|
|
|
/***
|
|
|
|
*
|
|
|
|
* 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"
|
|
|
|
#include "sprite.h"
|
|
|
|
#include "com_model.h"
|
|
|
|
#include "customweapons.h"
|
|
|
|
|
|
|
|
#ifndef CLIENT_DLL
|
|
|
|
#define BOLT_AIR_VELOCITY 2700
|
|
|
|
#define BOLT_WATER_VELOCITY 2000
|
|
|
|
|
|
|
|
class CGateOfBabylonSpawner;
|
|
|
|
#define MAX_SPAWNERS 7
|
|
|
|
class CGateOfBabylon : public CBasePlayerWeapon
|
|
|
|
{
|
|
|
|
public:
|
|
|
|
void Spawn( void );
|
|
|
|
void Precache( void );
|
|
|
|
int iItemSlot( ) { return 0; }
|
|
|
|
int GetItemInfo(ItemInfo *p);
|
|
|
|
int ObjectCaps();
|
|
|
|
#ifndef CLIENT_DLL
|
|
|
|
int Save( CSave &save );
|
|
|
|
int Restore( CRestore &restore );
|
|
|
|
static TYPEDESCRIPTION m_SaveData[];
|
|
|
|
#endif
|
|
|
|
void PrimaryAttack( void );
|
|
|
|
void SecondaryAttack( void );
|
|
|
|
int AddToPlayer( CBasePlayer *pPlayer );
|
|
|
|
BOOL Deploy( );
|
|
|
|
void Holster( int skiplocal = 0 );
|
|
|
|
void Reload( void );
|
|
|
|
void WeaponIdle( void );
|
|
|
|
|
|
|
|
virtual BOOL UseDecrement( void )
|
|
|
|
{
|
|
|
|
//#if defined( CLIENT_WEAPONS )
|
|
|
|
// return ;
|
|
|
|
//#else
|
|
|
|
return false;
|
|
|
|
//#endif
|
|
|
|
}
|
|
|
|
|
|
|
|
CGateOfBabylonSpawner *m_pSpawners[MAX_SPAWNERS];
|
|
|
|
bool IntersectOtherSpawner( CGateOfBabylonSpawner *spawner );
|
|
|
|
|
|
|
|
private:
|
|
|
|
|
|
|
|
void AddSpawners( void );
|
|
|
|
int m_iSpawnerCount;
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
class CGateOfBabylonBolt : public CBaseEntity
|
|
|
|
{
|
|
|
|
public:
|
|
|
|
static CGateOfBabylonBolt *BoltCreate( void );
|
|
|
|
|
|
|
|
private:
|
|
|
|
void Spawn( void );
|
|
|
|
void Precache( void );
|
|
|
|
void EXPORT BubbleThink( void );
|
|
|
|
void EXPORT BoltTouch( CBaseEntity *pOther );
|
|
|
|
void EXPORT RemoveThink();
|
|
|
|
void Trail( void );
|
|
|
|
float TouchGravGun( CBaseEntity *attacker, int stage );
|
|
|
|
int m_iTrail;
|
|
|
|
};
|
|
|
|
|
|
|
|
class CGateOfBabylonSpawner : public CBaseEntity
|
|
|
|
{
|
|
|
|
public:
|
|
|
|
static CGateOfBabylonSpawner *CreateSpawner( CGateOfBabylon *pGates, int iNumber );
|
|
|
|
|
|
|
|
private:
|
|
|
|
void Spawn( void );
|
|
|
|
void Precache( void );
|
|
|
|
int Save( CSave &save );
|
|
|
|
int Restore( CRestore &restore );
|
|
|
|
static TYPEDESCRIPTION m_SaveData[];
|
|
|
|
void UpdatePosition( void );
|
|
|
|
void Animate( void );
|
|
|
|
void EXPORT FollowPlayerThink( void );
|
|
|
|
bool FireBolts( void );
|
|
|
|
|
|
|
|
EHBasePlayerItem m_pGates;
|
|
|
|
Vector m_vecOffset;
|
|
|
|
float m_flNextNPThrow;
|
|
|
|
float m_flLastTimeAnim;
|
|
|
|
int m_iNumber;
|
|
|
|
int m_iMaxFrames;
|
|
|
|
|
|
|
|
friend class CGateOfBabylon;
|
|
|
|
};
|
|
|
|
|
|
|
|
LINK_ENTITY_TO_CLASS( gateofbabylon_spawner, CGateOfBabylonSpawner );
|
|
|
|
