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/***
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*
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* Copyright (c) 1996-2001, 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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#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 "gamerules.h"
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void FindHullIntersection(const Vector &vecSrc, TraceResult &tr, float *mins, float *maxs, edict_t *pEntity);
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#define MELEE_WALLHIT_VOLUME 512
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#define MELEE_BODYHIT_VOLUME 128
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#define PIPEWRENCH_ATTACK2_MIN_DAMAGE 45
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#define PIPEWRENCH_ATTACK2_MAX_DAMAGE 200
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LINK_ENTITY_TO_CLASS(weapon_pipewrench, CPipeWrench)
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enum pwrench_e {
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PIPEWRENCH_IDLE1 = 0,
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PIPEWRENCH_IDLE2,
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PIPEWRENCH_IDLE3,
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PIPEWRENCH_DRAW,
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PIPEWRENCH_HOLSTER,
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PIPEWRENCH_ATTACK1HIT,
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PIPEWRENCH_ATTACK1MISS,
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PIPEWRENCH_ATTACK2HIT,
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PIPEWRENCH_ATTACK2MISS,
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PIPEWRENCH_ATTACK3HIT,
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PIPEWRENCH_ATTACK3MISS,
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PIPEWRENCH_ATTACKBIGWIND,
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PIPEWRENCH_ATTACKBIGHIT,
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PIPEWRENCH_ATTACKBIGMISS,
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PIPEWRENCH_ATTACKBIGLOOP,
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};
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void CPipeWrench::Spawn()
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{
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Precache();
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m_iId = WEAPON_PIPEWRENCH;
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SET_MODEL(ENT(pev), "models/w_pipe_wrench.mdl");
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m_iSwingMode = 0;
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m_iClip = -1;
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FallInit();// get ready to fall down.
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}
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void CPipeWrench::Precache(void)
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{
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PRECACHE_MODEL("models/v_pipe_wrench.mdl");
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PRECACHE_MODEL("models/w_pipe_wrench.mdl");
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PRECACHE_MODEL("models/p_pipe_wrench.mdl");
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PRECACHE_SOUND("weapons/pwrench_hit1.wav");
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PRECACHE_SOUND("weapons/pwrench_hit2.wav");
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PRECACHE_SOUND("weapons/pwrench_hitbod1.wav");
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PRECACHE_SOUND("weapons/pwrench_hitbod2.wav");
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PRECACHE_SOUND("weapons/pwrench_hitbod3.wav");
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PRECACHE_SOUND("weapons/pwrench_miss1.wav");
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PRECACHE_SOUND("weapons/pwrench_miss2.wav");
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PRECACHE_SOUND("weapons/pwrench_big_hitbod1.wav");
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PRECACHE_SOUND("weapons/pwrench_big_hitbod2.wav");
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PRECACHE_SOUND("weapons/pwrench_big_miss.wav");
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m_usPWrench = PRECACHE_EVENT(1, "events/pipewrench.sc");
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}
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int CPipeWrench::GetItemInfo(ItemInfo *p)
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{
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p->pszName = STRING(pev->classname);
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p->pszAmmo1 = NULL;
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p->iMaxAmmo1 = -1;
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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 = 0;
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p->iPosition = 1;
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p->iId = WEAPON_PIPEWRENCH;
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p->iWeight = PIPEWRENCH_WEIGHT;
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return 1;
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}
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BOOL CPipeWrench::Deploy()
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{
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m_iSwingMode = 0;
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return DefaultDeploy("models/v_pipe_wrench.mdl", "models/p_pipe_wrench.mdl", PIPEWRENCH_DRAW, "pipewrench");
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}
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void CPipeWrench::Holster(int skiplocal /* = 0 */)
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{
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m_iSwingMode = 0;
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5;
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SendWeaponAnim(PIPEWRENCH_HOLSTER);
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}
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void CPipeWrench::PrimaryAttack()
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{
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if (!m_iSwingMode && !Swing(1))
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{
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#ifndef CLIENT_DLL
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SetThink(&CPipeWrench::SwingAgain);
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pev->nextthink = gpGlobals->time + 0.1;
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#endif
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}
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}
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void CPipeWrench::SecondaryAttack(void)
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{
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if (m_iSwingMode != 1)
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{
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SendWeaponAnim(PIPEWRENCH_ATTACKBIGWIND);
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m_flBigSwingStart = gpGlobals->time;
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}
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m_iSwingMode = 1;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.3;
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m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.1;
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}
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void CPipeWrench::Smack()
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{
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DecalGunshot(&m_trHit, BULLET_PLAYER_CROWBAR);
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}
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void CPipeWrench::SwingAgain(void)
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{
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Swing(0);
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}
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int CPipeWrench::Swing(int fFirst)
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{
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int fDidHit = FALSE;
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TraceResult tr;
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UTIL_MakeVectors( m_pPlayer->pev->v_angle );
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Vector vecSrc = m_pPlayer->GetGunPosition( );
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Vector vecEnd = vecSrc + gpGlobals->v_forward * 32;
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UTIL_TraceLine( vecSrc, vecEnd, dont_ignore_monsters, ENT( m_pPlayer->pev ), &tr );
