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.
*
****/
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "weapons.h"
#include "nodes.h"
#include "player.h"
#include "gamerules.h"
#define CROWBAR_BODYHIT_VOLUME 128
#define CROWBAR_WALLHIT_VOLUME 512
LINK_ENTITY_TO_CLASS( weapon_crowbar, CCrowbar )
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enum crowbar_e
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{
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CROWBAR_IDLE = 0,
CROWBAR_DRAW,
CROWBAR_HOLSTER,
CROWBAR_ATTACK1HIT,
CROWBAR_ATTACK1MISS,
CROWBAR_ATTACK2MISS,
CROWBAR_ATTACK2HIT,
CROWBAR_ATTACK3MISS,
CROWBAR_ATTACK3HIT
};
void CCrowbar::Spawn()
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{
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Precache();
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m_iId = WEAPON_CROWBAR;
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SET_MODEL( ENT( pev ), "models/w_crowbar.mdl" );
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m_iClip = -1;
FallInit();// get ready to fall down.
}
void CCrowbar::Precache( void )
{
PRECACHE_MODEL( "models/v_crowbar.mdl" );
PRECACHE_MODEL( "models/w_crowbar.mdl" );
PRECACHE_MODEL( "models/p_crowbar.mdl" );
PRECACHE_SOUND( "weapons/cbar_hit1.wav" );
PRECACHE_SOUND( "weapons/cbar_hit2.wav" );
PRECACHE_SOUND( "weapons/cbar_hitbod1.wav" );
PRECACHE_SOUND( "weapons/cbar_hitbod2.wav" );
PRECACHE_SOUND( "weapons/cbar_hitbod3.wav" );
PRECACHE_SOUND( "weapons/cbar_miss1.wav" );
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m_usCrowbar = PRECACHE_EVENT( 1, "events/crowbar.sc" );
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}
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int CCrowbar::GetItemInfo( ItemInfo *p )
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{
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p->pszName = STRING( pev->classname );
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p->pszAmmo1 = NULL;
p->iMaxAmmo1 = -1;
p->pszAmmo2 = NULL;
p->iMaxAmmo2 = -1;
p->iMaxClip = WEAPON_NOCLIP;
p->iSlot = 0;
p->iPosition = 0;
p->iId = WEAPON_CROWBAR;
p->iWeight = CROWBAR_WEIGHT;
return 1;
}
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BOOL CCrowbar::Deploy()
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{
return DefaultDeploy( "models/v_crowbar.mdl", "models/p_crowbar.mdl", CROWBAR_DRAW, "crowbar" );
}
void CCrowbar::Holster( int skiplocal /* = 0 */ )
{
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5;
SendWeaponAnim( CROWBAR_HOLSTER );
}
void FindHullIntersection( const Vector &vecSrc, TraceResult &tr, float *mins, float *maxs, edict_t *pEntity )
{
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int i, j, k;
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float distance;
float *minmaxs[2] = {mins, maxs};
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TraceResult tmpTrace;
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Vector vecHullEnd = tr.vecEndPos;
Vector vecEnd;
distance = 1e6f;
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vecHullEnd = vecSrc + ( ( vecHullEnd - vecSrc ) * 2 );
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UTIL_TraceLine( vecSrc, vecHullEnd, dont_ignore_monsters, pEntity, &tmpTrace );
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if( tmpTrace.flFraction < 1.0 )
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{
tr = tmpTrace;
return;
}
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for( i = 0; i < 2; i++ )
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{
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for( j = 0; j < 2; j++ )
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{
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for( k = 0; k < 2; k++ )
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{
vecEnd.x = vecHullEnd.x + minmaxs[i][0];
vecEnd.y = vecHullEnd.y + minmaxs[j][1];
vecEnd.z = vecHullEnd.z + minmaxs[k][2];
UTIL_TraceLine( vecSrc, vecEnd, dont_ignore_monsters, pEntity, &tmpTrace );
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if( tmpTrace.flFraction < 1.0 )
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{
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float thisDistance = ( tmpTrace.vecEndPos - vecSrc ).Length();
if( thisDistance < distance )
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{
tr = tmpTrace;
distance = thisDistance;
}
}
}
}
}
}
void CCrowbar::PrimaryAttack()
{
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if( !Swing( 1 ) )
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{
SetThink( &CCrowbar::SwingAgain );
pev->nextthink = gpGlobals->time + 0.1;
}
}
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void CCrowbar::Smack()
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{
DecalGunshot( &m_trHit, BULLET_PLAYER_CROWBAR );
}
void CCrowbar::SwingAgain( void )
{
Swing( 0 );
}
int CCrowbar::Swing( int fFirst )
{
int fDidHit = FALSE;
TraceResult tr;
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UTIL_MakeVectors( m_pPlayer->pev->v_angle );
Vector vecSrc = m_pPlayer->GetGunPosition();
Vector vecEnd = vecSrc + gpGlobals->v_forward * 32;
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UTIL_TraceLine( vecSrc, vecEnd, dont_ignore_monsters, ENT( m_pPlayer->pev ), &tr );
#ifndef CLIENT_DLL
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if( tr.flFraction >= 1.0 )