LINK_ENTITY_TO_CLASS( weapon_gateofbabylon, CGateOfBabylon );
|
|
|
|
LINK_ENTITY_TO_CLASS( gateofbabylon_bolt, CGateOfBabylonBolt );
|
|
|
|
|
|
|
|
enum gauss_e
|
|
|
|
{
|
|
|
|
CROWBAR_IDLE = 0,
|
|
|
|
CROWBAR_DRAW,
|
|
|
|
CROWBAR_HOLSTER,
|
|
|
|
CROWBAR_ATTACK1HIT,
|
|
|
|
CROWBAR_ATTACK1MISS,
|
|
|
|
CROWBAR_ATTACK2MISS,
|
|
|
|
CROWBAR_ATTACK2HIT,
|
|
|
|
CROWBAR_ATTACK3MISS,
|
|
|
|
CROWBAR_ATTACK3HIT
|
|
|
|
};
|
|
|
|
|
|
|
|
static float UTIL_MyWeaponTimeBase( void )
|
|
|
|
{
|
|
|
|
return gpGlobals->time;
|
|
|
|
}
|
|
|
|
|
|
|
|
CGateOfBabylonBolt *CGateOfBabylonBolt::BoltCreate( void )
|
|
|
|
{
|
|
|
|
// Create a new entity with CGateOfBabylonBolt private data
|
|
|
|
CGateOfBabylonBolt *pBolt = GetClassPtr( (CGateOfBabylonBolt *)NULL );
|
|
|
|
pBolt->pev->classname = MAKE_STRING( "gateofbabylon_bolt" ); // g-cont. enable save\restore
|
|
|
|
pBolt->Spawn();
|
|
|
|
return pBolt;
|
|
|
|
}
|
|
|
|
|
|
|
|
void CGateOfBabylonBolt::Spawn()
|
|
|
|
{
|
|
|
|
Precache();
|
|
|
|
pev->movetype = MOVETYPE_FLY;
|
|
|
|
pev->solid = SOLID_BBOX;
|
|
|
|
|
|
|
|
pev->gravity = 0.5;
|
|
|
|
pev->renderamt = 255;
|
|
|
|
pev->rendermode = kRenderTransColor;
|
|
|
|
|
|
|
|
SET_MODEL( ENT( pev ), "models/w_crowbar.mdl" );
|
|
|
|
|
|
|
|
UTIL_SetOrigin( pev, pev->origin );
|
|
|
|
UTIL_SetSize( pev, Vector( 0, 0, 0 ), Vector( 0, 0, 0 ) );
|
|
|
|
|
|
|
|
SetTouch( &CGateOfBabylonBolt::BoltTouch );
|
|
|
|
SetThink( &CGateOfBabylonBolt::BubbleThink );
|
|
|
|
pev->nextthink = gpGlobals->time + 0.1;
|
|
|
|
}
|
|
|
|
|
|
|
|
void CGateOfBabylonBolt::Precache()
|
|
|
|
{
|
|
|
|
PRECACHE_MODEL( "models/w_crowbar.mdl" );
|
|
|
|
PRECACHE_SOUND( "weapons/xbow_hitbod1.wav" );
|
|
|
|
PRECACHE_SOUND( "weapons/xbow_hitbod2.wav" );
|
|
|
|
PRECACHE_SOUND( "weapons/xbow_fly1.wav" );
|
|
|
|
PRECACHE_SOUND( "weapons/xbow_hit1.wav" );
|
|
|
|
PRECACHE_SOUND( "fvox/beep.wav" );
|
|
|
|
m_iTrail = PRECACHE_MODEL( "sprites/lgtning.spr" );
|
|
|
|
}
|
|
|
|
|
|
|
|
void CGateOfBabylonBolt::RemoveThink( void )
|
|
|
|
{
|
|
|
|
pev->nextthink = gpGlobals->time + 0.1;
|
|
|
|
pev->renderamt -= 2;
|
|
|
|
if( pev->renderamt <= 0 )
|
|
|
|
{
|
|
|
|
SUB_Remove();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void CGateOfBabylonBolt::BoltTouch( CBaseEntity *pOther )
|
|
|
|
{
|
|
|
|
const char *szSoundName;
|
|
|
|
TraceResult tr = UTIL_GetGlobalTrace();
|
|
|
|
|
|
|
|
if( pOther->pev->owner == pev->owner &&
|
|
|
|
FClassnameIs( pOther->pev, "gateofbabylon_bolt" ) )
|
|
|
|
{
|
|
|
|
return; // ignore same entities from same player
|
|
|
|
}
|
|
|
|
|
|
|
|
SetTouch( NULL );
|
|
|
|
SetThink( NULL );
|
|
|
|
|
|
|
|
if( pOther->pev->takedamage )
|
|
|
|
{
|
|
|
|
entvars_t *pevOwner;
|
|
|
|
int bitsDamageType = DMG_ALWAYSGIB;
|
|
|
|
float flDamage;
|
|
|
|
|
|
|
|
pevOwner = VARS( pev->owner );
|
|
|
|
|
|
|
|