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#ifndef CLIENT_DLL
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if ( tr.flFraction >= 1.0 )
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{
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UTIL_TraceHull( vecSrc, vecEnd, dont_ignore_monsters, head_hull, ENT( m_pPlayer->pev ), &tr );
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if ( tr.flFraction < 1.0 )
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{
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// Calculate the point of intersection of the line (or hull) and the object we hit
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// This is and approximation of the "best" intersection
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CBaseEntity *pHit = CBaseEntity::Instance( tr.pHit );
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if ( !pHit || pHit->IsBSPModel() )
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FindHullIntersection( vecSrc, tr, VEC_DUCK_HULL_MIN, VEC_DUCK_HULL_MAX, m_pPlayer->edict() );
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vecEnd = tr.vecEndPos; // This is the point on the actual surface (the hull could have hit space)
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}
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}
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#endif
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if (fFirst)
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{
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PLAYBACK_EVENT_FULL( FEV_NOTHOST, m_pPlayer->edict(), m_usPWrench,
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0.0, (float*)&g_vecZero, (float*)&g_vecZero, 0, 0, 1,
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0, 0, 0 );
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}
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if ( tr.flFraction >= 1.0 )
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{
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// miss
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if ( fFirst ) {
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m_flNextPrimaryAttack = GetNextAttackDelay(0.7);
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m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.7;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 5.0;
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// player "shoot" animation
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m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
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}
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}
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else
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{
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switch( ((m_iSwing++) % 2) + 1 )
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{
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case 0:
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SendWeaponAnim( PIPEWRENCH_ATTACK1HIT );
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break;
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case 1:
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SendWeaponAnim( PIPEWRENCH_ATTACK2HIT );
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break;
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case 2:
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SendWeaponAnim( PIPEWRENCH_ATTACK3HIT );
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break;
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}
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// player "shoot" animation
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m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
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#ifndef CLIENT_DLL
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// hit
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fDidHit = TRUE;
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CBaseEntity *pEntity = CBaseEntity::Instance(tr.pHit);
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// play thwack, smack, or dong sound
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float flVol = 1.0;
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int fHitWorld = TRUE;
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if( pEntity )
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{
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ClearMultiDamage();
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float flDamage;
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#ifdef CLIENT_WEAPONS
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if( ( m_flNextPrimaryAttack + 1 == UTIL_WeaponTimeBase() ) || g_pGameRules->IsMultiplayer() )
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#else
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if( ( m_flNextPrimaryAttack + 1 < UTIL_WeaponTimeBase() ) || g_pGameRules->IsMultiplayer() )
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#endif
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{
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// first swing does full damage
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flDamage = gSkillData.plrDmgPWrench;
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}
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else
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{
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// subsequent swings do half
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flDamage = gSkillData.plrDmgPWrench / 2;
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}
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// Send trace attack to player.
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pEntity->TraceAttack(m_pPlayer->pev, flDamage, gpGlobals->v_forward, &tr, DMG_CLUB);
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ApplyMultiDamage(m_pPlayer->pev, m_pPlayer->pev);
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if ( pEntity->Classify() != CLASS_NONE && pEntity->Classify() != CLASS_MACHINE )
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{
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// play thwack or smack sound
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switch( RANDOM_LONG(0,2) )
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{
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case 0:
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EMIT_SOUND( ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/pwrench_hitbod1.wav", 1, ATTN_NORM); break;
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case 1:
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EMIT_SOUND( ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/pwrench_hitbod2.wav", 1, ATTN_NORM); break;
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case 2:
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EMIT_SOUND( ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/pwrench_hitbod3.wav", 1, ATTN_NORM); break;
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}
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m_pPlayer->m_iWeaponVolume = MELEE_BODYHIT_VOLUME;
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if ( !pEntity->IsAlive() )
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{
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m_flNextPrimaryAttack = GetNextAttackDelay(0.5);
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return TRUE;
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}
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else
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flVol = 0.1;
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fHitWorld = FALSE;
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}
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}
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// play texture hit sound
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// UNDONE: Calculate the correct point of intersection when we hit with the hull instead of the line
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if( fHitWorld )
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{
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float fvolbar = TEXTURETYPE_PlaySound(&tr, vecSrc, vecSrc + (vecEnd-vecSrc)*2, BULLET_PLAYER_CROWBAR );
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if ( g_pGameRules->IsMultiplayer() )
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{
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// override the volume here, cause we don't play texture sounds in multiplayer,
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// and fvolbar is going to be 0 from the above call.
