT ( 10, 15 );
|
|
|
|
m_pPlayer->pev->punchangle.x = RANDOM_FLOAT( 0, 2 );
|
|
|
|
}
|
|
|
|
|
|
|
|
void CHgun::LaunchSnark( void )
|
|
|
|
{
|
|
|
|
if( ( m_pPlayer->m_rgAmmo[m_pPlayer->GetAmmoIndex( "Snarks" )] < 1 ) || ( m_iFirePhase != HGUN_IDLE ) )
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
Vector vecSrc, vecDir, vecOrig;
|
|
|
|
int iSpittle, iSpitSpeed;
|
|
|
|
TraceResult tr;
|
|
|
|
|
|
|
|
vecOrig = m_pPlayer->GetGunPosition();
|
|
|
|
vecSrc = m_pPlayer->GetGunPosition() + gpGlobals->v_forward * 16 + gpGlobals->v_right * 8 + gpGlobals->v_up * -12;
|
|
|
|
// vecDir = m_pPlayer->pev->v_angle;
|
|
|
|
// vecDir = m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES );
|
|
|
|
vecDir = gpGlobals->v_forward;
|
|
|
|
UTIL_TraceLine( vecSrc + gpGlobals->v_forward * 20, vecSrc + gpGlobals->v_forward * 40, dont_ignore_monsters, NULL, &tr );
|
|
|
|
vecDir = ( tr.vecEndPos - vecSrc ).Normalize();
|
|
|
|
|
|
|
|
if( m_pPlayer->pev->waterlevel == 3 )
|
|
|
|
{
|
|
|
|
iSpittle = 15;
|
|
|
|
iSpitSpeed = 120;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
CBaseEntity *pSqueak = CBaseEntity::Create( "monster_snark", tr.vecEndPos, m_pPlayer->pev->v_angle, m_pPlayer->edict() );
|
|
|
|
pSqueak->pev->velocity = gpGlobals->v_forward * 1500 + m_pPlayer->pev->velocity;
|
|
|
|
( (CSqueakGrenade*)pSqueak )->m_bWasLaunched = TRUE;
|
|
|
|
EMIT_SOUND_DYN( ENT( pSqueak->pev ), CHAN_VOICE, "squeek/sqk_hunt2.wav", 1, ATTN_NORM, 0, 105 );
|
|
|
|
|
|
|
|
iSpittle = 5;
|
|
|
|
iSpitSpeed = 80;
|
|
|
|
}
|
|
|
|
|
|
|
|
m_flNextPrimaryAttack = gpGlobals->time + .4;
|
|
|
|
|
|
|
|
// spew the spittle temporary ents.
|
|
|
|
MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecSrc );
|
|
|
|
WRITE_BYTE( TE_SPRITE_SPRAY );
|
|
|
|
WRITE_COORD( vecSrc.x ); // pos
|
|
|
|
WRITE_COORD( vecSrc.y );
|
|
|
|
WRITE_COORD( vecSrc.z );
|
|
|
|
WRITE_COORD( vecDir.x ); // dir
|
|
|
|
WRITE_COORD( vecDir.y );
|
|
|
|
WRITE_COORD( vecDir.z );
|
|
|
|
WRITE_SHORT( iBSquidSpitSprite ); // model
|
|
|
|
WRITE_BYTE( iSpittle ); // count
|
|
|
|
WRITE_BYTE( iSpitSpeed ); // speed
|
|
|
|
WRITE_BYTE( 25 ); // noise ( client will divide by 100 )
|
|
|
|
MESSAGE_END();
|
|
|
|
|
|
|
|
switch( RANDOM_LONG( 0, 1 ) )
|
|
|
|
{
|
|
|
|
case 0:
|
|
|
|
EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_WEAPON, "bullchicken/bc_attack2.wav", 1, ATTN_NORM );
|
|
|
|
break;
|
|
|
|
case 1:
|
|
|
|
EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_WEAPON, "bullchicken/bc_attack3.wav", 1, ATTN_NORM );
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
m_pPlayer->m_rgAmmo[m_pPlayer->GetAmmoIndex( "Snarks" )] -= 1;
|
|
|
|
m_flRechargeTime = gpGlobals->time + 0.5;
|
|
|
|
|
|
|
|
m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME;
|
|
|
|
m_pPlayer->m_iWeaponFlash = DIM_GUN_FLASH;
|
|
|
|
|
|
|
|
SendWeaponAnim( HGUN_SHOOT );
|
|
|
|
|
|
|
|
// player "shoot" animation
|
|
|
|
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
|
|
|
|
|
|
|
|
m_flTimeWeaponIdle = gpGlobals->time + RANDOM_FLOAT( 10, 15 );
|
|
|
|
m_pPlayer->pev->punchangle.x = RANDOM_FLOAT( 0, 2 );
|
|
|
|
}
|
|
|
|
|
|
|
|
void CHgun::OldPrimaryAttack()
|
|
|
|
{
|
|
|
|
Reload();
|
|
|
|
|
|
|
|
if(m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0)
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
#ifndef CLIENT_DLL
|
|
|
|
UTIL_MakeVectors( m_pPlayer->pev->v_angle );
|
|
|
|
|
|
|
|
CBaseEntity *pHornet = CBaseEntity::Create( "hornet", m_pPlayer->GetGunPosition( ) + gpGlobals->v_forward * 16 + gpGlobals->v_right * 8 + gpGlobals->v_up * -12, m_pPlayer->pev->v_angle, m_pPlayer->edict() );
|
|
|
|
pHornet->pev->velocity = gpGlobals->v_forward * 300;
|
|
|
|
|
|
|
|
m_flRechargeTime = gpGlobals->time + 0.5;
|
|
|
|
#endif
|
|
|
|
m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]--;
|
|
|
|
|
|
|
|
m_pPlayer->m_iWeaponVolume = QUIET_GUN_VOLUME;
|
|
|
|
m_pPlayer->m_iWeaponFlash = DIM_GUN_FLASH;
|
|
|
|
|
|
|
|
int flags;
|
|
|
|
#if defined( CLIENT_WEAPONS )
|
|
|
|
flags = FEV_NOTHOST;
|
|
|
|
#else
|
|
|
|
flags = 0;
|
|
|
|
#endif
|
|
|
|
PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usHornetFire, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, FIREMODE_TRACK, 0, 0, 0 );
|
|
|
|
|
|
|
|
// player "shoot" animation
|
|
|
|
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
|
|
|
|
|
|
|
|
m_flNextPrimaryAttack = m_flNextPrimaryAttack + 0.25;
|
|
|
|
|
|
|
|
if( m_flNextPrimaryAttack < UTIL_WeaponTimeBase() )
|
|
|
|
{
|
|
|
|
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.25;
|
|
|
|
}
|
|
|
|
|
|
|
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
|
|
|
|
}
|
|
|
|
|
|
|
|
void CHgun::OldSecondaryAttack( void )
|
|
|
|
{
|
|
|
|
Reload();
|
|
|
|
|
|
|
|
if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 )
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
//Wouldn't be a bad idea to completely predict these, since they fly so fast...