// UNDONE: this needs to call TraceAttack instead
|
|
|
|
ClearMultiDamage();
|
|
|
|
|
|
|
|
if( pOther->IsPlayer() )
|
|
|
|
{
|
|
|
|
flDamage = gSkillData.plrDmgCrossbowClient / 3.5f;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
flDamage = gSkillData.plrDmgCrossbowMonster / 3.5f;
|
|
|
|
bitsDamageType |= DMG_BULLET | DMG_ALWAYSGIB;
|
|
|
|
}
|
|
|
|
pOther->TraceAttack( pevOwner, flDamage, pev->velocity.Normalize(), &tr, bitsDamageType);
|
|
|
|
|
|
|
|
ApplyMultiDamage( pev, pevOwner );
|
|
|
|
|
|
|
|
pev->velocity = g_vecZero;
|
|
|
|
// play body "thwack" sound
|
|
|
|
switch( RANDOM_LONG( 0, 1 ) )
|
|
|
|
{
|
|
|
|
case 0: szSoundName = "weapons/xbow_hitbod1.wav"; break;
|
|
|
|
case 1: szSoundName = "weapons/xbow_hitbod2.wav"; break;
|
|
|
|
}
|
|
|
|
EMIT_SOUND( ENT( pev ), CHAN_BODY, szSoundName, 1, ATTN_NORM );
|
|
|
|
|
|
|
|
if( !g_pGameRules->IsMultiplayer() )
|
|
|
|
{
|
|
|
|
Killed( pev, GIB_NEVER );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
switch( RANDOM_LONG( 0, 1 ) )
|
|
|
|
{
|
|
|
|
case 0: szSoundName = "weapons/xbow_hit1.wav"; break;
|
|
|
|
case 1: szSoundName = "weapons/xbow_hit2.wav"; break;
|
|
|
|
}
|
|
|
|
|
|
|
|
EMIT_SOUND_DYN( ENT( pev ), CHAN_BODY, szSoundName, RANDOM_FLOAT( 0.95, 1.0 ), ATTN_NORM, 0, 98 + RANDOM_LONG( 0, 7 ) );
|
|
|
|
|
|
|
|
float saveRoll = pev->angles.z;
|
|
|
|
|
|
|
|
SetThink( &CGateOfBabylonBolt::RemoveThink );
|
|
|
|
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();
|
|
|
|
|
|
|
|
DecalGunshot( &tr, BULLET_PLAYER_CROWBAR );
|
|
|
|
|
|
|
|
UTIL_SetOrigin( pev, pev->origin - vecDir * RANDOM_FLOAT( 10, 15 ) );
|
|
|
|
pev->angles = UTIL_VecToAngles( -vecDir );
|
|
|
|
pev->angles.z = saveRoll;
|
|
|
|
pev->solid = SOLID_NOT;
|
|
|
|
pev->movetype = MOVETYPE_FLY;
|
|
|
|
pev->velocity = g_vecZero;
|
|
|
|
pev->avelocity.z = 0;
|
|
|
|
pev->nextthink = gpGlobals->time + 10.0;
|
|
|
|
}
|
|
|
|
else if( pOther->pev->movetype == MOVETYPE_PUSH || pOther->pev->movetype == MOVETYPE_PUSHSTEP )
|
|
|
|
{
|
|
|
|
Vector vecDir = pev->velocity.Normalize();
|
|
|
|
UTIL_SetOrigin( pev, pev->origin - vecDir * RANDOM_FLOAT( 10, 15 ) );
|
|
|
|
pev->angles = UTIL_VecToAngles( -vecDir );
|
|
|
|
pev->angles.z = saveRoll;
|
|
|
|
pev->solid = SOLID_NOT;
|
|
|
|
pev->velocity = g_vecZero;
|
|
|
|
pev->avelocity.z = 0;
|
|
|
|
pev->nextthink = gpGlobals->time + 10.0;
|
|
|
|
|
|
|
|
// g-cont. Setup movewith feature
|
|
|
|
if( gPhysicsInterfaceInitialized )
|
|
|
|
{
|
|
|
|
pev->movetype = MOVETYPE_COMPOUND; // set movewith type
|
|
|
|
pev->aiment = ENT( pOther->pev ); // set parent
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if( UTIL_PointContents( pev->origin ) != CONTENTS_WATER )
|
|
|
|
{
|
|
|
|
UTIL_Sparks( pev->origin );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void CGateOfBabylonBolt::Trail( void )
|
|
|
|
{
