Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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/***
*
* Copyright (c) 1996-2001, 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 "soundent.h"
#include "shake.h"
#include "gamerules.h"
#include "xenspit.h"
#define XS_PRIMARY_CHARGE_VOLUME 256 // how loud xen squasher is while charging
#define XS_PRIMARY_FIRE_VOLUME 450 // how loud xen squasher is when discharged
enum xensquasher_e {
XS_IDLE = 0,
XS_IDLE2,
XS_FIDGET,
XS_SPINUP,
XS_SPIN,
XS_FIRE,
XS_FIRE2,
XS_HOLSTER,
XS_DRAW,
XS_RELOAD,
};
LINK_ENTITY_TO_CLASS(weapon_xs, CXenSquasher);
float CXenSquasher::GetFullChargeTime(void)
{
return 4;
}
#ifdef CLIENT_DLL
extern int g_irunninggausspred;
#endif
void CXenSquasher::Spawn()
{
Precache();
m_iId = WEAPON_XS;
SET_MODEL(ENT(pev), "models/w_xs.mdl");
m_iDefaultAmmo = XS_DEFAULT_GIVE;
FallInit();// get ready to fall down.
}
void CXenSquasher::Precache(void)
{
PRECACHE_MODEL("models/w_xs.mdl");
PRECACHE_MODEL("models/v_xs.mdl");
PRECACHE_MODEL("models/p_xs.mdl");
PRECACHE_SOUND("items/9mmclip1.wav");
PRECACHE_SOUND("weapons/xs_moan1.wav");
PRECACHE_SOUND("weapons/xs_moan2.wav");
PRECACHE_SOUND("weapons/xs_moan3.wav");
PRECACHE_SOUND("weapons/xs_reload.wav");
PRECACHE_SOUND("weapons/xs_shot.wav");
PRECACHE_SOUND("weapons/xs_windup.wav");
m_iGlow = PRECACHE_MODEL("sprites/hotglow.spr");
m_iBalls = PRECACHE_MODEL("sprites/hotglow.spr");
m_iBeam = PRECACHE_MODEL("sprites/smoke.spr");
m_usXSFire = PRECACHE_EVENT(1, "events/xs.sc");
m_usXSSpin = PRECACHE_EVENT(1, "events/xsspin.sc");
m_usReload = PRECACHE_EVENT(1, "events/reload.sc");
PRECACHE_MODEL("sprites/glow02.spr");
UTIL_PrecacheOther("xensmallspit");
UTIL_PrecacheOther("xenlargespit");
}
int CXenSquasher::AddToPlayer(CBasePlayer *pPlayer)
{
if (CBasePlayerWeapon::AddToPlayer(pPlayer))
{
MESSAGE_BEGIN(MSG_ONE, gmsgWeapPickup, NULL, pPlayer->pev);
WRITE_BYTE(m_iId);
MESSAGE_END();
return TRUE;
}
return FALSE;
}
int CXenSquasher::GetItemInfo(ItemInfo *p)
{
p->pszName = STRING(pev->classname);
p->pszAmmo1 = "xencandy";
p->iMaxAmmo1 = XENCANDY_MAX_CARRY;
p->pszAmmo2 = NULL;
p->iMaxAmmo2 = -1;
p->iMaxClip = XS_MAX_CLIP;
p->iSlot = 3;
p->iPosition = 0;
p->iId = m_iId = WEAPON_XS;
p->iFlags = 0;
p->iWeight = XS_WEIGHT;
return 1;
}
BOOL CXenSquasher::Deploy()
{
m_pPlayer->m_flPlayAftershock = 0.0;
return DefaultDeploy("models/v_xs.mdl", "models/p_xs.mdl", XS_DRAW, "xensquasher");
}
void CXenSquasher::Holster(int skiplocal /* = 0 */)
{
m_fInReload = FALSE;
PLAYBACK_EVENT_FULL(FEV_RELIABLE | FEV_GLOBAL, m_pPlayer->edict(), m_usXSFire, 0.01, (float *)&m_pPlayer->pev->origin, (float *)&m_pPlayer->pev->angles, 0.0, 0.0, 0, 0, 0, 1);
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5;
SendWeaponAnim(XS_HOLSTER);
m_fInAttack = 0;
}
void CXenSquasher::PrimaryAttack()
{
// don't fire underwater
if (m_pPlayer->pev->waterlevel == 3)
{
PlayEmptySound();
m_flNextSecondaryAttack = m_flNextPrimaryAttack = GetNextAttackDelay(0.15);
return;
}
if (m_iClip <= 0)
{
PlayEmptySound();
