|
|
|
/***
|
|
|
|
*
|
|
|
|
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
|
|
|
|
*
|
|
|
|
* This product contains software technology licensed from Id
|
|
|
|
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
|
|
|
* All Rights Reserved.
|
|
|
|
*
|
|
|
|
* Use, distribution, and modification of this source code and/or resulting
|
|
|
|
* object code is restricted to non-commercial enhancements to products from
|
|
|
|
* Valve LLC. All other use, distribution, or modification is prohibited
|
|
|
|
* without written permission from Valve LLC.
|
|
|
|
*
|
|
|
|
****/
|
|
|
|
#if !defined( OEM_BUILD ) && !defined( HLDEMO_BUILD )
|
|
|
|
|
|
|
|
#include "extdll.h"
|
|
|
|
#include "util.h"
|
|
|
|
#include "cbase.h"
|
|
|
|
#include "monsters.h"
|
|
|
|
#include "weapons.h"
|
|
|
|
#include "nodes.h"
|
|
|
|
#include "player.h"
|
|
|
|
#include "soundent.h"
|
|
|
|
#include "shake.h"
|
|
|
|
#include "gamerules.h"
|
|
|
|
#include "game.h"
|
|
|
|
|
|
|
|
#define GAUSS_PRIMARY_CHARGE_VOLUME 256// how loud gauss is while charging
|
|
|
|
#define GAUSS_PRIMARY_FIRE_VOLUME 450// how loud gauss is when discharged
|
|
|
|
|
|
|
|
enum gauss_e
|
|
|
|
{
|
|
|
|
GAUSS_IDLE = 0,
|
|
|
|
GAUSS_IDLE2,
|
|
|
|
GAUSS_FIDGET,
|
|
|
|
GAUSS_SPINUP,
|
|
|
|
GAUSS_SPIN,
|
|
|
|
GAUSS_FIRE,
|
|
|
|
GAUSS_FIRE2,
|
|
|
|
GAUSS_HOLSTER,
|
|
|
|
GAUSS_DRAW
|
|
|
|
};
|
|
|
|
|
|
|
|
LINK_ENTITY_TO_CLASS( weapon_gauss, CGauss )
|
|
|
|
|
|
|
|
float CGauss::GetFullChargeTime( void )
|
|
|
|
{
|
|
|
|
#ifdef CLIENT_DLL
|
|
|
|
if( bIsMultiplayer() )
|
|
|
|
#else
|
|
|
|
if( g_pGameRules->IsMultiplayer() )
|
|
|
|
#endif
|
|
|
|
{
|
|
|
|
return 1.5;
|
|
|
|
}
|
|
|
|
|
|
|
|
return 4;
|
|
|
|
}
|
|
|
|
|
|
|
|
#ifdef CLIENT_DLL
|
|
|
|
extern int g_irunninggausspred;
|
|
|
|
#endif
|
|
|
|
|
|
|
|
void CGauss::Spawn()
|
|
|
|
{
|
|
|
|
Precache();
|
|
|
|
m_iId = WEAPON_GAUSS;
|
|
|
|
SET_MODEL( ENT( pev ), "models/w_gauss.mdl" );
|
|
|
|
|
|
|
|
m_iDefaultAmmo = GAUSS_DEFAULT_GIVE;
|
|
|
|
|
|
|
|
FallInit();// get ready to fall down.