|
|
|
|
// trail
|
|
|
|
MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY );
|
|
|
|
{
|
|
|
|
WRITE_BYTE( TE_BEAMFOLLOW );
|
|
|
|
WRITE_SHORT( entindex() ); // entity
|
|
|
|
WRITE_SHORT( m_iTrail ); // model
|
|
|
|
WRITE_BYTE( 10 ); // life
|
|
|
|
WRITE_BYTE( 5 ); // width
|
|
|
|
switch( RANDOM_LONG( 0, 1 ) )
|
|
|
|
{
|
|
|
|
case 0:
|
|
|
|
WRITE_BYTE( 255 ); // r, g, b
|
|
|
|
WRITE_BYTE( 128 ); // r, g, b
|
|
|
|
WRITE_BYTE( 14 ); // r, g, b
|
|
|
|
break;
|
|
|
|
case 1:
|
|
|
|
WRITE_BYTE( 192 ); // r, g, b
|
|
|
|
WRITE_BYTE( 128 ); // r, g, b
|
|
|
|
WRITE_BYTE( 14 ); // r, g, b
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
WRITE_BYTE( 255 ); // brightness
|
|
|
|
}
|
|
|
|
MESSAGE_END();
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
void CGateOfBabylonBolt::BubbleThink( void )
|
|
|
|
{
|
|
|
|
pev->nextthink = gpGlobals->time + 0.1;
|
|
|
|
|
|
|
|
Trail();
|
|
|
|
|
|
|
|
if( pev->waterlevel != 0 )
|
|
|
|
{
|
|
|
|
UTIL_BubbleTrail( pev->origin - pev->velocity * 0.1, pev->origin, 1 );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
float CGateOfBabylonBolt::TouchGravGun(CBaseEntity *attacker, int stage)
|
|
|
|
{
|
|
|
|
if( stage >= 2 )
|
|
|
|
{
|
|
|
|
pev->movetype = MOVETYPE_FLY;
|
|
|
|
pev->solid = SOLID_BBOX;
|
|
|
|
pev->nextthink = gpGlobals->time + 60.0;
|
|
|
|
SetTouch( &CGateOfBabylonBolt::BoltTouch );
|
|
|
|
UTIL_MakeVectors( attacker->pev->v_angle + attacker->pev->punchangle);
|
|
|
|
pev->angles = UTIL_VecToAngles(-gpGlobals->v_forward);
|
|
|
|
UTIL_SetOrigin( pev, pev->origin );
|
|
|
|
SetThink( &CGateOfBabylonBolt::BubbleThink );
|
|
|
|
}
|
|
|
|
return 2000;
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
|
|
|
|
void CGateOfBabylonSpawner::Spawn( void )
|
|
|
|
{
|
|
|
|
Precache();
|
|
|
|
|
|
|
|
SET_MODEL( ENT(pev), "sprites/tele1.spr" );
|
|
|
|
m_iMaxFrames = MODEL_FRAMES( pev->modelindex ) - 1;
|
|
|
|
|
|
|
|
pev->movetype = MOVETYPE_NOCLIP;
|
|
|
|
pev->solid = SOLID_NOT;
|
|
|
|
|
|
|
|
pev->scale = RANDOM_FLOAT( 0.25, 0.4 );
|
|
|
|
pev->rendermode = kRenderTransAdd;
|
|
|
|
pev->renderamt = 255;
|
|
|
|
pev->framerate = 10.0f;
|
|
|
|
|
|
|
|
m_flNextNPThrow = 0;
|
|
|
|
m_flLastTimeAnim = 0;
|
|
|
|
UTIL_SetSize( pev, Vector( 0, 0, 0 ), Vector( 0, 0, 0 ) );
|
|
|
|
|
|
|
|
SetTouch( NULL );
|
|
|
|
pev->nextthink = gpGlobals->time + 0.001;
|
|
|
|
}
|
|
|
|
|
|
|
|
void CGateOfBabylonSpawner::Precache( void )
|
|
|
|
{
|
|
|
|
PRECACHE_MODEL( "sprites/tele1.spr" );
|
|
|
|
}
|
|
|
|
|
|
|
|
void CGateOfBabylonSpawner::UpdatePosition( void )
|
|
|
|
{
|
|
|
|
UTIL_MakeVectors( m_pGates->m_pPlayer->pev->angles );
|
|
|
|
|
|
|
|
pev->origin = m_pGates->m_pPlayer->pev->origin +
|
|
|
|
gpGlobals->v_right * m_vecOffset.x +
|
|
|
|
gpGlobals->v_up * m_vecOffset.y;
|
|
|
|
UTIL_SetOrigin( pev, pev->origin );
|
|
|
|
|