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5;
return;
}
m_pPlayer->m_iWeaponVolume = XS_PRIMARY_FIRE_VOLUME;
m_fPrimaryFire = TRUE;
m_iClip--;
StartFire();
m_fInAttack = 0;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.0;
// m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.2;
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.45;
}
void CXenSquasher::SecondaryAttack()
{
// don't fire underwater
if (m_pPlayer->pev->waterlevel == 3)
{
if (m_fInAttack != 0)
{
EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/xs_moan2.wav", 1.0, ATTN_NORM, 0, 80 + RANDOM_LONG(0, 0x3f));
SendWeaponAnim(XS_IDLE);
m_fInAttack = 0;
}
else
{
PlayEmptySound();
}
m_flNextSecondaryAttack = m_flNextPrimaryAttack = GetNextAttackDelay(0.5);
return;
}
if (m_fInAttack == 0)
{
if (m_iClip <= 0)
{
EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/357_cock1.wav", 0.8, ATTN_NORM);
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5;
return;
}
m_fPrimaryFire = FALSE;
m_iClip--;// take one ammo just to start the spin
m_pPlayer->m_flNextAmmoBurn = UTIL_WeaponTimeBase();
// spin up
m_pPlayer->m_iWeaponVolume = XS_PRIMARY_CHARGE_VOLUME;
SendWeaponAnim(XS_SPINUP);
m_fInAttack = 1;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.5;
m_pPlayer->m_flStartCharge = gpGlobals->time;
m_pPlayer->m_flAmmoStartCharge = UTIL_WeaponTimeBase() + GetFullChargeTime();
PLAYBACK_EVENT_FULL(FEV_NOTHOST, m_pPlayer->edict(), m_usXSSpin, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, 110, 0, 0, 0);
m_iSoundState = SND_CHANGE_PITCH;
}
else if (m_fInAttack == 1)
{
if (m_flTimeWeaponIdle < UTIL_WeaponTimeBase())
{
SendWeaponAnim(XS_SPIN);
m_fInAttack = 2;
}
}
else
{
// during the charging process, eat one bit of ammo every once in a while
if (UTIL_WeaponTimeBase() >= m_pPlayer->m_flNextAmmoBurn && m_pPlayer->m_flNextAmmoBurn != 1000)
{
m_iClip--;
m_pPlayer->m_flNextAmmoBurn = UTIL_WeaponTimeBase() + 0.3;
}
if (m_iClip <= 0)
{
// out of ammo! force the gun to fire
StartFire();
m_fInAttack = 0;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.0;
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1;
return;
}
if (UTIL_WeaponTimeBase() >= m_pPlayer->m_flAmmoStartCharge)
{
// don't eat any more ammo after gun is fully charged.
m_pPlayer->m_flNextAmmoBurn = 1000;
}
int pitch = (gpGlobals->time - m_pPlayer->m_flStartCharge) * (150 / GetFullChargeTime()) + 100;
if (pitch > 250)
pitch = 250;
// ALERT( at_console, "%d %d %d\n", m_fInAttack, m_iSoundState, pitch );
if (m_iSoundState == 0)
ALERT(at_console, "sound state %d\n", m_iSoundState);
PLAYBACK_EVENT_FULL(FEV_NOTHOST, m_pPlayer->edict(), m_usXSSpin, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, pitch, 0, (m_iSoundState == SND_CHANGE_PITCH) ? 1 : 0, 0);
m_iSoundState = SND_CHANGE_PITCH; // hack for going through level transitions
m_pPlayer->m_iWeaponVolume = XS_PRIMARY_CHARGE_VOLUME;
// m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.1;
if (m_pPlayer->m_flStartCharge < gpGlobals->time - 10)
{
// Player charged up too long. Zap him.
EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/xs_moan1.wav", 1.0, ATTN_NORM, 0, 80 + RANDOM_LONG(0, 0x3f));
EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/xs_moan3.wav", 1.0, ATTN_NORM, 0, 75 + RANDOM_LONG(0, 0x3f));
m_fInAttack = 0;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.0;
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.0;
#ifndef CLIENT_DLL
m_pPlayer->TakeDamage(VARS(eoNullEntity), VARS(eoNullEntity), 50, DMG_POISON);
UTIL_ScreenFade(m_pPlayer, Vector(161, 188, 0), 2, 0.5, 128, FFADE_IN);
#endif
SendWeaponAnim(XS_IDLE);
// Player may have been killed and this weapon dropped, don't execute any more code after this!
return;
}
}
}
//=========================================================
// StartFire- since all of this code has to run and then
// call Fire(), it was easier at this point to rip it out
// of weaponidle() and make its own function then to try to
// merge this into Fire(), which has some identical variable names
//=========================================================
void CXenSquasher::StartFire(void)
{
float flDamage;
UTIL_MakeVectors(m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle);
Vector vecAiming = gpGlobals->v_forward;
Vector vecSrc = m_pPlayer->GetGunPosition() + gpGlobals->v_forward * 16;
if (gpGlobals->time - m_pPlayer->m_flStartCharge > GetFullChargeTime())
{
flDamage = 200;
}
else
{
flDamage = 200 * ((gpGlobals->time - m_pPlayer->m_flStartCharge) / GetFullChargeTime());
}
if (m_fPrimaryFire)
{
// fixed damage on primary attack
#ifdef CLIENT_DLL
flDamage = 20;
#else
flDamage = gSkillData.plrDmgGauss;
#endif
}
if (m_fInAttack != 3)
{
//ALERT ( at_console, "Time:%f Damage:%f\n", gpGlobals->time - m_pPlayer->m_flStartCharge, flDamage );
#ifndef CLIENT_DLL
float flZVel = m_pPlayer->pev->velocity.z;
if (!m_fPrimaryFire)
{
m_pPlayer->pev->velocity = m_pPlayer->pev->velocity - gpGlobals->v_forward * flDamage * 5;
}
if (!g_pGameRules->IsMultiplayer())
{
// in deathmatch, gauss can pop you up into the air. Not in single play.
m_pPlayer->pev->velocity.z = flZVel;
}
#endif
// player "shoot" animation
m_pPlayer->SetAnimation(PLAYER_ATTACK1);
}
// time until aftershock 'static discharge' sound
m_pPlayer->m_flPlayAftershock = gpGlobals->time + UTIL_SharedRandomFloat(m_pPlayer->random_seed, 0.3, 0.8);
Fire(vecSrc, vecAiming, flDamage);
}
void CXenSquasher::Fire(Vector vecOrigSrc, Vector vecDir, float flDamage)
{
m_pPlayer->m_iWeaponVolume = XS_PRIMARY_FIRE_VOLUME;
Vector vecSrc = vecOrigSrc;
Vector vecDest = vecSrc + vecDir * 8192;
edict_t *pentIgnore;
TraceResult tr, beam_tr;
float flMaxFrac = 1.0;
int nTotal = 0;
int fHasPunched = 0;
int fFirstBeam = 1;
int nMaxHits = 10;
pentIgnore = ENT(m_pPlayer->pev);
#ifdef CLIENT_DLL
if (m_fPrimaryFire == false)
g_irunninggausspred = true;
#endif
// The main firing event is sent unreliably so it won't be delayed.
PLAYBACK_EVENT_FULL(FEV_NOTHOST, m_pPlayer->edict(), m_usXSFire, 0.0, (float *)&m_pPlayer->pev->origin, (float *)&m_pPlayer->pev->angles, flDamage, 0.0, 0, 0, m_fPrimaryFire ? 1 : 0, 0);
// This reliable event is used to stop the spinning sound
// It's delayed by a fraction of second to make sure it is delayed by 1 frame on the client
// It's sent reliably anyway, which could lead to other delays
PLAYBACK_EVENT_FULL(FEV_NOTHOST | FEV_RELIABLE, m_pPlayer->edict(), m_usXSFire, 0.01, (float *)&m_pPlayer->pev->origin, (float *)&m_pPlayer->pev->angles, 0.0, 0.0, 0, 0, 0, 1);
/*ALERT( at_console, "%f %f %f\n%f %f %f\n",
vecSrc.x, vecSrc.y, vecSrc.z,
vecDest.x, vecDest.y, vecDest.z );*/
// ALERT( at_console, "%f %f\n", tr.flFraction, flMaxFrac );
#ifndef CLIENT_DLL
if (m_fPrimaryFire)
{