|
|
|
|
}
|
|
|
|
|
|
|
|
void CGauss::Precache( void )
|
|
|
|
{
|
|
|
|
PRECACHE_MODEL( "models/w_gauss.mdl" );
|
|
|
|
PRECACHE_MODEL( "models/v_gauss.mdl" );
|
|
|
|
PRECACHE_MODEL( "models/p_gauss.mdl" );
|
|
|
|
|
|
|
|
PRECACHE_SOUND( "items/9mmclip1.wav" );
|
|
|
|
|
|
|
|
PRECACHE_SOUND( "weapons/gauss2.wav" );
|
|
|
|
PRECACHE_SOUND( "weapons/electro4.wav" );
|
|
|
|
PRECACHE_SOUND( "weapons/electro5.wav" );
|
|
|
|
PRECACHE_SOUND( "weapons/electro6.wav" );
|
|
|
|
PRECACHE_SOUND( "ambience/pulsemachine.wav" );
|
|
|
|
|
|
|
|
m_iGlow = PRECACHE_MODEL( "sprites/hotglow.spr" );
|
|
|
|
m_iBalls = PRECACHE_MODEL( "sprites/hotglow.spr" );
|
|
|
|
m_iBeam = PRECACHE_MODEL( "sprites/smoke.spr" );
|
|
|
|
|
|
|
|
m_usGaussFire = PRECACHE_EVENT( 1, "events/gauss.sc" );
|
|
|
|
m_usGaussSpin = PRECACHE_EVENT( 1, "events/gaussspin.sc" );
|
|
|
|
}
|
|
|
|
|
|
|
|
int CGauss::AddToPlayer( CBasePlayer *pPlayer )
|
|
|
|
{
|
|
|
|
if( CBasePlayerWeapon::AddToPlayer( pPlayer ) )
|
|
|
|
{
|
|
|
|
MESSAGE_BEGIN( MSG_ONE, gmsgWeapPickup, NULL, pPlayer->pev );
|
|
|
|
WRITE_BYTE( m_iId );
|
|
|
|
MESSAGE_END();
|
|
|
|
return TRUE;
|
|
|
|
}
|
|
|
|
return FALSE;
|
|
|
|
}
|
|
|
|
|
|
|
|
int CGauss::GetItemInfo( ItemInfo *p )
|
|
|
|
{
|
|
|
|
p->pszName = STRING( pev->classname );
|
|
|
|
p->pszAmmo1 = "uranium";
|
|
|
|
p->iMaxAmmo1 = URANIUM_MAX_CARRY;
|
|
|
|
p->pszAmmo2 = NULL;
|
|
|
|
p->iMaxAmmo2 = -1;
|
|
|
|
p->iMaxClip = WEAPON_NOCLIP;
|
|
|
|
p->iSlot = 3;
|
|
|
|
p->iPosition = 1;
|
|
|
|
p->iId = m_iId = WEAPON_GAUSS;
|
|
|
|
p->iFlags = 0;
|
|
|
|
p->iWeight = GAUSS_WEIGHT;
|
|
|
|
|
|
|
|
return 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
BOOL CGauss::IsUseable()
|
|
|
|
{
|
|
|
|
// Currently charging, allow the player to fire it first. - Solokiller
|
|
|
|
return CBasePlayerWeapon::IsUseable() || m_fInAttack != 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
BOOL CGauss::Deploy()
|
|
|
|
{
|
|
|
|
m_pPlayer->m_flPlayAftershock = 0.0;
|
|
|
|
return DefaultDeploy( "models/v_gauss.mdl", "models/p_gauss.mdl", GAUSS_DRAW, "gauss" );
|
|
|
|
}
|
|
|
|
|
|
|
|
void CGauss::Holster( int skiplocal /* = 0 */ )
|
|
|
|
{
|
|
|
|
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5;
|
|
|
|
|
|
|
|
SendWeaponAnim( GAUSS_HOLSTER );
|
|
|
|
m_fInAttack = 0;
|
|
|
|
EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_WEAPON, "common/null.wav", 1.0, ATTN_NORM );
|
|
|
|
}
|
|
|
|
|
|
|
|
void CGauss::PrimaryAttack()
|
|
|
|
{
|
|
|
|
// don't fire underwater
|
|
|
|
if( m_pPlayer->pev->waterlevel == 3 )
|
|
|
|
{
|
|
|
|
PlayEmptySound();
|
|
|
|
m_flNextSecondaryAttack = m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.15;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] < 2 )
|
|
|
|
{
|
|
|
|
PlayEmptySound();
|
|
|
|
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
m_pPlayer->m_iWeaponVolume = GAUSS_PRIMARY_FIRE_VOLUME;
|
|
|
|
m_fPrimaryFire = TRUE;
|
|
|
|
|
|
|
|
m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] -= 2;
|
|
|
|
|
|
|
|
StartFire();
|
|
|
|
m_fInAttack = 0;
|
|
|
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.0;
|
|
|
|
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.2;
|
|
|
|
}
|
|
|
|
|
|
|
|
void CGauss::SecondaryAttack()
|
|
|
|
{
|
|
|
|
// don't fire underwater
|
|
|
|
if( m_pPlayer->pev->waterlevel == 3 )
