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/***
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*
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* Copyright (c) 1996-2002, 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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#if !OEM_BUILD && !HLDEMO_BUILD
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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 "soundent.h"
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#include "gamerules.h"
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enum w_squeak_e
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{
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WSQUEAK_IDLE1 = 0,
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WSQUEAK_FIDGET,
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WSQUEAK_JUMP,
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WSQUEAK_RUN
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};
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enum squeak_e
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{
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SQUEAK_IDLE1 = 0,
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SQUEAK_FIDGETFIT,
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SQUEAK_FIDGETNIP,
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SQUEAK_DOWN,
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SQUEAK_UP,
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SQUEAK_THROW
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};
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#if !CLIENT_DLL
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class CSqueakGrenade : public CGrenade
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{
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void Spawn( void );
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void Precache( void );
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int Classify( void );
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void EXPORT SuperBounceTouch( CBaseEntity *pOther );
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void EXPORT HuntThink( void );
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int BloodColor( void ) { return BLOOD_COLOR_YELLOW; }
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void Killed( entvars_t *pevAttacker, int iGib );
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void GibMonster( void );
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virtual int Save( CSave &save );
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virtual int Restore( CRestore &restore );
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static TYPEDESCRIPTION m_SaveData[];
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static float m_flNextBounceSoundTime;
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// CBaseEntity *m_pTarget;
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float m_flDie;
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Vector m_vecTarget;
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float m_flNextHunt;
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float m_flNextHit;
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Vector m_posPrev;
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EHANDLE m_hOwner;
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int m_iMyClass;
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};
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float CSqueakGrenade::m_flNextBounceSoundTime = 0;
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LINK_ENTITY_TO_CLASS( monster_snark, CSqueakGrenade )
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TYPEDESCRIPTION CSqueakGrenade::m_SaveData[] =
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{
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DEFINE_FIELD( CSqueakGrenade, m_flDie, FIELD_TIME ),
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DEFINE_FIELD( CSqueakGrenade, m_vecTarget, FIELD_VECTOR ),
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DEFINE_FIELD( CSqueakGrenade, m_flNextHunt, FIELD_TIME ),
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DEFINE_FIELD( CSqueakGrenade, m_flNextHit, FIELD_TIME ),
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DEFINE_FIELD( CSqueakGrenade, m_posPrev, FIELD_POSITION_VECTOR ),
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DEFINE_FIELD( CSqueakGrenade, m_hOwner, FIELD_EHANDLE ),
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};
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IMPLEMENT_SAVERESTORE( CSqueakGrenade, CGrenade )
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#define SQUEEK_DETONATE_DELAY 15.0f
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int CSqueakGrenade::Classify( void )
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{
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if( m_iMyClass != 0 )
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return m_iMyClass; // protect against recursion
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if( m_hEnemy != 0 )
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{
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m_iMyClass = CLASS_INSECT; // no one cares about it
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switch( m_hEnemy->Classify() )
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{
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case CLASS_PLAYER:
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case CLASS_HUMAN_PASSIVE:
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case CLASS_HUMAN_MILITARY:
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m_iMyClass = 0;
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return CLASS_ALIEN_MILITARY; // barney's get mad, grunts get mad at it
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}
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m_iMyClass = 0;
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}
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return CLASS_ALIEN_BIOWEAPON;
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}
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void CSqueakGrenade::Spawn( void )
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{
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Precache();
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// motor
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pev->movetype = MOVETYPE_BOUNCE;
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pev->solid = SOLID_BBOX;
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SET_MODEL( ENT( pev ), "models/w_squeak.mdl" );
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UTIL_SetSize( pev, Vector( -4.0f, -4.0f, 0.0f ), Vector( 4.0f, 4.0f, 8.0f ) );
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UTIL_SetOrigin( pev, pev->origin );
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SetTouch( &CSqueakGrenade::SuperBounceTouch );
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SetThink( &CSqueakGrenade::HuntThink );
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pev->nextthink = gpGlobals->time + 0.1f;
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m_flNextHunt = gpGlobals->time + (float)1E6;
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pev->flags |= FL_MONSTER;
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pev->takedamage = DAMAGE_AIM;
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pev->health = gSkillData.snarkHealth;
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pev->gravity = 0.05f;
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pev->friction = 0.25f;
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pev->dmg = gSkillData.snarkDmgPop;
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m_flDie = gpGlobals->time + SQUEEK_DETONATE_DELAY;
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m_flFieldOfView = 0.0f; // 180 degrees
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if( pev->owner )
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m_hOwner = Instance( pev->owner );
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m_flNextBounceSoundTime = gpGlobals->time;// reset each time a snark is spawned.