|
|
|
Vector angles = m_pGates->m_pPlayer->pev->angles;
|
|
|
|
angles.x = 0;
|
|
|
|
pev->angles = angles;
|
|
|
|
}
|
|
|
|
|
|
|
|
void CGateOfBabylonSpawner::Animate( void )
|
|
|
|
{
|
|
|
|
pev->frame += pev->framerate * (gpGlobals->time - m_flLastTimeAnim);
|
|
|
|
if( pev->frame > m_iMaxFrames )
|
|
|
|
{
|
|
|
|
if( m_iMaxFrames > 0 )
|
|
|
|
pev->frame = fmod( pev->frame, m_iMaxFrames );
|
|
|
|
}
|
|
|
|
|
|
|
|
m_flLastTimeAnim = gpGlobals->time;
|
|
|
|
}
|
|
|
|
|
|
|
|
void CGateOfBabylonSpawner::FollowPlayerThink( void )
|
|
|
|
{
|
|
|
|
pev->nextthink = gpGlobals->time + 0.01; // update at 100 fps
|
|
|
|
|
|
|
|
if( !m_pGates )
|
|
|
|
return; // wait for gates
|
|
|
|
|
|
|
|
if( !m_pGates->m_pPlayer || !m_pGates->m_pPlayer->m_pActiveItem || m_pGates->m_pPlayer->pev->deadflag > DEAD_NO )
|
|
|
|
{
|
|
|
|
SetThink( &CBaseEntity::SUB_Remove );
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
// don't draw if player changed weapon
|
|
|
|
if( m_pGates->m_pPlayer->m_pActiveItem->m_iId != WEAPON_GATEOFBABYLON )
|
|
|
|
{
|
|
|
|
if( !(pev->effects & EF_NODRAW) )
|
|
|
|
pev->effects |= EF_NODRAW;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// restore drawing
|
|
|
|
if( pev->effects & EF_NODRAW )
|
|
|
|
pev->effects &= ~EF_NODRAW;
|
|
|
|
|
|
|
|
UpdatePosition();
|
|
|
|
Animate();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
CGateOfBabylonSpawner *CGateOfBabylonSpawner::CreateSpawner(
|
|
|
|
CGateOfBabylon *pGates,
|
|
|
|
int iNumber )
|
|
|
|
{
|
|
|
|
// Create a new entity with CGateOfBabylonBolt private data
|
|
|
|
CGateOfBabylonSpawner *pBolt = GetClassPtr( (CGateOfBabylonSpawner *)NULL );
|
|
|
|
pBolt->pev->classname = MAKE_STRING( "gateofbabylon_spawner" ); // g-cont. enable save\r/estore
|
|
|
|
pBolt->m_pGates = pGates;
|
|
|
|
pBolt->m_iNumber = iNumber;
|
|
|
|
|
|
|
|
int i = 0;
|
|
|
|
do
|
|
|
|
{
|
|
|
|
pBolt->m_vecOffset.x = RANDOM_FLOAT( 10, 50 ) * (iNumber & 1 ? 1: -1) ;
|
|
|
|
pBolt->m_vecOffset.y = RANDOM_FLOAT( 10, 60 );
|
|
|
|
} while( pGates->IntersectOtherSpawner( pBolt ) && i++ < 10 ); // don't go into infinite loop
|
|
|
|
|
|
|
|
|
|
|
|
pBolt->SetThink( &CGateOfBabylonSpawner::FollowPlayerThink );
|
|
|
|
|
|
|
|
pBolt->Spawn();
|
|
|
|
|
|
|
|
return pBolt;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool CGateOfBabylonSpawner::FireBolts( void )
|
|
|
|
{
|
|
|
|
TraceResult tr;
|
|
|
|
CBasePlayer *pPlayer = m_pGates->m_pPlayer;
|
|
|
|
|
|
|
|
if( m_flNextNPThrow > gpGlobals->time )
|
|
|
|
{
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
m_flNextNPThrow = gpGlobals->time + RANDOM_FLOAT( 0.5, 1.0 );
|
|
|
|
|
|
|
|
Vector anglesAim = pPlayer->pev->v_angle;
|
|
|
|
UTIL_MakeVectors( anglesAim );
|
|
|
|
|
|
|
|
Vector vecSrc = pev->origin + gpGlobals->v_up * 2;
|
|
|
|
Vector vecDir;
|
|
|
|