|
|
|
|
{
|
|
|
|
if( m_fInAttack != 0 )
|
|
|
|
{
|
|
|
|
EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_WEAPON, "weapons/electro4.wav", 1.0, ATTN_NORM, 0, 80 + RANDOM_LONG( 0, 0x3f ) );
|
|
|
|
SendWeaponAnim( GAUSS_IDLE );
|
|
|
|
m_fInAttack = 0;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
PlayEmptySound();
|
|
|
|
}
|
|
|
|
|
|
|
|
m_flNextSecondaryAttack = m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.5;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if( m_fInAttack == 0 )
|
|
|
|
{
|
|
|
|
if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 )
|
|
|
|
{
|
|
|
|
EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_WEAPON, "weapons/357_cock1.wav", 0.8, ATTN_NORM );
|
|
|
|
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
m_fPrimaryFire = FALSE;
|
|
|
|
|
|
|
|
m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]--;// take one ammo just to start the spin
|
|
|
|
m_pPlayer->m_flNextAmmoBurn = UTIL_WeaponTimeBase();
|
|
|
|
|
|
|
|
// spin up
|
|
|
|
m_pPlayer->m_iWeaponVolume = GAUSS_PRIMARY_CHARGE_VOLUME;
|
|
|
|
|
|
|
|
SendWeaponAnim( GAUSS_SPINUP );
|
|
|
|
m_fInAttack = 1;
|
|
|
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.5;
|
|
|
|
m_pPlayer->m_flStartCharge = gpGlobals->time;
|
|
|
|
m_pPlayer->m_flAmmoStartCharge = UTIL_WeaponTimeBase() + GetFullChargeTime();
|
|
|
|
|
|
|
|
PLAYBACK_EVENT_FULL( 0, m_pPlayer->edict(), m_usGaussSpin, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, 110, 0, 0, 0 );
|
|
|
|
|
|
|
|
m_iSoundState = SND_CHANGE_PITCH;
|
|
|
|
}
|
|
|
|
else if( m_fInAttack == 1 )
|
|
|
|
{
|
|
|
|
if( m_flTimeWeaponIdle < UTIL_WeaponTimeBase() )
|
|
|
|
{
|
|
|
|
SendWeaponAnim( GAUSS_SPIN );
|
|
|
|
m_fInAttack = 2;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// Moved to before the ammo burn.
|
|
|
|
// Because we drained 1 when m_InAttack == 0, then 1 again now before checking if we're out of ammo,
|
|
|
|
// this resuled in the player having -1 ammo, which in turn caused CanDeploy to think it could be deployed.
|
|
|
|
// This will need to be fixed further down the line by preventing negative ammo unless explicitly required (infinite ammo?),
|
|
|
|
// But this check will prevent the problem for now. - Solokiller
|
|
|
|
// TODO: investigate further.
|
|
|
|
if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 )
|
|
|
|
{
|
|
|
|
// out of ammo! force the gun to fire
|
|
|
|
StartFire();
|
|
|
|
m_fInAttack = 0;
|
|
|
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.0;
|
|
|
|
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
// during the charging process, eat one bit of ammo every once in a while
|
|
|
|
if( UTIL_WeaponTimeBase() >= m_pPlayer->m_flNextAmmoBurn && m_pPlayer->m_flNextAmmoBurn != 1000 )
|
|
|
|
{
|
|
|
|
#ifdef CLIENT_DLL
|
|
|
|
if( bIsMultiplayer() )
|
|
|
|
#else
|
|
|
|
if( g_pGameRules->IsMultiplayer() )
|
|
|
|
#endif
|
|
|
|
{
|
|
|
|
m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]--;
|
|
|
|
m_pPlayer->m_flNextAmmoBurn = UTIL_WeaponTimeBase() + 0.1;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]--;
|
|
|
|
m_pPlayer->m_flNextAmmoBurn = UTIL_WeaponTimeBase() + 0.3;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if( UTIL_WeaponTimeBase() >= m_pPlayer->m_flAmmoStartCharge )
|
|
|
|
{
|
|
|
|
// don't eat any more ammo after gun is fully charged.
