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Merge @malortie's patches for "Visitors".

visitors
Night Owl 8 years ago
parent
commit
206ce4c6fd
  1. 2
      cl_dll/ammo.cpp
  2. 6
      cl_dll/battery.cpp
  3. 128
      cl_dll/ev_hldm.cpp
  4. 1
      cl_dll/ev_hldm.h
  5. 2
      cl_dll/flashlight.cpp
  6. 2
      cl_dll/health.cpp
  7. 5
      cl_dll/hl/hl_events.cpp
  8. 10
      cl_dll/hl/hl_weapons.cpp
  9. 28
      cl_dll/hud.cpp
  10. 6
      cl_dll/hud.h
  11. 43
      cl_dll/hud_msg.cpp
  12. 25
      cl_dll/in_camera.cpp
  13. 13
      cl_dll/view.cpp
  14. 39
      dlls/apache.cpp
  15. 1
      dlls/cdll_dll.h
  16. 3
      dlls/combat.cpp
  17. 4
      dlls/crossbow.cpp
  18. 5
      dlls/egon.cpp
  19. 5
      dlls/gauss.cpp
  20. 4
      dlls/glock.cpp
  21. 10
      dlls/h_battery.cpp
  22. 14
      dlls/hassassin.cpp
  23. 73
      dlls/hgrunt.cpp
  24. 86
      dlls/hgrunt.h
  25. 38
      dlls/items.cpp
  26. 8
      dlls/mp5.cpp
  27. 30
      dlls/osprey.cpp
  28. 107
      dlls/player.cpp
  29. 15
      dlls/python.cpp
  30. 20
      dlls/scientist.cpp
  31. 8
      dlls/shotgun.cpp
  32. 11
      dlls/triggers.cpp
  33. 50
      dlls/visitors/flashlight.cpp
  34. 65
      dlls/visitors/kevlar.cpp
  35. 116
      dlls/visitors/massn.cpp
  36. 253
      dlls/visitors/pipe.cpp
  37. 239
      dlls/visitors/sniper.cpp
  38. 29
      dlls/weapons.cpp
  39. 89
      dlls/weapons.h
  40. 24
      dlls/zombie.cpp

2
cl_dll/ammo.cpp

@ -951,7 +951,7 @@ int DrawBar( int x, int y, int width, int height, float f )
// Always show at least one pixel if we have ammo. // Always show at least one pixel if we have ammo.
if( w <= 0 ) if( w <= 0 )
w = 1; w = 1;
UnpackRGB( r, g, b, RGB_GREENISH ); UnpackRGB( r, g, b, RGB_YELLOWISH );
FillRGBA( x, y, w, height, r, g, b, 255 ); FillRGBA( x, y, w, height, r, g, b, 255 );
x += w; x += w;
width -= w; width -= w;

6
cl_dll/battery.cpp

@ -74,6 +74,12 @@ int CHudBattery::Draw( float flTime )
if( gHUD.m_iHideHUDDisplay & HIDEHUD_HEALTH ) if( gHUD.m_iHideHUDDisplay & HIDEHUD_HEALTH )
return 1; return 1;
//
// HL: Visitors - Only draw (kevlar vest) value if non-zero.
//
if( m_iBat <= 0 )
return 1;
int r, g, b, x, y, a; int r, g, b, x, y, a;
wrect_t rc; wrect_t rc;