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fvolbar = 1;
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}
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// also play pipe wrench strike
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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(m_pPlayer->pev), CHAN_ITEM, "weapons/pwrench_hit1.wav", fvolbar, ATTN_NORM, 0, 98 + RANDOM_LONG(0,3));
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break;
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case 1:
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EMIT_SOUND_DYN( ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/pwrench_hit2.wav", fvolbar, ATTN_NORM, 0, 98 + RANDOM_LONG(0,3));
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break;
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}
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// delay the decal a bit
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m_trHit = tr;
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}
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m_pPlayer->m_iWeaponVolume = (int)( flVol * MELEE_WALLHIT_VOLUME );
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SetThink( &CPipeWrench::Smack );
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pev->nextthink = UTIL_WeaponTimeBase() + 0.2;
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#endif
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m_flNextPrimaryAttack = GetNextAttackDelay(0.5);
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m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.5;
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}
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 5.0;
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return fDidHit;
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}
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void CPipeWrench::BigSwing(void)
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{
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TraceResult tr;
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UTIL_MakeVectors( m_pPlayer->pev->v_angle );
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Vector vecSrc = m_pPlayer->GetGunPosition( );
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Vector vecEnd = vecSrc + gpGlobals->v_forward * 32;
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UTIL_TraceLine( vecSrc, vecEnd, dont_ignore_monsters, ENT( m_pPlayer->pev ), &tr );
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#ifndef CLIENT_DLL
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if ( tr.flFraction >= 1.0 )
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{
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UTIL_TraceHull( vecSrc, vecEnd, dont_ignore_monsters, head_hull, ENT( m_pPlayer->pev ), &tr );
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if ( tr.flFraction < 1.0 )
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{
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// Calculate the point of intersection of the line (or hull) and the object we hit
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// This is and approximation of the "best" intersection
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CBaseEntity *pHit = CBaseEntity::Instance( tr.pHit );
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if ( !pHit || pHit->IsBSPModel() )
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FindHullIntersection( vecSrc, tr, VEC_DUCK_HULL_MIN, VEC_DUCK_HULL_MAX, m_pPlayer->edict() );
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vecEnd = tr.vecEndPos; // This is the point on the actual surface (the hull could have hit space)
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}
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}
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#endif
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PLAYBACK_EVENT_FULL( FEV_NOTHOST, m_pPlayer->edict(), m_usPWrench,
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0.0,
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(float*)&g_vecZero,
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(float*)&g_vecZero,
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0, 0, 0, 0, 0, 0 );
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//EMIT_SOUND( ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/pwrench_big_miss.wav", 0.8, ATTN_NORM);
