Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
#if !defined( OEM_BUILD ) && !defined( HLDEMO_BUILD )
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "weapons.h"
#include "nodes.h"
#include "player.h"
#include "gamerules.h"
#ifndef CLIENT_DLL
#define STAR_AIR_VELOCITY 1500
#define STAR_WATER_VELOCITY 150
// UNDONE: Save/restore this? Don't forget to set classname and LINK_ENTITY_TO_CLASS()
//
// OVERLOADS SOME ENTVARS:
//
// speed - the ideal magnitude of my velocity
class CNinjaStar : public CBaseEntity
{
void Spawn( void );
void Precache( void );
int Classify ( void );
void EXPORT BubbleThink( void );
void EXPORT StarTouch( CBaseEntity *pOther );
void EXPORT ExplodeThink( void );
int m_iTrail;
public:
static CNinjaStar *StarCreate( void );
};
LINK_ENTITY_TO_CLASS( ninja_star, CNinjaStar );
CNinjaStar *CNinjaStar::StarCreate( void )
{
// Create a new entity with CCrossbowBolt private data
CNinjaStar *pStar = GetClassPtr( (CNinjaStar *)NULL );
pStar->pev->classname = MAKE_STRING("star");
pStar->Spawn();
return pStar;
}
void CNinjaStar::Spawn( )
{
Precache( );
pev->movetype = MOVETYPE_FLY;
pev->solid = SOLID_BBOX;
pev->gravity = 0.5;
SET_MODEL(ENT(pev), "models/nstar.mdl");
UTIL_SetOrigin( pev, pev->origin );
UTIL_SetSize(pev, Vector(0, 0, 0), Vector(0, 0, 0));
SetTouch( &CNinjaStar::StarTouch );
SetThink( &CNinjaStar::BubbleThink );
pev->nextthink = gpGlobals->time + 0.2;
}
void CNinjaStar::Precache( )
{
PRECACHE_MODEL ("models/nstar.mdl");
PRECACHE_SOUND("weapons/nstar_hitbod.wav");
PRECACHE_SOUND("weapons/nstar_hit.wav");
PRECACHE_SOUND("weapons/nstar_fire.wav");
PRECACHE_SOUND("fvox/beep.wav");
m_iTrail = PRECACHE_MODEL("sprites/streak.spr");
}
int CNinjaStar :: Classify ( void )
{
return CLASS_NONE;
}
void CNinjaStar::StarTouch( CBaseEntity *pOther )
{
SetTouch( NULL );
SetThink( NULL );
if (pOther->pev->takedamage)
{
TraceResult tr = UTIL_GetGlobalTrace( );
entvars_t *pevOwner;
pevOwner = VARS( pev->owner );
// UNDONE: this needs to call TraceAttack instead
ClearMultiDamage( );
pOther->TraceAttack(pevOwner, gSkillData.plrDmgStar, pev->velocity.Normalize(), &tr, DMG_BULLET | DMG_NEVERGIB );
ApplyMultiDamage( pev, pevOwner );
pev->velocity = Vector( 0, 0, 0 );
// play body "errgh" sound
EMIT_SOUND(ENT(pev), CHAN_BODY, "weapons/nstar_hitbod.wav", 1, ATTN_NORM);
if ( !g_pGameRules->IsMultiplayer() )
{
switch (RANDOM_LONG(1,2))
{
case 1:
Killed( pev, GIB_ALWAYS ); // Victim is lucky to have a heart at this point
break;
case 2:
Killed( pev, GIB_NEVER ); // Victim is lucky and keeps his organs in his corpse
break;
}
}
UTIL_Remove( this );
}
else
{
EMIT_SOUND_DYN(ENT(pev), CHAN_BODY, "weapons/nstar_hit.wav", RANDOM_FLOAT(0.95, 1.0), ATTN_NORM, 0, 98 + RANDOM_LONG(0,7));
SetThink( &CBaseEntity::SUB_Remove );
pev->nextthink = gpGlobals->time;// this will get changed below if the bolt is allowed to stick in what it hit.
if ( FClassnameIs( pOther->pev, "worldspawn" ) )
{
// if what we hit is static architecture, can stay around for a while.
Vector vecDir = pev->velocity.Normalize( );
UTIL_SetOrigin( pev, pev->origin - vecDir * 12 );
pev->angles = UTIL_VecToAngles( vecDir );
pev->solid = SOLID_NOT;
pev->movetype = MOVETYPE_FLY;
pev->velocity = Vector( 0, 0, 0 );
pev->avelocity.z = 0;
pev->angles.z = RANDOM_LONG(0,360);
pev->nextthink = gpGlobals->time + 10.0;
}
if (UTIL_PointContents(pev->origin) != CONTENTS_WATER)
{
UTIL_Sparks( pev->origin );
}
}
}
void CNinjaStar::BubbleThink( void )
{
pev->nextthink = gpGlobals->time + 0.1;
if (pev->waterlevel == 0)
return;
UTIL_BubbleTrail( pev->origin - pev->velocity * 0.1, pev->origin, 20 );
}
void CNinjaStar::ExplodeThink( void )
{
int iContents = UTIL_PointContents ( pev->origin );
int iScale;
pev->dmg = 40;
iScale = 10;
MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, pev->origin );
WRITE_BYTE( TE_EXPLOSION);
WRITE_COORD( pev->origin.x );
WRITE_COORD( pev->origin.y );
WRITE_COORD( pev->origin.z );
if (iContents != CONTENTS_WATER)
{
WRITE_SHORT( g_sModelIndexFireball );
}
else
{
WRITE_SHORT( g_sModelIndexWExplosion );
}
WRITE_BYTE( iScale ); // scale * 10
WRITE_BYTE( 15 ); // framerate
WRITE_BYTE( TE_EXPLFLAG_NONE );
MESSAGE_END();
entvars_t *pevOwner;
if ( pev->owner )
pevOwner = VARS( pev->owner );
else
pevOwner = NULL;
pev->owner = NULL; // can't traceline attack owner if this is set
::RadiusDamage( pev->origin, pev, pevOwner, pev->dmg, 128, CLASS_NONE, DMG_BLAST | DMG_ALWAYSGIB );
UTIL_Remove(this);
}
#endif
enum star_e { // Do this!@
NSTAR_IDLE = 0, // full
NSTAR_FIRE, // full
NSTAR_DRAW, // full
};
LINK_ENTITY_TO_CLASS( weapon_nstar, CNStar );
void CNStar::Spawn( )
{
Precache( );
m_iId = WEAPON_NSTAR;
SET_MODEL(ENT(pev), "models/w_nstar.mdl");
m_iDefaultAmmo = NSTAR_DEFAULT_GIVE;
FallInit();// get ready to fall down.