UTIL_TraceLine( vecSrc, pPlayer->GetGunPosition() + gpGlobals->v_forward * 8192,
|
|
|
|
dont_ignore_monsters, ignore_glass, pPlayer->edict(), &tr );
|
|
|
|
|
|
|
|
|
|
|
|
if( tr.fStartSolid )
|
|
|
|
return false;
|
|
|
|
|
|
|
|
if( tr.flFraction != 1.0f )
|
|
|
|
{
|
|
|
|
vecDir = (pPlayer->GetGunPosition() + gpGlobals->v_forward * ( tr.vecEndPos - vecSrc ).Length()) - vecSrc;
|
|
|
|
vecDir = vecDir.Normalize();
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
vecDir = vecDir + gpGlobals->v_right * RANDOM_FLOAT( 0, 0.02 ) -
|
|
|
|
gpGlobals->v_up * RANDOM_FLOAT( 0, 0.02 );
|
|
|
|
|
|
|
|
#ifndef CLIENT_DLL
|
|
|
|
CGateOfBabylonBolt *pBolt = CGateOfBabylonBolt::BoltCreate();
|
|
|
|
pBolt->pev->origin = vecSrc;
|
|
|
|
pBolt->pev->angles = UTIL_VecToAngles( -gpGlobals->v_forward );
|
|
|
|
pBolt->pev->angles.z = RANDOM_FLOAT(0, 360);
|
|
|
|
pBolt->pev->owner = pPlayer->edict();
|
|
|
|
|
|
|
|
if( pPlayer->pev->waterlevel == 3 )
|
|
|
|
{
|
|
|
|
pBolt->pev->velocity = vecDir * BOLT_WATER_VELOCITY;
|
|
|
|
pBolt->pev->speed = BOLT_WATER_VELOCITY;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
pBolt->pev->velocity = vecDir * BOLT_AIR_VELOCITY;
|
|
|
|
pBolt->pev->speed = BOLT_AIR_VELOCITY;
|
|
|
|
}
|
|
|
|
pBolt->pev->avelocity.z = 10;
|
|
|
|
#endif
|
|
|
|
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
TYPEDESCRIPTION CGateOfBabylonSpawner::m_SaveData[] =
|
|
|
|
{
|
|
|
|
DEFINE_FIELD( CGateOfBabylonSpawner, m_iNumber, FIELD_INTEGER ),
|
|
|
|
DEFINE_FIELD( CGateOfBabylonSpawner, m_iMaxFrames, FIELD_INTEGER ),
|
|
|
|
DEFINE_FIELD( CGateOfBabylonSpawner, m_vecOffset, FIELD_VECTOR ),
|
|
|
|
DEFINE_FIELD( CGateOfBabylonSpawner, m_flNextNPThrow, FIELD_TIME ),
|
|
|
|
DEFINE_FIELD( CGateOfBabylonSpawner, m_flLastTimeAnim, FIELD_TIME ),
|
|
|
|
DEFINE_FIELD( CGateOfBabylonSpawner, m_pGates, FIELD_CLASSPTR )
|
|
|
|
};
|
|
|
|
|
|
|
|
IMPLEMENT_SAVERESTORE( CGateOfBabylonSpawner, CBaseEntity );
|
|
|
|
|
|
|
|
TYPEDESCRIPTION CGateOfBabylon::m_SaveData[] =
|
|
|
|
{
|
|
|
|
DEFINE_FIELD( CBasePlayerWeapon, m_flNextPrimaryAttack, FIELD_TIME ),
|
|
|
|
DEFINE_FIELD( CBasePlayerWeapon, m_flNextSecondaryAttack, FIELD_TIME ),
|
|
|
|
DEFINE_FIELD( CBasePlayerWeapon, m_flTimeWeaponIdle, FIELD_TIME ),
|
|
|
|
DEFINE_FIELD( CGateOfBabylon, m_iSpawnerCount, FIELD_INTEGER ),
|
|
|
|
DEFINE_ARRAY( CGateOfBabylon, m_pSpawners, FIELD_CLASSPTR, MAX_SPAWNERS )
|
|
|
|
};
|
|
|
|
|
|
|
|
IMPLEMENT_SAVERESTORE( CGateOfBabylon, CBasePlayerWeapon );
|
|
|
|
|
|
|
|
|
|
|
|
int CGateOfBabylon::ObjectCaps()
|
|
|
|
{
|
|
|
|
return FCAP_ACROSS_TRANSITION;
|
|
|
|
}
|
|
|
|
|
|
|
|
void CGateOfBabylon::Spawn()
|
|
|
|
{
|
|
|
|
Precache();
|
|
|
|
m_iId = WEAPON_GATEOFBABYLON;
|
|
|
|
//m_iSpawnerCount = 0;
|
|
|
|
SET_MODEL( ENT( pev ), "models/w_crowbar.mdl" );
|
|
|
|
|
|
|
|
FallInit();// get ready to fall down.