|
|
|
|
m_pPlayer->m_flNextAmmoBurn = 1000;
|
|
|
|
}
|
|
|
|
|
|
|
|
int pitch = (int)( ( gpGlobals->time - m_pPlayer->m_flStartCharge ) * ( 150 / GetFullChargeTime() ) + 100 );
|
|
|
|
if( pitch > 250 )
|
|
|
|
pitch = 250;
|
|
|
|
|
|
|
|
// ALERT( at_console, "%d %d %d\n", m_fInAttack, m_iSoundState, pitch );
|
|
|
|
|
|
|
|
if( m_iSoundState == 0 )
|
|
|
|
ALERT( at_console, "sound state %d\n", m_iSoundState );
|
|
|
|
|
|
|
|
PLAYBACK_EVENT_FULL( 0, m_pPlayer->edict(), m_usGaussSpin, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, pitch, 0, ( m_iSoundState == SND_CHANGE_PITCH ) ? 1 : 0, 0 );
|
|
|
|
|
|
|
|
m_iSoundState = SND_CHANGE_PITCH; // hack for going through level transitions
|
|
|
|
|
|
|
|
m_pPlayer->m_iWeaponVolume = GAUSS_PRIMARY_CHARGE_VOLUME;
|
|
|
|
|
|
|
|
// m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.1;
|
|
|
|
if( m_pPlayer->m_flStartCharge < gpGlobals->time - 10 )
|
|
|
|
{
|
|
|
|
// Player charged up too long. Zap him.
|
|
|
|
EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_WEAPON, "weapons/electro4.wav", 1.0, ATTN_NORM, 0, 80 + RANDOM_LONG( 0, 0x3f ) );
|
|
|
|
EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/electro6.wav", 1.0, ATTN_NORM, 0, 75 + RANDOM_LONG( 0, 0x3f ) );
|
|
|
|
|
|
|
|
m_fInAttack = 0;
|
|
|
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.0;
|
|
|
|
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.0;
|
|
|
|
#ifndef CLIENT_DLL
|
|
|
|
m_pPlayer->TakeDamage( VARS( eoNullEntity ), VARS( eoNullEntity ), 50, DMG_SHOCK );
|
|
|
|
UTIL_ScreenFade( m_pPlayer, Vector( 255, 128, 0 ), 2, 0.5, 128, FFADE_IN );
|
|
|
|
#endif
|
|
|
|
SendWeaponAnim( GAUSS_IDLE );
|
|
|
|
|
|
|
|
// Player may have been killed and this weapon dropped, don't execute any more code after this!
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//=========================================================
|
|
|
|
// StartFire- since all of this code has to run and then
|
|
|
|
// call Fire(), it was easier at this point to rip it out
|
|
|
|
// of weaponidle() and make its own function then to try to
|
|
|
|
// merge this into Fire(), which has some identical variable names
|
|
|
|
//=========================================================
|
|
|
|
void CGauss::StartFire( void )
|
|
|
|
{
|
|
|
|
float flDamage;
|
|
|
|
|
|
|
|
UTIL_MakeVectors( m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle );
|
|
|
|
Vector vecAiming = gpGlobals->v_forward;
|
|
|
|
Vector vecSrc = m_pPlayer->GetGunPosition(); // + gpGlobals->v_up * -8 + gpGlobals->v_right * 8;
|
|
|
|
|
|
|
|
if( gpGlobals->time - m_pPlayer->m_flStartCharge > GetFullChargeTime() )
|
|
|
|
{
|
|
|
|
flDamage = 200;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
flDamage = 200 * ( ( gpGlobals->time - m_pPlayer->m_flStartCharge ) / GetFullChargeTime() );
|
|
|
|
}
|
|
|
|
|
|
|
|
if( m_fPrimaryFire )
|
|
|
|
{
|
|
|
|
// fixed damage on primary attack
|
|
|
|
#ifdef CLIENT_DLL
|
|
|
|
flDamage = 20;
|
|
|
|
#else
|
|
|
|
flDamage = gSkillData.plrDmgGauss;
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
|
|
|
|
if( m_fInAttack != 3 )
|
|
|
|
{
|
|
|
|
//ALERT( at_console, "Time:%f Damage:%f\n", gpGlobals->time - m_pPlayer->m_flStartCharge, flDamage );
|
|
|
|
#ifndef CLIENT_DLL
|
|
|
|
float flZVel = m_pPlayer->pev->velocity.z;
|
|
|
|
|
|
|
|
if( !m_fPrimaryFire )
|
|
|
|
{
|
|
|
|
m_pPlayer->pev->velocity = m_pPlayer->pev->velocity - gpGlobals->v_forward * flDamage * 5;
|
|
|
|
}
|
|
|
|
|
|
|
|
if( !g_pGameRules->IsMultiplayer() )
|
|
|
|
{
|
|
|
|
// in deathmatch, gauss can pop you up into the air. Not in single play.