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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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{
// Calculate the point of intersection of the line (or hull) and the object we hit
// This is and approximation of the "best" intersection
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() );
vecEnd = tr.vecEndPos; // This is the point on the actual surface (the hull could have hit space)
}
}
#endif
PLAYBACK_EVENT_FULL( FEV_NOTHOST, m_pPlayer->edict(), m_usCrowbar,
0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0, 0, 0,
0, 0, 0 );
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if( tr.flFraction >= 1.0 )
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{
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if( fFirst )
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{
// miss
m_flNextPrimaryAttack = GetNextAttackDelay( 0.5 );
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// player "shoot" animation
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
}
}
else
{
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switch( ( ( m_iSwing++ ) % 2 ) + 1 )
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{
case 0:
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SendWeaponAnim( CROWBAR_ATTACK1HIT );
break;
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case 1:
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SendWeaponAnim( CROWBAR_ATTACK2HIT );
break;
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case 2:
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SendWeaponAnim( CROWBAR_ATTACK3HIT );
break;
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}
// player "shoot" animation
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
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#ifndef CLIENT_DLL
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// hit
fDidHit = TRUE;
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CBaseEntity *pEntity = CBaseEntity::Instance( tr.pHit );
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// play thwack, smack, or dong sound
float flVol = 1.0;
int fHitWorld = TRUE;
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if( pEntity )
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{
ClearMultiDamage();
// If building with the clientside weapon prediction system,
// UTIL_WeaponTimeBase() is always 0 and m_flNextPrimaryAttack is >= -1.0f, thus making
// m_flNextPrimaryAttack + 1 < UTIL_WeaponTimeBase() always evaluate to false.
#ifdef CLIENT_WEAPONS
if( ( m_flNextPrimaryAttack + 1 == UTIL_WeaponTimeBase() ) || g_pGameRules->IsMultiplayer() )
#else
if( ( m_flNextPrimaryAttack + 1 < UTIL_WeaponTimeBase() ) || g_pGameRules->IsMultiplayer() )
#endif
{
// first swing does full damage
pEntity->TraceAttack( m_pPlayer->pev, gSkillData.plrDmgCrowbar, gpGlobals->v_forward, &tr, DMG_CLUB );
}
else
{
// subsequent swings do half
pEntity->TraceAttack( m_pPlayer->pev, gSkillData.plrDmgCrowbar / 2, gpGlobals->v_forward, &tr, DMG_CLUB );
}
ApplyMultiDamage( m_pPlayer->pev, m_pPlayer->pev );
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if( pEntity->Classify() != CLASS_NONE && pEntity->Classify() != CLASS_MACHINE )
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{
// play thwack or smack sound
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switch( RANDOM_LONG( 0, 2 ) )
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{
case 0:
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EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/cbar_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/cbar_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/cbar_hitbod3.wav", 1, ATTN_NORM );
break;
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}
m_pPlayer->m_iWeaponVolume = CROWBAR_BODYHIT_VOLUME;
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if( !pEntity->IsAlive() )
return TRUE;
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else
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flVol = 0.1;
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fHitWorld = FALSE;
}
}
// play texture hit sound
// 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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{
// 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;
}
// also play crowbar strike
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switch( RANDOM_LONG( 0, 1 ) )
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{
case 0:
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EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/cbar_hit1.wav", fvolbar, ATTN_NORM, 0, 98 + RANDOM_LONG( 0, 3 ) );
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break;
case 1:
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EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/cbar_hit2.wav", fvolbar, ATTN_NORM, 0, 98 + RANDOM_LONG( 0, 3 ) );
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break;
}
// delay the decal a bit
m_trHit = tr;
}
m_pPlayer->m_iWeaponVolume = (int)( flVol * CROWBAR_WALLHIT_VOLUME );
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#endif
m_flNextPrimaryAttack = GetNextAttackDelay( 0.25 );
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SetThink( &CCrowbar::Smack );
pev->nextthink = UTIL_WeaponTimeBase() + 0.2;
}
return fDidHit;
}