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pev->sequence = WSQUEAK_RUN;
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ResetSequenceInfo();
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}
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void CSqueakGrenade::Precache( void )
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{
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PRECACHE_MODEL( "models/w_squeak.mdl" );
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PRECACHE_SOUND( "squeek/sqk_blast1.wav" );
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PRECACHE_SOUND( "common/bodysplat.wav" );
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PRECACHE_SOUND( "squeek/sqk_die1.wav" );
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PRECACHE_SOUND( "squeek/sqk_hunt1.wav" );
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PRECACHE_SOUND( "squeek/sqk_hunt2.wav" );
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PRECACHE_SOUND( "squeek/sqk_hunt3.wav" );
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PRECACHE_SOUND( "squeek/sqk_deploy1.wav" );
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}
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void CSqueakGrenade::Killed( entvars_t *pevAttacker, int iGib )
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{
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pev->model = iStringNull;// make invisible
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SetThink( &CBaseEntity::SUB_Remove );
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SetTouch( NULL );
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pev->nextthink = gpGlobals->time + 0.1f;
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// since squeak grenades never leave a body behind, clear out their takedamage now.
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// Squeaks do a bit of radius damage when they pop, and that radius damage will
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// continue to call this function unless we acknowledge the Squeak's death now. (sjb)
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pev->takedamage = DAMAGE_NO;
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// play squeek blast
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EMIT_SOUND_DYN( ENT( pev ), CHAN_ITEM, "squeek/sqk_blast1.wav", 1, 0.5f, 0, PITCH_NORM );
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CSoundEnt::InsertSound( bits_SOUND_COMBAT, pev->origin, SMALL_EXPLOSION_VOLUME, 3.0f );
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UTIL_BloodDrips( pev->origin, g_vecZero, BloodColor(), 80 );
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if( m_hOwner != 0 )
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RadiusDamage( pev, m_hOwner->pev, pev->dmg, CLASS_NONE, DMG_BLAST );
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else
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RadiusDamage( pev, pev, pev->dmg, CLASS_NONE, DMG_BLAST );
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// reset owner so death message happens
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if( m_hOwner != 0 )
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pev->owner = m_hOwner->edict();
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CBaseMonster::Killed( pevAttacker, GIB_ALWAYS );
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}
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void CSqueakGrenade::GibMonster( void )
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{
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EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "common/bodysplat.wav", 0.75f, ATTN_NORM, 0, 200 );
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}
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void CSqueakGrenade::HuntThink( void )
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{
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// ALERT( at_console, "think\n" );
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if( !IsInWorld() )
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{
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SetTouch( NULL );
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UTIL_Remove( this );
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return;
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}
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StudioFrameAdvance();
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pev->nextthink = gpGlobals->time + 0.1f;
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// explode when ready
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if( gpGlobals->time >= m_flDie )
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{
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g_vecAttackDir = pev->velocity.Normalize();
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pev->health = -1;
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Killed( pev, 0 );
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return;
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}
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// float
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if( pev->waterlevel != 0 )
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{
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if( pev->movetype == MOVETYPE_BOUNCE )
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{
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pev->movetype = MOVETYPE_FLY;
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}
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pev->velocity = pev->velocity * 0.9f;
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pev->velocity.z += 8.0f;
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}
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else if( pev->movetype == MOVETYPE_FLY )
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{
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pev->movetype = MOVETYPE_BOUNCE;
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}
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// return if not time to hunt
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if( m_flNextHunt > gpGlobals->time )
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return;
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m_flNextHunt = gpGlobals->time + 2.0f;
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//CBaseEntity *pOther = NULL;
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Vector vecDir;
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TraceResult tr;
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Vector vecFlat = pev->velocity;
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vecFlat.z = 0;
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vecFlat = vecFlat.Normalize();
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UTIL_MakeVectors( pev->angles );
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if( m_hEnemy == 0 || !m_hEnemy->IsAlive() )
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{
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// find target, bounce a bit towards it.