|
|
|
|
m_pPlayer->pev->velocity.z = flZVel;
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
// player "shoot" animation
|
|
|
|
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
|
|
|
|
}
|
|
|
|
|
|
|
|
// time until aftershock 'static discharge' sound
|
|
|
|
m_pPlayer->m_flPlayAftershock = gpGlobals->time + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0.3, 0.8 );
|
|
|
|
|
|
|
|
Fire( vecSrc, vecAiming, flDamage );
|
|
|
|
}
|
|
|
|
|
|
|
|
void CGauss::Fire( Vector vecOrigSrc, Vector vecDir, float flDamage )
|
|
|
|
{
|
|
|
|
m_pPlayer->m_iWeaponVolume = GAUSS_PRIMARY_FIRE_VOLUME;
|
|
|
|
TraceResult tr, beam_tr;
|
|
|
|
#ifndef CLIENT_DLL
|
|
|
|
Vector vecSrc = vecOrigSrc;
|
|
|
|
Vector vecDest = vecSrc + vecDir * 8192;
|
|
|
|
edict_t *pentIgnore;
|
|
|
|
float flMaxFrac = 1.0;
|
|
|
|
int nTotal = 0;
|
|
|
|
int fHasPunched = 0;
|
|
|
|
int fFirstBeam = 1;
|
|
|
|
int nMaxHits = 10;
|
|
|
|
|
|
|
|
pentIgnore = ENT( m_pPlayer->pev );
|
|
|
|
#else
|
|
|
|
if( m_fPrimaryFire == false )
|
|
|
|
g_irunninggausspred = true;
|
|
|
|
#endif
|
|
|
|
// The main firing event is sent unreliably so it won't be delayed.
|
|
|
|
PLAYBACK_EVENT_FULL( 0, m_pPlayer->edict(), m_usGaussFire, 0.0, (float *)&m_pPlayer->pev->origin, (float *)&m_pPlayer->pev->angles, flDamage, 0.0, 0, 0, m_fPrimaryFire ? 1 : 0, 0 );
|
|
|
|
|
|
|
|
// This reliable event is used to stop the spinning sound
|
|
|
|
// It's delayed by a fraction of second to make sure it is delayed by 1 frame on the client
|
|
|
|
// It's sent reliably anyway, which could lead to other delays
|
|
|
|
|
|
|
|
PLAYBACK_EVENT_FULL( FEV_RELIABLE, m_pPlayer->edict(), m_usGaussFire, 0.01, (float *)&m_pPlayer->pev->origin, (float *)&m_pPlayer->pev->angles, 0.0, 0.0, 0, 0, 0, 1 );
|
|
|
|
|
|
|
|
/*ALERT( at_console, "%f %f %f\n%f %f %f\n",
|
|
|
|
vecSrc.x, vecSrc.y, vecSrc.z,
|
|
|
|
vecDest.x, vecDest.y, vecDest.z );*/
|
|
|
|
|
|
|
|
//ALERT( at_console, "%f %f\n", tr.flFraction, flMaxFrac );
|
|
|
|
|
|
|
|
#ifndef CLIENT_DLL
|
|
|
|
while( flDamage > 10 && nMaxHits > 0 )
|
|
|
|
{
|
|
|
|
nMaxHits--;
|
|
|
|
|
|
|
|
// ALERT( at_console, "." );
|
|
|
|
UTIL_TraceLine( vecSrc, vecDest, dont_ignore_monsters, pentIgnore, &tr );
|
|
|
|
|
|
|
|
if( tr.fAllSolid )
|
|
|
|
break;
|
|
|
|
|
|
|
|
CBaseEntity *pEntity = CBaseEntity::Instance( tr.pHit );
|
|
|
|
|
|
|
|
if( pEntity == NULL )
|
|
|
|
break;
|
|
|
|
|
|
|
|
if( fFirstBeam )
|
|
|
|
{
|
|
|
|
m_pPlayer->pev->effects |= EF_MUZZLEFLASH;
|
|
|
|
fFirstBeam = 0;
|
|
|
|
|
|
|
|
nTotal += 26;
|
|
|
|
}
|
|
|
|
|
|
|
|
if( pEntity->pev->takedamage )
|
|
|
|
{
|
|
|
|
ClearMultiDamage();
|
|
|
|
pEntity->TraceAttack( m_pPlayer->pev, flDamage, vecDir, &tr, DMG_BULLET );