|
|
|
|
}
|
|
|
|
|
|
|
|
int CGateOfBabylon::AddToPlayer( CBasePlayer *pPlayer )
|
|
|
|
{
|
|
|
|
if( CBasePlayerWeapon::AddToPlayer( pPlayer ) )
|
|
|
|
{
|
|
|
|
MESSAGE_BEGIN( MSG_ONE, gmsgWeapPickup, NULL, pPlayer->pev );
|
|
|
|
WRITE_BYTE( m_iId );
|
|
|
|
MESSAGE_END();
|
|
|
|
|
|
|
|
m_iSpawnerCount = 0;
|
|
|
|
|
|
|
|
//AddSpawners();
|
|
|
|
|
|
|
|
return TRUE;
|
|
|
|
}
|
|
|
|
return FALSE;
|
|
|
|
}
|
|
|
|
|
|
|
|
void CGateOfBabylon::Precache( void )
|
|
|
|
{
|
|
|
|
PRECACHE_MODEL( "models/w_crowbar.mdl" );
|
|
|
|
PRECACHE_MODEL( "models/v_crowbar.mdl" );
|
|
|
|
PRECACHE_MODEL( "models/p_crowbar.mdl" );
|
|
|
|
|
|
|
|
PRECACHE_SOUND( "weapons/xbow_fire1.wav" );
|
|
|
|
PRECACHE_SOUND( "weapons/xbow_reload1.wav" );
|
|
|
|
|
|
|
|
UTIL_PrecacheOther( "gateofbabylon_bolt" );
|
|
|
|
UTIL_PrecacheOther( "gateofbabylon_spawner" );
|
|
|
|
}
|
|
|
|
|
|
|
|
int CGateOfBabylon::GetItemInfo( ItemInfo *p )
|
|
|
|
{
|
|
|
|
p->pszName = STRING( pev->classname );
|
|
|
|
p->pszAmmo1 = NULL;
|
|
|
|
p->iMaxAmmo1 = WEAPON_NOCLIP;
|
|
|
|
p->pszAmmo2 = NULL;
|
|
|
|
p->iMaxAmmo2 = WEAPON_NOCLIP;
|
|
|
|
p->iMaxClip = WEAPON_NOCLIP;
|
|
|
|
p->iSlot = 0;
|
|
|
|
p->iPosition = 3;
|
|
|
|
p->iId = WEAPON_GATEOFBABYLON;
|
|
|
|
p->iWeight = 9999; // superimba, switch everytime
|
|
|
|
p->iFlags = 0;
|
|
|
|
return 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
BOOL CGateOfBabylon::Deploy()
|
|
|
|
{
|
|
|
|
return DefaultDeploy( "models/v_crowbar.mdl", "models/p_crowbar.mdl", CROWBAR_DRAW, "crowbar" );
|
|
|
|
}
|
|
|
|
|
|
|
|
void CGateOfBabylon::Holster( int skiplocal /* = 0 */ )
|
|
|
|
{
|
|
|
|
m_pPlayer->m_flNextAttack = UTIL_MyWeaponTimeBase() + 0.01;
|
|
|
|
SendWeaponAnim( CROWBAR_HOLSTER );
|
|
|
|
}
|
|
|
|
|
|
|
|
void CGateOfBabylon::PrimaryAttack( void )
|
|
|
|
{
|
|
|
|
BOOL fire = FALSE;
|
|
|
|
int j = 0;
|
|
|
|
|
|
|
|
m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME;
|
|
|
|
|
|
|
|
if( !m_iSpawnerCount )
|
|
|
|
{
|
|
|
|
PlayEmptySound();
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
do
|
|
|
|
{
|
|
|
|
int i = RANDOM_LONG( 0, m_iSpawnerCount - 1 );
|
|
|
|
|
|
|
|
if( m_pSpawners[i] )
|
|
|
|
{
|
|
|
|
fire = m_pSpawners[i]->FireBolts();
|
|
|
|
}
|
|
|
|
} while( !fire && j++ < m_iSpawnerCount); // give up after some retries
|
|
|
|
|
|
|
|
if( fire )
|
|
|
|
{
|
|
|
|
SendWeaponAnim( RANDOM_LONG( CROWBAR_ATTACK1HIT, CROWBAR_ATTACK3HIT ) );
|
|
|
|
|
|
|
|
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
PlayEmptySound();
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
m_flNextPrimaryAttack = UTIL_MyWeaponTimeBase() + 0.1;
|
|
|
|
m_flNextSecondaryAttack = UTIL_MyWeaponTimeBase() + 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
void CGateOfBabylon::SecondaryAttack()
|
|
|
|
{
|
|
|
|
if( m_iSpawnerCount == MAX_SPAWNERS )
|
|
|
|
{
|
|
|
|
// remove them all!