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Look( 512 );
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m_hEnemy = BestVisibleEnemy();
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}
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// squeek if it's about time blow up
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if( ( m_flDie - gpGlobals->time <= 0.5f ) && ( m_flDie - gpGlobals->time >= 0.3f ) )
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{
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EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "squeek/sqk_die1.wav", 1, ATTN_NORM, 0, 100 + RANDOM_LONG( 0, 0x3F ) );
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CSoundEnt::InsertSound( bits_SOUND_COMBAT, pev->origin, 256, 0.25f );
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}
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// higher pitch as squeeker gets closer to detonation time
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/*float flpitch = 155.0f - 60.0f * ( ( m_flDie - gpGlobals->time ) / SQUEEK_DETONATE_DELAY );
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if( flpitch < 80.0f )
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flpitch = 80.0f;*/
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if( m_hEnemy != 0 )
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{
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if( FVisible( m_hEnemy ) )
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{
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vecDir = m_hEnemy->EyePosition() - pev->origin;
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m_vecTarget = vecDir.Normalize();
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}
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float flVel = pev->velocity.Length();
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float flAdj = 50.0f / ( flVel + 10.0f );
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if( flAdj > 1.2f )
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flAdj = 1.2f;
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// ALERT( at_console, "think : enemy\n");
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// ALERT( at_console, "%.0f %.2f %.2f %.2f\n", flVel, m_vecTarget.x, m_vecTarget.y, m_vecTarget.z );
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pev->velocity = pev->velocity * flAdj + m_vecTarget * 300.0f;
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}
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if( pev->flags & FL_ONGROUND )
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{
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pev->avelocity = Vector( 0, 0, 0 );
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}
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else
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{
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if( pev->avelocity == Vector( 0, 0, 0 ) )
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{
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pev->avelocity.x = RANDOM_FLOAT( -100, 100 );
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pev->avelocity.z = RANDOM_FLOAT( -100, 100 );
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}
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}
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if( ( pev->origin - m_posPrev ).Length() < 1.0f )
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{
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pev->velocity.x = RANDOM_FLOAT( -100, 100 );
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pev->velocity.y = RANDOM_FLOAT( -100, 100 );
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}
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m_posPrev = pev->origin;
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pev->angles = UTIL_VecToAngles( pev->velocity );
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pev->angles.z = 0;
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pev->angles.x = 0;
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}
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void CSqueakGrenade::SuperBounceTouch( CBaseEntity *pOther )
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{
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float flpitch;
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TraceResult tr = UTIL_GetGlobalTrace();
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// don't hit the guy that launched this grenade
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if( pev->owner && pOther->edict() == pev->owner )
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return;
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// at least until we've bounced once
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pev->owner = NULL;
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pev->angles.x = 0.0f;
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pev->angles.z = 0.0f;
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// avoid bouncing too much
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if( m_flNextHit > gpGlobals->time )
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return;
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// higher pitch as squeeker gets closer to detonation time
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flpitch = 155.0f - 60.0f * ( ( m_flDie - gpGlobals->time ) / SQUEEK_DETONATE_DELAY );
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if( pOther->pev->takedamage && m_flNextAttack < gpGlobals->time )
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{
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// attack!
