|
|
|
/***
|
|
|
|
*
|
|
|
|
* Copyright (c) 1999, Cold Ice Modification.
|
|
|
|
*
|
|
|
|
* This code has been written by SlimShady ( darcuri@optonline.net )
|
|
|
|
*
|
|
|
|
* 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 and from the Cold Ice team.
|
|
|
|
*
|
|
|
|
* Please if you use this code in any public form, please give us credit.
|
|
|
|
*
|
|
|
|
****/
|
|
|
|
|
|
|
|
#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 )
|
|
|
|
LINK_ENTITY_TO_CLASS( weapon_fwcrowbar, CCrowbar )
|
|
|
|
|
|
|
|
enum gauss_e
|
|
|
|
{
|
|
|
|
CROWBAR_IDLE = 0,
|
|
|
|
CROWBAR_DRAW,
|
|
|
|
CROWBAR_HOLSTER,
|
|
|
|
CROWBAR_ATTACK1HIT,
|
|
|
|
CROWBAR_ATTACK1MISS,
|
|
|
|
CROWBAR_ATTACK2MISS,
|
|
|
|
CROWBAR_ATTACK2HIT,
|
|
|
|
CROWBAR_ATTACK3MISS,
|
|
|
|
CROWBAR_ATTACK3HIT
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
void CCrowbar::Spawn( )
|
|
|
|
{
|
|
|
|
Precache();
|
|
|
|
m_iId = WEAPON_CROWBAR;
|
|
|
|
SET_MODEL( ENT( pev ), "models/w_crowbar.mdl" );
|
|
|
|
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" );
|
|
|
|
|
|
|
|
m_usCrowbar = PRECACHE_EVENT( 1, "events/crowbar.sc" );
|
|
|
|
}
|
|
|
|
|
|
|
|
int CCrowbar::GetItemInfo( ItemInfo *p )
|
|
|
|
{
|
|
|
|
p->pszName = "weapon_crowbar";
|
|
|
|
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;
|
|
|
|
}
|
|
|
|
|
|
|
|
int CCrowbar::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;
|
|
|
|
}
|
|
|
|
|
|
|
|
BOOL CCrowbar::Deploy()
|
|
|
|
{
|
|
|
|
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 )
|
|
|
|
{
|
|
|
|
int i, j, k;
|
|
|
|
float distance;
|
|
|
|
float *minmaxs[2] = {mins, maxs};
|
|
|
|
TraceResult tmpTrace;
|
|
|
|
Vector vecHullEnd = tr.vecEndPos;
|
|
|
|
Vector vecEnd;
|
|
|
|
|
|
|
|
distance = 1e6f;
|
|
|
|
|
|
|
|
vecHullEnd = vecSrc + ( ( vecHullEnd - vecSrc ) * 2 );
|
|
|
|
UTIL_TraceLine( vecSrc, vecHullEnd, dont_ignore_monsters, pEntity, &tmpTrace );
|
|
|
|
if( tmpTrace.flFraction < 1.0 )
|
|
|
|
{
|
|
|
|
tr = tmpTrace;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
for( i = 0; i < 2; i++ )
|
|
|
|
{
|
|
|
|
for( j = 0; j < 2; j++ )
|
|
|
|
{
|
|
|
|
for( k = 0; k < 2; k++ )
|
|
|
|
{
|
|
|
|
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 );
|
|
|
|
if( tmpTrace.flFraction < 1.0 )
|
|
|
|
{
|
|
|
|
float thisDistance = ( tmpTrace.vecEndPos - vecSrc ).Length();
|
|
|
|
if( thisDistance < distance )
|
|
|
|
{
|
|
|
|
tr = tmpTrace;
|
|
|
|
distance = thisDistance;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void CCrowbar::PrimaryAttack()
|
|
|
|
{
|
|
|
|
if( !Swing( 1 ) )
|
|
|
|
{
|
|
|
|
SetThink( &CCrowbar::SwingAgain );
|
|
|
|
pev->nextthink = gpGlobals->time + 0.1;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void CCrowbar::Smack()
|
|
|
|
{
|
|
|
|
DecalGunshot( &m_trHit, BULLET_PLAYER_CROWBAR );
|
|
|
|
}
|
|
|
|
|
|
|
|
void CCrowbar::SwingAgain( void )
|
|
|
|
{
|
|
|
|
Swing( 0 );
|
|
|
|
}
|
|
|
|
|
|
|
|
int CCrowbar::Swing( int fFirst )
|
|
|
|
{
|
|
|
|
int fDidHit = FALSE;
|
|
|
|
|
|
|
|
TraceResult tr;
|
|
|
|
|
|
|
|
UTIL_MakeVectors( m_pPlayer->pev->v_angle );
|
|
|
|
Vector vecSrc = m_pPlayer->GetGunPosition();
|
|
|
|
Vector vecEnd = vecSrc + gpGlobals->v_forward * 32;
|
|
|
|
|
|
|
|
UTIL_TraceLine( vecSrc, vecEnd, dont_ignore_monsters, ENT( m_pPlayer->pev ), &tr );