|
|
|
|
ApplyMultiDamage( m_pPlayer->pev, m_pPlayer->pev );
|
|
|
|
}
|
|
|
|
|
|
|
|
if( pEntity->ReflectGauss() )
|
|
|
|
{
|
|
|
|
float n;
|
|
|
|
|
|
|
|
pentIgnore = NULL;
|
|
|
|
|
|
|
|
n = -DotProduct( tr.vecPlaneNormal, vecDir );
|
|
|
|
|
|
|
|
if( n < 0.5 ) // 60 degrees
|
|
|
|
{
|
|
|
|
// ALERT( at_console, "reflect %f\n", n );
|
|
|
|
// reflect
|
|
|
|
Vector r;
|
|
|
|
|
|
|
|
r = 2.0 * tr.vecPlaneNormal * n + vecDir;
|
|
|
|
flMaxFrac = flMaxFrac - tr.flFraction;
|
|
|
|
vecDir = r;
|
|
|
|
vecSrc = tr.vecEndPos + vecDir * 8;
|
|
|
|
vecDest = vecSrc + vecDir * 8192;
|
|
|
|
|
|
|
|
// explode a bit
|
|
|
|
m_pPlayer->RadiusDamage( tr.vecEndPos, pev, m_pPlayer->pev, flDamage * n, CLASS_NONE, DMG_BLAST );
|
|
|
|
|
|
|
|
nTotal += 34;
|
|
|
|
|
|
|
|
// lose energy
|
|
|
|
if( n == 0 ) n = 0.1;
|
|
|
|
flDamage = flDamage * ( 1 - n );
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
nTotal += 13;
|
|
|
|
|
|
|
|
// limit it to one hole punch
|
|
|
|
if( fHasPunched )
|
|
|
|
break;
|
|
|
|
fHasPunched = 1;
|
|
|
|
|
|
|
|
// try punching through wall if secondary attack (primary is incapable of breaking through)
|
|
|
|
if( !m_fPrimaryFire )
|
|
|
|
{
|
|
|
|
UTIL_TraceLine( tr.vecEndPos + vecDir * 8, vecDest, dont_ignore_monsters, pentIgnore, &beam_tr );
|
|
|
|
if( !beam_tr.fAllSolid )
|
|
|
|
{
|
|
|
|
// trace backwards to find exit point
|
|
|
|
UTIL_TraceLine( beam_tr.vecEndPos, tr.vecEndPos, dont_ignore_monsters, pentIgnore, &beam_tr );
|
|
|
|
|
|
|
|
n = ( beam_tr.vecEndPos - tr.vecEndPos ).Length();
|
|
|
|
|
|
|
|
if( n < flDamage )
|
|
|
|
{
|
|
|
|
if( n == 0 )
|
|
|
|
n = 1;
|
|
|
|
flDamage -= n;
|
|
|
|
|
|
|
|
// ALERT( at_console, "punch %f\n", n );
|
|
|
|
nTotal += 21;
|
|
|
|
|
|
|
|
// exit blast damage
|
|
|
|
//m_pPlayer->RadiusDamage( beam_tr.vecEndPos + vecDir * 8, pev, m_pPlayer->pev, flDamage, CLASS_NONE, DMG_BLAST );
|
|
|
|
float damage_radius;
|
|
|
|
|
|
|
|
if( g_pGameRules->IsMultiplayer() )
|
|
|
|
{
|
|
|
|
damage_radius = flDamage * 1.75; // Old code == 2.5
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
damage_radius = flDamage * 2.5;
|
|
|
|
}
|
|
|
|
|
|
|
|
::RadiusDamage( beam_tr.vecEndPos + vecDir * 8, pev, m_pPlayer->pev, flDamage, damage_radius, CLASS_NONE, DMG_BLAST );
|
|
|
|
|
|
|
|
CSoundEnt::InsertSound( bits_SOUND_COMBAT, pev->origin, NORMAL_EXPLOSION_VOLUME, 3.0 );
|
|
|
|
|
|
|
|
nTotal += 53;
|
|
|
|
|
|
|
|
vecSrc = beam_tr.vecEndPos + vecDir;
|
|
|
|
}
|
|
|
|
else if( !selfgauss.value )
|
|
|
|
{
|
|
|
|
flDamage = 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
//ALERT( at_console, "blocked %f\n", n );
|
|
|
|
flDamage = 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