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// make sure it's me who has touched them
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if( tr.pHit == pOther->edict() )
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{
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// and it's not another squeakgrenade
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if( tr.pHit->v.modelindex != pev->modelindex )
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{
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// ALERT( at_console, "hit enemy\n" );
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ClearMultiDamage();
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pOther->TraceAttack( pev, gSkillData.snarkDmgBite, gpGlobals->v_forward, &tr, DMG_SLASH );
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if( m_hOwner != 0 )
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ApplyMultiDamage( pev, m_hOwner->pev );
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else
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ApplyMultiDamage( pev, pev );
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pev->dmg += gSkillData.snarkDmgPop; // add more explosion damage
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// m_flDie += 2.0f; // add more life
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|
|
|
|
|
|
|
// make bite sound
|
|
|
|
EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, "squeek/sqk_deploy1.wav", 1.0f, ATTN_NORM, 0, (int)flpitch );
|
|
|
|
m_flNextAttack = gpGlobals->time + 0.5f;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// ALERT( at_console, "been hit\n" );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
m_flNextHit = gpGlobals->time + 0.1f;
|
|
|
|
m_flNextHunt = gpGlobals->time;
|
|
|
|
|
|
|
|
if( g_pGameRules->IsMultiplayer() )
|
|
|
|
{
|
|
|
|
// in multiplayer, we limit how often snarks can make their bounce sounds to prevent overflows.
|
|
|
|
if( gpGlobals->time < m_flNextBounceSoundTime )
|
|
|
|
{
|
|
|
|
// too soon!
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if( !( pev->flags & FL_ONGROUND ) )
|
|
|
|
{
|
|
|
|
// play bounce sound
|
|
|
|
float flRndSound = RANDOM_FLOAT( 0.0f, 1.0f );
|
|
|
|
|
|
|
|
if( flRndSound <= 0.33f )
|
|
|
|
EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "squeek/sqk_hunt1.wav", 1, ATTN_NORM, 0, (int)flpitch );
|
|
|
|
else if( flRndSound <= 0.66f )
|
|
|
|
EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "squeek/sqk_hunt2.wav", 1, ATTN_NORM, 0, (int)flpitch );
|
|
|
|
else
|
|
|
|
EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "squeek/sqk_hunt3.wav", 1, ATTN_NORM, 0, (int)flpitch );
|
|
|
|
CSoundEnt::InsertSound( bits_SOUND_COMBAT, pev->origin, 256, 0.25f );
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// skittering sound
|
|
|
|
CSoundEnt::InsertSound( bits_SOUND_COMBAT, pev->origin, 100, 0.1f );
|
|
|
|
}
|
|
|
|
|
|
|
|
m_flNextBounceSoundTime = gpGlobals->time + 0.5f;// half second.
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
|
|
|
|
LINK_ENTITY_TO_CLASS( weapon_snark, CSqueak )
|
|
|
|
|
|
|
|
void CSqueak::Spawn()
|
|
|
|
{
|
|
|
|
Precache();
|
|
|
|
m_iId = WEAPON_SNARK;
|
|
|
|
SET_MODEL( ENT( pev ), "models/w_sqknest.mdl" );
|
|
|
|
|
|
|
|
FallInit();//get ready to fall down.