|
|
|
|
#ifndef CLIENT_DLL
|
|
|
|
CBaseEntity *pHornet;
|
|
|
|
Vector vecSrc;
|
|
|
|
|
|
|
|
UTIL_MakeVectors( m_pPlayer->pev->v_angle );
|
|
|
|
|
|
|
|
vecSrc = m_pPlayer->GetGunPosition() + gpGlobals->v_forward * 16 + gpGlobals->v_right * 8 + gpGlobals->v_up * -12;
|
|
|
|
|
|
|
|
m_iFirePhase++;
|
|
|
|
switch( m_iFirePhase )
|
|
|
|
{
|
|
|
|
case 1:
|
|
|
|
vecSrc = vecSrc + gpGlobals->v_up * 8;
|
|
|
|
break;
|
|
|
|
case 2:
|
|
|
|
vecSrc = vecSrc + gpGlobals->v_up * 8;
|
|
|
|
vecSrc = vecSrc + gpGlobals->v_right * 8;
|
|
|
|
break;
|
|
|
|
case 3:
|
|
|
|
vecSrc = vecSrc + gpGlobals->v_right * 8;
|
|
|
|
break;
|
|
|
|
case 4:
|
|
|
|
vecSrc = vecSrc + gpGlobals->v_up * -8;
|
|
|
|
vecSrc = vecSrc + gpGlobals->v_right * 8;
|
|
|
|
break;
|
|
|
|
case 5:
|
|
|
|
vecSrc = vecSrc + gpGlobals->v_up * -8;
|
|
|
|
break;
|
|
|
|
case 6:
|
|
|
|
vecSrc = vecSrc + gpGlobals->v_up * -8;
|
|
|
|
vecSrc = vecSrc + gpGlobals->v_right * -8;
|
|
|
|
break;
|
|
|
|
case 7:
|
|
|
|
vecSrc = vecSrc + gpGlobals->v_right * -8;
|
|
|
|
break;
|
|
|
|
case 8:
|
|
|
|
vecSrc = vecSrc + gpGlobals->v_up * 8;
|
|
|
|
vecSrc = vecSrc + gpGlobals->v_right * -8;
|
|
|
|
m_iFirePhase = 0;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
pHornet = CBaseEntity::Create( "hornet", vecSrc, m_pPlayer->pev->v_angle, m_pPlayer->edict() );
|
|
|
|
pHornet->pev->velocity = gpGlobals->v_forward * 1200;
|
|
|
|
pHornet->pev->angles = UTIL_VecToAngles( pHornet->pev->velocity );
|
|
|
|
|
|
|
|
pHornet->SetThink( &CHornet::StartDart );
|
|
|
|
|
|
|
|
m_flRechargeTime = gpGlobals->time + 0.5;
|
|
|
|
#endif
|
|
|
|
int flags;
|
|
|
|
#if defined( CLIENT_WEAPONS )
|
|
|
|
flags = FEV_NOTHOST;
|
|
|
|
#else
|
|
|
|
flags = 0;
|
|
|
|
#endif
|
|
|
|
PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usHornetFire, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, FIREMODE_FAST, 0, 0, 0 );
|
|
|
|
|
|
|
|
m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]--;
|
|
|
|
m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME;
|
|
|
|
m_pPlayer->m_iWeaponFlash = DIM_GUN_FLASH;
|
|
|
|
|
|
|
|
// player "shoot" animation
|
|
|
|
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
|
|
|
|
|
|
|
|
m_flNextPrimaryAttack = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.1;
|
|
|
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
|
|
|
|
}
|
|
|
|
|
|
|
|
void CHgun::Reload( void )
|
|
|
|
{
|
|
|
|
m_iMaxammo = (bm_hornet_mod.value) ? 12 : 8
|
|
|
|
if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] >= m_iMaxammo )
|
|
|
|
return;
|
|
|
|
|
|
|
|
while( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] < m_iMaxammo && m_flRechargeTime < gpGlobals->time )
|
|
|
|
{
|
|
|
|
m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]++;
|
|
|
|
m_flRechargeTime += 0.5;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void CHgun::WeaponIdle( void )
|
|
|
|
{
|
|
|
|
Reload();
|
|
|
|
m_iFirePhase = HGUN_IDLE;
|
|
|
|
if( m_iBeams )
|
|
|
|
ClearBeams();
|
|
|
|
|
|
|
|
if( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() )
|
|
|
|
return;
|
|
|
|
|
|
|
|
int iAnim;
|
|
|
|
float flRand = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0, 1 );
|
|
|
|
if( flRand <= 0.75 )
|
|
|
|
{
|
|
|
|
iAnim = HGUN_IDLE1;
|
|
|
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 30.0 / 16 * ( 2 );
|
|
|
|
}
|
|
|
|
else if( flRand <= 0.875 )
|
|
|
|
{
|
|
|
|
iAnim = HGUN_FIDGETSWAY;
|
|
|
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 40.0 / 16.0;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
iAnim = HGUN_FIDGETSHAKE;
|
|
|
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 35.0 / 16.0;
|
|
|
|
}
|
|
|
|
SendWeaponAnim( iAnim );
|
|
|
|
}
|
|
|
|
#endif
|