128
cl_dll/ev_hldm.cpp

@ -70,6 +70,9 @@ void EV_TripmineFire( struct event_args_s *args );
void EV_SnarkFire( struct event_args_s *args ); void EV_SnarkFire( struct event_args_s *args );
void EV_TrainPitchAdjust( struct event_args_s *args ); void EV_TrainPitchAdjust( struct event_args_s *args );
void EV_Pipe( struct event_args_s *args );
void EV_FireSniper( struct event_args_s *args );
} }
#define VECTOR_CONE_1DEGREES Vector( 0.00873, 0.00873, 0.00873 ) #define VECTOR_CONE_1DEGREES Vector( 0.00873, 0.00873, 0.00873 )
@ -359,6 +362,7 @@ int EV_HLDM_CheckTracer( int idx, float *vecSrc, float *end, float *forward, flo
case BULLET_MONSTER_MP5: case BULLET_MONSTER_MP5:
case BULLET_MONSTER_9MM: case BULLET_MONSTER_9MM:
case BULLET_MONSTER_12MM: case BULLET_MONSTER_12MM:
case BULLET_PLAYER_SNIPER:
default: default:
EV_CreateTracer( vecTracerSrc, end ); EV_CreateTracer( vecTracerSrc, end );
break; break;
@ -445,6 +449,7 @@ void EV_HLDM_FireBullets( int idx, float *forward, float *right, float *up, int
EV_HLDM_DecalGunshot( &tr, iBulletType ); EV_HLDM_DecalGunshot( &tr, iBulletType );
break; break;
case BULLET_PLAYER_357: case BULLET_PLAYER_357:
case BULLET_PLAYER_SNIPER:
EV_HLDM_PlayTextureSound( idx, &tr, vecSrc, vecEnd, iBulletType ); EV_HLDM_PlayTextureSound( idx, &tr, vecSrc, vecEnd, iBulletType );
EV_HLDM_DecalGunshot( &tr, iBulletType ); EV_HLDM_DecalGunshot( &tr, iBulletType );
break; break;
@ -1743,3 +1748,126 @@ int EV_TFC_IsAllyTeam( int iTeam1, int iTeam2 )
{ {
return 0; return 0;
} }
//======================
// PIPE START
//======================
enum pipe_e
{
PIPE_IDLE1 = 0,
PIPE_DRAW,
PIPE_HOLSTER,
PIPE_ATTACK1HIT,
PIPE_ATTACK1MISS,
PIPE_ATTACK2MISS,
PIPE_ATTACK2HIT,
PIPE_ATTACK3MISS,
PIPE_ATTACK3HIT,
PIPE_IDLE2,
PIPE_IDLE3,
};
//Only predict the miss sounds, hit sounds are still played
//server side, so players don't get the wrong idea.
void EV_Pipe( event_args_t *args )
{
int idx;
vec3_t origin;
vec3_t angles;
vec3_t velocity;
idx = args->entindex;
VectorCopy( args->origin, origin );
//Play Swing sound
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/cbar_miss1.wav", 1, ATTN_NORM, 0, PITCH_NORM );
if( EV_IsLocal( idx ) )
{
gEngfuncs.pEventAPI->EV_WeaponAnimation( PIPE_ATTACK1MISS, 1 );
switch( ( g_iSwing++ ) % 3 )
{
case 0:
gEngfuncs.pEventAPI->EV_WeaponAnimation( PIPE_ATTACK1MISS, 1 );
break;
case 1:
gEngfuncs.pEventAPI->EV_WeaponAnimation( PIPE_ATTACK2MISS, 1 );
break;
case 2:
gEngfuncs.pEventAPI->EV_WeaponAnimation( PIPE_ATTACK3MISS, 1 );
break;
}
}
}
//======================
// PIPE END
//======================
//======================
// SNIPER START
//======================
enum sniper_e
{
SNIPER_IDLE1 = 0,
SNIPER_SHOOT1,
SNIPER_SHOOT2,
SNIPER_RELOAD,
SNIPER_DRAW,
};
void EV_FireSniper( event_args_t *args )
{
int idx;
vec3_t origin;
vec3_t angles;
vec3_t velocity;
vec3_t vecSrc, vecAiming;
vec3_t up, right, forward;
float flSpread = 0.01;
idx = args->entindex;
VectorCopy( args->origin, origin );
VectorCopy( args->angles, angles );
VectorCopy( args->velocity, velocity );
AngleVectors( angles, forward, right, up );
if( EV_IsLocal( idx ) )
{
// Add muzzle flash to current weapon model
EV_MuzzleFlash();
switch( gEngfuncs.pfnRandomLong( 0, 1 ) )
{
case 0:
gEngfuncs.pEventAPI->EV_WeaponAnimation( SNIPER_SHOOT1, 0 );
break;
case 1:
gEngfuncs.pEventAPI->EV_WeaponAnimation( SNIPER_SHOOT2, 0 );
break;
}
V_PunchAxis( 0, -10.0 );
}
switch( gEngfuncs.pfnRandomLong( 0, 1 ) )
{
case 0:
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/sniper_fire1.wav", gEngfuncs.pfnRandomFloat( 0.8, 0.9 ), ATTN_NORM, 0, PITCH_NORM );
break;
case 1:
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/sniper_fire2.wav", gEngfuncs.pfnRandomFloat( 0.8, 0.9 ), ATTN_NORM, 0, PITCH_NORM );
break;
}
EV_GetGunPosition( args, vecSrc, origin );
VectorCopy( forward, vecAiming );
EV_HLDM_FireBullets( idx, forward, right, up, 1, vecSrc, vecAiming, 8192, BULLET_PLAYER_SNIPER, 0, 0, args->fparam1, args->fparam2 );
}
//======================
// SNIPER END
//======================