|
|
|
|
|
|
|
|
m_iDefaultAmmo = SNARK_DEFAULT_GIVE;
|
|
|
|
|
|
|
|
pev->sequence = 1;
|
|
|
|
pev->animtime = gpGlobals->time;
|
|
|
|
pev->framerate = 1.0f;
|
|
|
|
}
|
|
|
|
|
|
|
|
void CSqueak::Precache( void )
|
|
|
|
{
|
|
|
|
PRECACHE_MODEL( "models/w_sqknest.mdl" );
|
|
|
|
PRECACHE_MODEL( "models/v_squeak.mdl" );
|
|
|
|
PRECACHE_MODEL( "models/p_squeak.mdl" );
|
|
|
|
PRECACHE_SOUND( "squeek/sqk_hunt2.wav" );
|
|
|
|
PRECACHE_SOUND( "squeek/sqk_hunt3.wav" );
|
|
|
|
UTIL_PrecacheOther( "monster_snark" );
|
|
|
|
|
|
|
|
m_usSnarkFire = PRECACHE_EVENT( 1, "events/snarkfire.sc" );
|
|
|
|
}
|
|
|
|
|
|
|
|
int CSqueak::GetItemInfo( ItemInfo *p )
|
|
|
|
{
|
|
|
|
p->pszName = STRING( pev->classname );
|
|
|
|
p->pszAmmo1 = "Snarks";
|
|
|
|
p->iMaxAmmo1 = SNARK_MAX_CARRY;
|
|
|
|
p->pszAmmo2 = NULL;
|
|
|
|
p->iMaxAmmo2 = -1;
|
|
|
|
p->iMaxClip = WEAPON_NOCLIP;
|
|
|
|
p->iSlot = 3;
|
|
|
|
p->iPosition = 1;
|
|
|
|
p->iId = m_iId = WEAPON_SNARK;
|
|
|
|
p->iWeight = SNARK_WEIGHT;
|
|
|
|
p->iFlags = ITEM_FLAG_LIMITINWORLD | ITEM_FLAG_EXHAUSTIBLE;
|
|
|
|
|
|
|
|
return 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
BOOL CSqueak::Deploy()
|
|
|
|
{
|
|
|
|
// play hunt sound
|
|
|
|
float flRndSound = RANDOM_FLOAT( 0.0f, 1.0f );
|
|
|
|
|
|
|
|
if( flRndSound <= 0.5f )
|
|
|
|
EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "squeek/sqk_hunt2.wav", 1, ATTN_NORM, 0, 100 );
|
|
|
|
else
|
|
|
|
EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "squeek/sqk_hunt3.wav", 1, ATTN_NORM, 0, 100 );
|
|
|
|
|
|
|
|
m_pPlayer->m_iWeaponVolume = QUIET_GUN_VOLUME;
|
|
|
|
|
|
|
|
const BOOL result = DefaultDeploy( "models/v_squeak.mdl", "models/p_squeak.mdl", SQUEAK_UP, "squeak" );
|
|
|
|
#if WEAPONS_ANIMATION_TIMES_FIX
|
|
|
|
if ( result )
|
|
|
|
{
|
|
|
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.7f;
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
return result;
|
|
|
|
}
|
|
|
|
|
|
|
|
void CSqueak::Holster( int skiplocal /* = 0 */ )
|
|
|
|
{
|
|
|
|
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5f;
|
|
|
|
|
|
|
|
if( !m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] )
|
|
|
|
{
|
|
|
|
m_pPlayer->pev->weapons &= ~( 1 << WEAPON_SNARK );
|
|
|
|
DestroyItem();
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
SendWeaponAnim( SQUEAK_DOWN );
|
|
|
|
EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_WEAPON, "common/null.wav", 1.0f, ATTN_NORM );
|
|
|
|
}
|
|
|
|
|
|
|
|
void CSqueak::PrimaryAttack()
|
|
|
|
{
|
|
|
|
if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] )
|
|
|
|
{
|
|
|
|
UTIL_MakeVectors( m_pPlayer->pev->v_angle );
|
|
|
|
TraceResult tr;
|
|
|
|
Vector trace_origin;
|
|
|
|
|
|
|
|
// HACK HACK: Ugly hacks to handle change in origin based on new physics code for players
|
|
|
|
// Move origin up if crouched and start trace a bit outside of body ( 20 units instead of 16 )
|
|
|
|
trace_origin = m_pPlayer->pev->origin;