CXenSmallSpit::ShootStraight(m_pPlayer->pev, vecSrc, m_pPlayer->pev->v_angle, vecDir * 800);
}
else
{
UTIL_MakeVectors(m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle);
CXenLargeSpit* pLargeSpit = CXenLargeSpit::Shoot(m_pPlayer->pev, vecSrc, m_pPlayer->pev->v_angle, gpGlobals->v_forward);
pLargeSpit->pev->velocity = gpGlobals->v_forward * 800;
pLargeSpit->pev->scale = 0.2f;
int iNumProjectiles = max(1, flDamage * XENSPIT_MAX_PROJECTILES / 200);
float cycle = 0;
float cycleGap = 1.0f / (float)iNumProjectiles;
cycle = cycleGap;
CXenSmallSpit* pSpit = NULL;
for (int i = 0; i < iNumProjectiles; i++)
{
pSpit = CXenSmallSpit::ShootCycle(m_pPlayer->pev, vecSrc, m_pPlayer->pev->v_angle, gpGlobals->v_forward, pLargeSpit, cycle);
pSpit->pev->velocity = g_vecZero;
pSpit->pev->scale = 0.25f;
pLargeSpit->m_pChildren[i] = pSpit;
pLargeSpit->m_iChildCount++;
cycle += cycleGap;
}
}
#endif
// ALERT( at_console, "%d bytes\n", nTotal );
}
void CXenSquasher::Reload(void)
{
if (m_pPlayer->ammo_xencandy <= 0)
return;
int iAnim = XS_RELOAD;
int iResult = DefaultReload(XS_MAX_CLIP, iAnim, 4.0);
if (iResult)
{
PLAYBACK_EVENT_FULL(0, m_pPlayer->edict(), m_usReload, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, iAnim, 0, 0, 0);
EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/xs_reload.wav", 0.8, ATTN_NORM);
}
}
void CXenSquasher::WeaponIdle(void)
{
ResetEmptySound();
// play aftershock static discharge
if (m_pPlayer->m_flPlayAftershock && m_pPlayer->m_flPlayAftershock < gpGlobals->time)
{
switch (RANDOM_LONG(0, 3))
{
case 0: EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/xs_moan1.wav", RANDOM_FLOAT(0.7, 0.8), ATTN_NORM); break;
case 1: EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/xs_moan2.wav", RANDOM_FLOAT(0.7, 0.8), ATTN_NORM); break;
case 2: EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/xs_moan3.wav", RANDOM_FLOAT(0.7, 0.8), ATTN_NORM); break;
case 3: break; // no sound
}
m_pPlayer->m_flPlayAftershock = 0.0;
}
if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase())
return;
if (m_fInAttack != 0)
{
StartFire();
m_fInAttack = 0;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.0;
}
else
{
int iAnim;
float flRand = RANDOM_FLOAT(0, 1);
if (flRand <= 0.5)
{
iAnim = XS_IDLE;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + (63.0f / 15.0f);
}
else if (flRand <= 0.75)
{
iAnim = XS_IDLE2;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + (63.0f / 15.0f);
}
else
{
iAnim = XS_FIDGET;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + (93.0f / 30.0f);
}
return;
SendWeaponAnim(iAnim);
}
}
class CXenCandyAmmo : public CBasePlayerAmmo
{
void Spawn(void)
{
Precache();
SET_MODEL(ENT(pev), "models/w_xencandy.mdl");
CBasePlayerAmmo::Spawn();
SetThink(&CXenCandyAmmo::FallThink);
pev->nextthink = gpGlobals->time + 0.1;
}
void Precache(void)
{
PRECACHE_MODEL("models/w_xencandy.mdl");
PRECACHE_SOUND("items/9mmclip1.wav");
PRECACHE_SOUND("items/weapondrop1.wav");
}
BOOL AddAmmo(CBaseEntity *pOther)
{
if (pOther->GiveAmmo(AMMO_XENCANDY_GIVE, "xencandy", XENCANDY_MAX_CARRY) != -1)
{
EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM);
return TRUE;
}
return FALSE;
}
void EXPORT FallThink(void)
{
pev->nextthink = gpGlobals->time + 0.1;
if (pev->flags & FL_ONGROUND)
{
// clatter if we have an owner (i.e., dropped by someone)
// don't clatter if the gun is waiting to respawn (if it's waiting, it is invisible!)
if (!FNullEnt(pev->owner))
{
int pitch = 95 + RANDOM_LONG(0, 29);
EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "items/weapondrop1.wav", 1, ATTN_NORM, 0, pitch);
}
// lie flat
pev->angles.x = 0;
pev->angles.z = 0;
UTIL_SetOrigin(pev, pev->origin);// link into world.
SetThink(NULL);
}
}
};
LINK_ENTITY_TO_CLASS(ammo_xencandy, CXenCandyAmmo);