//ALERT( at_console, "blocked solid\n" );
|
|
|
|
|
|
|
|
flDamage = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
vecSrc = tr.vecEndPos + vecDir;
|
|
|
|
pentIgnore = ENT( pEntity->pev );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
// ALERT( at_console, "%d bytes\n", nTotal );
|
|
|
|
}
|
|
|
|
|
|
|
|
void CGauss::WeaponIdle( void )
|
|
|
|
{
|
|
|
|
ResetEmptySound();
|
|
|
|
|
|
|
|
// play aftershock static discharge
|
|
|
|
if( m_pPlayer->m_flPlayAftershock && m_pPlayer->m_flPlayAftershock < gpGlobals->time )
|
|
|
|
{
|
|
|
|
switch( RANDOM_LONG( 0, 3 ) )
|
|
|
|
{
|
|
|
|
case 0:
|
|
|
|
EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_WEAPON, "weapons/electro4.wav", RANDOM_FLOAT( 0.7, 0.8 ), ATTN_NORM );
|
|
|
|
break;
|
|
|
|
case 1:
|
|
|
|
EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_WEAPON, "weapons/electro5.wav", RANDOM_FLOAT( 0.7, 0.8 ), ATTN_NORM );
|
|
|
|
break;
|
|
|
|
case 2:
|
|
|
|
EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_WEAPON, "weapons/electro6.wav", RANDOM_FLOAT( 0.7, 0.8 ), ATTN_NORM );
|
|
|
|
break;
|
|
|
|
case 3:
|
|
|
|
break; // no sound
|
|
|
|
}
|
|
|
|
m_pPlayer->m_flPlayAftershock = 0.0;
|
|
|
|
}
|
|
|
|
|
|
|
|
if( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() )
|
|
|
|
return;
|
|
|
|
|
|
|
|
if( m_fInAttack != 0 )
|
|
|
|
{
|
|
|
|
StartFire();
|
|
|
|
m_fInAttack = 0;
|
|
|
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.0;
|
|
|
|
|
|
|
|
// Need to set m_flNextPrimaryAttack so the weapon gets a chance to complete its secondary fire animation. - Solokiller
|
|
|
|
if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 )
|
|
|
|
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.5;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
int iAnim;
|
|
|
|
float flRand = RANDOM_FLOAT( 0, 1 );
|
|
|
|
if( flRand <= 0.5 )
|
|
|
|
{
|
|
|
|
iAnim = GAUSS_IDLE;
|
|
|
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
|
|
|
|
}
|
|
|
|
else if( flRand <= 0.75 )
|
|
|
|
{
|
|
|
|
iAnim = GAUSS_IDLE2;
|
|
|
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
iAnim = GAUSS_FIDGET;
|
|
|
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 3;
|
|
|
|
}
|
|
|
|
#ifndef CLIENT_DLL
|
|
|
|
SendWeaponAnim( iAnim );
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
class CGaussAmmo : public CBasePlayerAmmo
|
|
|
|
{
|
|
|
|
void Spawn( void )
|
|
|
|
{
|
|
|
|
Precache();
|
|
|
|
SET_MODEL( ENT( pev ), "models/w_gaussammo.mdl" );
|
|
|
|
CBasePlayerAmmo::Spawn();
|
|
|
|
}
|
|
|
|
void Precache( void )
|
|
|
|
{
|
|
|
|
PRECACHE_MODEL( "models/w_gaussammo.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_gaussclip, CGaussAmmo )
|
|
|
|
#endif
|