|
|
|
|
if( m_pPlayer->pev->flags & FL_DUCKING )
|
|
|
|
{
|
|
|
|
trace_origin = trace_origin - ( VEC_HULL_MIN - VEC_DUCK_HULL_MIN );
|
|
|
|
}
|
|
|
|
|
|
|
|
// find place to toss monster
|
|
|
|
UTIL_TraceLine( trace_origin + gpGlobals->v_forward * 200.0f, trace_origin + gpGlobals->v_forward * 64.0f, dont_ignore_monsters, NULL, &tr );
|
|
|
|
|
|
|
|
int flags;
|
|
|
|
#if CLIENT_WEAPONS
|
|
|
|
flags = FEV_NOTHOST;
|
|
|
|
#else
|
|
|
|
flags = 0;
|
|
|
|
#endif
|
|
|
|
PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usSnarkFire, 0.0f, g_vecZero, g_vecZero, 0.0f, 0.0f, 0, 0, 0, 0 );
|
|
|
|
|
|
|
|
if( tr.fAllSolid == 0 && tr.fStartSolid == 0 && tr.flFraction > 0.25f )
|
|
|
|
{
|
|
|
|
// player "shoot" animation
|
|
|
|
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
|
|
|
|
#if !CLIENT_DLL
|
|
|
|
CBaseEntity *pSqueak = CBaseEntity::Create( "monster_snark", tr.vecEndPos, m_pPlayer->pev->v_angle, m_pPlayer->edict() );
|
|
|
|
pSqueak->pev->velocity = gpGlobals->v_forward * 200.0f + m_pPlayer->pev->velocity;
|
|
|
|
#endif
|
|
|
|
// play hunt sound
|
|
|
|
float flRndSound = RANDOM_FLOAT( 0.0f, 1.0f );
|
|
|
|
|
|
|
|
if( flRndSound <= 0.5f )
|
|
|
|
EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "squeek/sqk_hunt2.wav", 1, ATTN_NORM, 0, 105 );
|
|
|
|
else
|
|
|
|
EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "squeek/sqk_hunt3.wav", 1, ATTN_NORM, 0, 105 );
|
|
|
|
|
|
|
|
m_pPlayer->m_iWeaponVolume = QUIET_GUN_VOLUME;
|
|
|
|
|
|
|
|
m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]--;
|
|
|
|
|
|
|
|
m_fJustThrown = 1;
|
|
|
|
|
|
|
|
m_flNextPrimaryAttack = GetNextAttackDelay( 0.5f );
|
|
|
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.0f;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void CSqueak::SecondaryAttack( void )
|
|
|
|
{
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
void CSqueak::WeaponIdle( void )
|
|
|
|
{
|
|
|
|
if( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() )
|
|
|
|
return;
|
|
|
|
|
|
|
|
if( m_fJustThrown )
|
|
|
|
{
|
|
|
|
m_fJustThrown = 0;
|
|
|
|
|
|
|
|
if( !m_pPlayer->m_rgAmmo[PrimaryAmmoIndex()] )
|
|
|
|
{
|
|
|
|
RetireWeapon();
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
SendWeaponAnim( SQUEAK_UP );
|
|
|
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
int iAnim;
|
|
|
|
float flRand = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0, 1 );
|
|
|
|
if( flRand <= 0.75f )
|
|
|
|
{
|
|
|
|
iAnim = SQUEAK_IDLE1;
|
|
|
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 30.0f / 16.0f * 2.0f;
|
|
|
|
}
|
|
|
|
else if( flRand <= 0.875f )
|
|
|
|
{
|
|
|
|
iAnim = SQUEAK_FIDGETFIT;
|
|
|
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 70.0f / 16.0f;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
iAnim = SQUEAK_FIDGETNIP;
|
|
|
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 80.0f / 16.0f;
|
|
|
|
}
|
|
|
|
SendWeaponAnim( iAnim );
|
|
|
|
}
|
|
|
|
#endif
|