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m_pPlayer->pev->punchangle.x -= 2;
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if ( tr.flFraction >= 1.0 )
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{
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// player "shoot" animation
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m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
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}
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|
|
|
else
|
|
|
|
{
|
|
|
|
SendWeaponAnim( PIPEWRENCH_ATTACKBIGHIT );
|
|
|
|
|
|
|
|
// player "shoot" animation
|
|
|
|
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
|
|
|
|
|
|
|
|
#ifndef CLIENT_DLL
|
|
|
|
|
|
|
|
// hit
|
|
|
|
CBaseEntity *pEntity = CBaseEntity::Instance(tr.pHit);
|
|
|
|
|
|
|
|
if( pEntity )
|
|
|
|
{
|
|
|
|
ClearMultiDamage();
|
|
|
|
float flDamage = (gpGlobals->time - m_flBigSwingStart) * gSkillData.plrDmgPWrench + 25.0f;
|
|
|
|
if (flDamage > PIPEWRENCH_ATTACK2_MAX_DAMAGE) {
|
|
|
|
flDamage = PIPEWRENCH_ATTACK2_MAX_DAMAGE;
|
|
|
|
}
|
|
|
|
pEntity->TraceAttack(m_pPlayer->pev, flDamage, gpGlobals->v_forward, &tr, DMG_CLUB);
|
|
|
|
|
|
|
|
ApplyMultiDamage(m_pPlayer->pev, m_pPlayer->pev);
|
|
|
|
}
|
|
|
|
|
|
|
|
// play thwack, smack, or dong sound
|
|
|
|
float flVol = 1.0;
|
|
|
|
int fHitWorld = TRUE;
|
|
|
|
|
|
|
|
if (pEntity)
|
|
|
|
{
|
|
|
|
if (pEntity->Classify() != CLASS_NONE && pEntity->Classify() != CLASS_MACHINE)
|
|
|
|
{
|
|
|
|
// play thwack or smack sound
|
|
|
|
switch( RANDOM_LONG(0,1) )
|
|
|
|
{
|
|
|
|
case 0:
|
|
|
|
EMIT_SOUND( ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/pwrench_big_hitbod1.wav", 1, ATTN_NORM);
|
|
|
|
break;
|
|
|
|
case 1:
|
|
|
|
EMIT_SOUND( ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/pwrench_big_hitbod2.wav", 1, ATTN_NORM);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
m_pPlayer->m_iWeaponVolume = MELEE_BODYHIT_VOLUME;
|
|
|
|
if ( !pEntity->IsAlive() )
|
|
|
|
return;
|
|
|
|
else
|
|
|
|
flVol = 0.1;
|
|
|
|
|
|
|
|
fHitWorld = false;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// play texture hit sound
|
|
|
|
if( fHitWorld )
|
|
|
|
{
|
|
|
|
float fvolbar = TEXTURETYPE_PlaySound(&tr, vecSrc, vecSrc + (vecEnd-vecSrc)*2, BULLET_PLAYER_CROWBAR );
|
|
|
|
|
|
|
|
if ( g_pGameRules->IsMultiplayer() )
|
|
|
|
{
|
|
|
|
// override the volume here, cause we don't play texture sounds in multiplayer,
|
|
|
|
// and fvolbar is going to be 0 from the above call.
|
|
|
|
|
|
|
|
fvolbar = 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
switch( RANDOM_LONG(0,1) )
|
|
|
|
{
|
|
|
|
case 0:
|
|
|
|
EMIT_SOUND_DYN( ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/pwrench_hit1.wav", fvolbar, ATTN_NORM, 0, 98 + RANDOM_LONG(0,3));
|
|
|
|
break;
|
|
|
|
case 1:
|
|
|
|
EMIT_SOUND_DYN( ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/pwrench_hit2.wav", fvolbar, ATTN_NORM, 0, 98 + RANDOM_LONG(0,3));
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
// delay the decal a bit
|
|
|
|
m_trHit = tr;
|
|
|
|
}
|
|
|
|
|
|
|
|
m_pPlayer->m_iWeaponVolume = (int)( flVol * MELEE_WALLHIT_VOLUME );
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void CPipeWrench::WeaponIdle(void)
|
|
|
|
{
|
|
|
|
if ( m_iSwingMode == 1 )
|
|
|
|
{
|
|
|
|
if ( gpGlobals->time > m_flBigSwingStart + 1.0 )
|
|
|
|
{
|
|
|
|
m_iSwingMode = 2;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (m_iSwingMode == 2)
|
|
|
|
{
|
|
|
|
m_flNextSecondaryAttack = m_flNextPrimaryAttack = m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.1;
|
|
|
|
BigSwing();
|
|
|
|
m_iSwingMode = 0;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
m_iSwingMode = 0;
|
|
|
|
if ( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() )
|
|
|
|
return;
|
|
|
|
int iAnim;
|
|
|
|
float flRand = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0.0, 1.0 );
|
|
|
|
|
|
|
|
if ( flRand <= 0.3 )
|
|
|
|
{
|
|
|
|
iAnim = PIPEWRENCH_IDLE1;
|
|
|
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.0;
|
|
|
|
}
|
|
|
|
else if ( flRand <= 0.6 )
|
|
|
|
{
|
|
|
|
iAnim = PIPEWRENCH_IDLE2;
|
|
|
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 3.0;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
iAnim = PIPEWRENCH_IDLE3;
|
|
|
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 3.0;
|
|
|
|
}
|
|
|
|
SendWeaponAnim( iAnim );
|
|
|
|
}
|
|
|
|
}
|