}
int CNStar::AddToPlayer( CBasePlayer *pPlayer )
{
if ( CBasePlayerWeapon::AddToPlayer( pPlayer ) )
{
MESSAGE_BEGIN( MSG_ONE, gmsgWeapPickup, NULL, pPlayer->pev );
WRITE_BYTE( m_iId );
MESSAGE_END();
return TRUE;
}
return FALSE;
}
void CNStar::Precache( void )
{
PRECACHE_MODEL("models/w_nstar.mdl");
PRECACHE_MODEL("models/v_nstar.mdl");
PRECACHE_MODEL("models/p_nstar.mdl");
UTIL_PrecacheOther( "ninja_star" );
m_usNStar = PRECACHE_EVENT( 1, "events/nstar.sc" );
}
int CNStar::GetItemInfo(ItemInfo *p)
{
p->pszName = STRING(pev->classname);
p->pszAmmo1 = "stars";
p->iMaxAmmo1 = NSTAR_MAX_CARRY;
p->pszAmmo2 = NULL;
p->iMaxAmmo2 = -1;
p->iMaxClip = NSTAR_MAX_CLIP;
p->iSlot = 3;
p->iPosition = 3;
p->iId = WEAPON_NSTAR;
p->iFlags = 0;
p->iWeight = NSTAR_WEIGHT;
return 1;
}
BOOL CNStar::Deploy( )
{
return DefaultDeploy( "models/v_nstar.mdl", "models/p_nstar.mdl", NSTAR_DRAW, "nstar" );
}
void CNStar::Holster( int skiplocal /* = 0 */ )
{
m_fInReload = FALSE;// cancel any reload in progress.
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5;
}
void CNStar::PrimaryAttack( void )
{
if (m_pPlayer->m_rgAmmo[ m_iPrimaryAmmoType ] > 0)
{
FireStar();
}
}
void CNStar::FireStar()
{
TraceResult tr;
if (m_iClip == 0)
{
PlayEmptySound( );
return;
}
m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME;
//m_iClip--;
m_pPlayer->m_rgAmmo[ m_iPrimaryAmmoType ]--;
int flags;
#if defined( CLIENT_WEAPONS )
flags = FEV_NOTHOST;
#else
flags = 0;
#endif
PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usNStar, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0, 0, m_iClip, m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType], 0, 0 );
// player "shoot" animation
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
Vector anglesAim = m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle;
UTIL_MakeVectors( anglesAim );
anglesAim.x = -anglesAim.x;
Vector vecSrc = m_pPlayer->GetGunPosition( ) - gpGlobals->v_up * 2;
Vector vecDir = gpGlobals->v_forward;
#ifndef CLIENT_DLL
CNinjaStar *pStar = CNinjaStar::StarCreate();
pStar->pev->origin = vecSrc;
pStar->pev->angles = anglesAim;
pStar->pev->owner = m_pPlayer->edict();
if (m_pPlayer->pev->waterlevel == 3)
{
pStar->pev->velocity = vecDir * STAR_WATER_VELOCITY;
pStar->pev->speed = STAR_WATER_VELOCITY;
}
else
{
pStar->pev->velocity = vecDir * STAR_AIR_VELOCITY;
pStar->pev->speed = STAR_AIR_VELOCITY;
}
pStar->pev->avelocity.z = 10;
#endif
if (!m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0)
// HEV suit - indicate out of ammo condition
m_pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0);
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.3;
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.75;
if (m_iClip != 0)
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 5.0;
else
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.75;
}
void CNStar::WeaponIdle( void )
{
m_pPlayer->GetAutoaimVector( AUTOAIM_2DEGREES ); // get the autoaim vector but ignore it; used for autoaim crosshair in DM
ResetEmptySound( );
SendWeaponAnim( NSTAR_IDLE );
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 80.0 / 30.0;
}
class CNStarAmmo : public CBasePlayerAmmo
{
void Spawn( void )
{
Precache( );
SET_MODEL(ENT(pev), "models/w_nstar.mdl");
CBasePlayerAmmo::Spawn( );
}
void Precache( void )
{
PRECACHE_MODEL ("models/w_nstar.mdl");
PRECACHE_SOUND("items/9mmclip1.wav");
}
BOOL AddAmmo( CBaseEntity *pOther )
{
if (pOther->GiveAmmo( 30, "stars", NSTAR_MAX_CARRY ) != -1)
{
EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM);
return TRUE;
}
return FALSE;
}
};
LINK_ENTITY_TO_CLASS( ammo_nstar, CNStarAmmo );
#endif