|
|
|
|
|
|
|
|
#ifndef CLIENT_DLL
|
|
|
|
if( tr.flFraction >= 1.0 )
|
|
|
|
{
|
|
|
|
UTIL_TraceHull( vecSrc, vecEnd, dont_ignore_monsters, head_hull, ENT( m_pPlayer->pev ), &tr );
|
|
|
|
if( tr.flFraction < 1.0 )
|
|
|
|
{
|
|
|
|
// 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 );
|
|
|
|
if( !pHit || pHit->IsBSPModel() )
|
|
|
|
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, 0.0 );
|
|
|
|
|
|
|
|
if( tr.flFraction >= 1.0 )
|
|
|
|
{
|
|
|
|
if( fFirst )
|
|
|
|
{
|
|
|
|
// miss
|
|
|
|
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.5;
|
|
|
|
|
|
|
|
// player "shoot" animation
|
|
|
|
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
switch( ( ( m_iSwing++ ) % 2 ) + 1 )
|
|
|
|
{
|
|
|
|
case 0:
|
|
|
|
SendWeaponAnim( CROWBAR_ATTACK1HIT );
|
|
|
|
break;
|
|
|
|
case 1:
|
|
|
|
SendWeaponAnim( CROWBAR_ATTACK2HIT );
|
|
|
|
break;
|
|
|
|
case 2:
|
|
|
|
SendWeaponAnim( CROWBAR_ATTACK3HIT );
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
// player "shoot" animation
|
|
|
|
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
|
|
|
|
|
|
|
|
#ifndef CLIENT_DLL
|
|
|
|
// hit
|
|
|
|
fDidHit = TRUE;
|
|
|
|
CBaseEntity *pEntity = CBaseEntity::Instance( tr.pHit );
|
|
|
|
|
|
|
|
ClearMultiDamage();
|
|
|
|
|
|
|
|
if( ( m_flNextPrimaryAttack + 1 < UTIL_WeaponTimeBase() ) || g_pGameRules->IsMultiplayer() )
|
|
|
|
{
|
|
|
|
// 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 );
|
|
|
|
|
|
|
|
// 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, 2 ) )
|
|
|
|
{
|
|
|
|
case 0:
|
|
|
|
EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/cbar_hitbod1.wav", 1, ATTN_NORM );
|
|
|
|
break;
|
|
|
|
case 1:
|
|
|
|
EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/cbar_hitbod2.wav", 1, ATTN_NORM );
|
|
|
|
break;
|
|
|
|
case 2:
|
|
|
|
EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/cbar_hitbod3.wav", 1, ATTN_NORM );
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
m_pPlayer->m_iWeaponVolume = CROWBAR_BODYHIT_VOLUME;
|
|
|
|
if( !pEntity->IsAlive() )
|
|
|
|
return TRUE;
|
|
|
|
else
|
|
|
|
flVol = 0.1;
|
|
|
|
|
|
|
|
fHitWorld = FALSE;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// play texture hit sound
|
|
|
|
// UNDONE: Calculate the correct point of intersection when we hit with the hull instead of the line
|
|
|
|
|
|
|
|
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;
|
|
|
|
}
|
|
|
|
|
|
|
|
// also play crowbar strike
|
|
|
|
switch( RANDOM_LONG( 0, 1 ) )
|
|
|
|
{
|
|
|
|
case 0:
|
|
|
|
EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/cbar_hit1.wav", fvolbar, ATTN_NORM, 0, 98 + RANDOM_LONG( 0, 3 ) );
|
|
|
|
break;
|
|
|
|
case 1:
|
|
|
|
EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/cbar_hit2.wav", fvolbar, ATTN_NORM, 0, 98 + RANDOM_LONG( 0, 3 ) );
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
// delay the decal a bit
|
|
|
|
m_trHit = tr;
|
|
|
|
}
|
|
|
|
|
|
|
|
m_pPlayer->m_iWeaponVolume = flVol * CROWBAR_WALLHIT_VOLUME;
|
|
|
|
#endif
|
|
|
|
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.25;
|
|
|
|
|
|
|
|
SetThink( &CCrowbar::Smack );
|
|
|
|
pev->nextthink = UTIL_WeaponTimeBase() + 0.2;
|
|
|
|
}
|
|
|
|
return fDidHit;
|
|
|
|
}
|