|
|
|
|
for( m_iSpawnerCount = MAX_SPAWNERS - 1; m_iSpawnerCount >= 0; m_iSpawnerCount-- )
|
|
|
|
{
|
|
|
|
UTIL_Remove( m_pSpawners[m_iSpawnerCount] );
|
|
|
|
m_pSpawners[m_iSpawnerCount] = NULL;
|
|
|
|
}
|
|
|
|
m_iSpawnerCount = 0;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
UTIL_Remove( m_pSpawners[m_iSpawnerCount]);
|
|
|
|
|
|
|
|
m_pSpawners[m_iSpawnerCount] = CGateOfBabylonSpawner::CreateSpawner( this, m_iSpawnerCount );
|
|
|
|
m_iSpawnerCount++;
|
|
|
|
}
|
|
|
|
|
|
|
|
pev->nextthink = UTIL_MyWeaponTimeBase() + 1;
|
|
|
|
m_flNextSecondaryAttack = UTIL_MyWeaponTimeBase() + 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
void CGateOfBabylon::AddSpawners( void )
|
|
|
|
{
|
|
|
|
#if 0
|
|
|
|
CBaseEntity *pEnt = NULL;
|
|
|
|
CGateOfBabylonSpawner *pSpawner;
|
|
|
|
int iSpawnerCount = 0;
|
|
|
|
|
|
|
|
while( ( pEnt = UTIL_FindEntityInSphere( pEnt, m_pPlayer->pev->origin, 100 ) ) )
|
|
|
|
{
|
|
|
|
if( !FClassnameIs( pEnt->pev, "gateofbabylon_spawner" ) )
|
|
|
|
continue;
|
|
|
|
|
|
|
|
pSpawner = static_cast<CGateOfBabylonSpawner*>( pEnt );
|
|
|
|
|
|
|
|
UTIL_Remove( m_pSpawners[iSpawnerCount] );
|
|
|
|
|
|
|
|
m_pSpawners[iSpawnerCount] = pSpawner;
|
|
|
|
pSpawner->m_iNumber = iSpawnerCount;
|
|
|
|
pSpawner->m_pGates = this;
|
|
|
|
pSpawner->SetThink( &CGateOfBabylonSpawner::FollowPlayerThink );
|
|
|
|
iSpawnerCount++;
|
|
|
|
}
|
|
|
|
|
|
|
|
m_iSpawnerCount = iSpawnerCount;
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
|
|
|
|
void CGateOfBabylon::Reload( void )
|
|
|
|
{
|
|
|
|
}
|
|
|
|
|
|
|
|
void CGateOfBabylon::WeaponIdle( void )
|
|
|
|
{
|
|
|
|
ResetEmptySound();
|
|
|
|
|
|
|
|
if( m_flTimeWeaponIdle >= UTIL_MyWeaponTimeBase() )
|
|
|
|
return;
|
|
|
|
|
|
|
|
m_flTimeWeaponIdle = UTIL_MyWeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
|
|
|
|
SendWeaponAnim( CROWBAR_IDLE );
|
|
|
|
}
|
|
|
|
|
|
|
|
bool CGateOfBabylon::IntersectOtherSpawner( CGateOfBabylonSpawner *spawner )
|
|
|
|
{
|
|
|
|
for( int i = 0; i < m_iSpawnerCount; i++ )
|
|
|
|
{
|
|
|
|
CGateOfBabylonSpawner *o = m_pSpawners[i];
|
|
|
|
|
|
|
|
if( spawner == o || !o )
|
|
|
|
continue;
|
|
|
|
|
|
|
|
if( abs( spawner->m_vecOffset.x - o->m_vecOffset.x ) < 16 * pev->scale )
|
|
|
|
return true;
|
|
|
|
|
|
|
|
if( abs( spawner->m_vecOffset.y - o->m_vecOffset.y ) < 16 * pev->scale )
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
#endif
|