1
cl_dll/ev_hldm.h

@ -15,6 +15,7 @@ typedef enum
BULLET_PLAYER_9MM, // glock BULLET_PLAYER_9MM, // glock
BULLET_PLAYER_MP5, // mp5 BULLET_PLAYER_MP5, // mp5
BULLET_PLAYER_357, // python BULLET_PLAYER_357, // python
BULLET_PLAYER_SNIPER, // sniper
BULLET_PLAYER_BUCKSHOT, // shotgun BULLET_PLAYER_BUCKSHOT, // shotgun
BULLET_PLAYER_CROWBAR, // crowbar swipe BULLET_PLAYER_CROWBAR, // crowbar swipe

2
cl_dll/flashlight.cpp

@ -106,7 +106,7 @@ int CHudFlashlight::Draw( float flTime )
int r, g, b, x, y, a; int r, g, b, x, y, a;
wrect_t rc; wrect_t rc;
if( !( gHUD.m_iWeaponBits & ( 1 << ( WEAPON_SUIT ) ) ) ) if( !( gHUD.m_iWeaponBits & ( 1 << ( WEAPON_FLASHLIGHT ) ) ) )
return 1; return 1;
if( m_fOn ) if( m_fOn )

2
cl_dll/health.cpp

@ -231,7 +231,7 @@ int CHudHealth::Draw( float flTime )
int iHeight = gHUD.m_iFontHeight; int iHeight = gHUD.m_iFontHeight;
int iWidth = HealthWidth / 10; int iWidth = HealthWidth / 10;
FillRGBA( x, y, iWidth, iHeight, 255, 160, 0, a ); FillRGBA( x, y, iWidth, iHeight, r, g, b, a );
} }
DrawDamage( flTime ); DrawDamage( flTime );

5
cl_dll/hl/hl_events.cpp

@ -40,6 +40,9 @@ void EV_TripmineFire( struct event_args_s *args );
void EV_SnarkFire( struct event_args_s *args ); void EV_SnarkFire( struct event_args_s *args );
void EV_TrainPitchAdjust( struct event_args_s *args ); void EV_TrainPitchAdjust( struct event_args_s *args );
void EV_Pipe( struct event_args_s *args );
void EV_FireSniper( struct event_args_s *args );
} }
/* /*
@ -76,4 +79,6 @@ void Game_HookEvents( void )
gEngfuncs.pfnHookEvent( "events/firehornet.sc", EV_HornetGunFire ); gEngfuncs.pfnHookEvent( "events/firehornet.sc", EV_HornetGunFire );
gEngfuncs.pfnHookEvent( "events/tripfire.sc", EV_TripmineFire ); gEngfuncs.pfnHookEvent( "events/tripfire.sc", EV_TripmineFire );
gEngfuncs.pfnHookEvent( "events/snarkfire.sc", EV_SnarkFire ); gEngfuncs.pfnHookEvent( "events/snarkfire.sc", EV_SnarkFire );
gEngfuncs.pfnHookEvent( "events/pipe.sc", EV_Pipe );
gEngfuncs.pfnHookEvent( "events/sniper.sc", EV_FireSniper );
} }

10
cl_dll/hl/hl_weapons.cpp

@ -67,6 +67,8 @@ CHandGrenade g_HandGren;
CSatchel g_Satchel; CSatchel g_Satchel;
CTripmine g_Tripmine; CTripmine g_Tripmine;
CSqueak g_Snark; CSqueak g_Snark;
CPipe g_Pipe;
CSniper g_Sniper;
/* /*
====================== ======================
@ -637,6 +639,8 @@ void HUD_InitClientWeapons( void )
HUD_PrepEntity( &g_Satchel, &player ); HUD_PrepEntity( &g_Satchel, &player );
HUD_PrepEntity( &g_Tripmine, &player ); HUD_PrepEntity( &g_Tripmine, &player );
HUD_PrepEntity( &g_Snark, &player ); HUD_PrepEntity( &g_Snark, &player );
HUD_PrepEntity( &g_Pipe, &player );
HUD_PrepEntity( &g_Sniper, &player );
} }
/* /*
@ -742,6 +746,12 @@ void HUD_WeaponsPostThink( local_state_s *from, local_state_s *to, usercmd_t *cm
case WEAPON_SNARK: case WEAPON_SNARK:
pWeapon = &g_Snark; pWeapon = &g_Snark;
break; break;
case WEAPON_PIPE:
pWeapon = &g_Pipe;
break;
case WEAPON_SNIPER:
pWeapon = &g_Sniper;
break;
} }
// Store pointer to our destination entity_state_t so we can get our origin, etc. from it // Store pointer to our destination entity_state_t so we can get our origin, etc. from it

28
cl_dll/hud.cpp

@ -77,6 +77,30 @@ int __MsgFunc_GameMode( const char *pszName, int iSize, void *pbuf )
return gHUD.MsgFunc_GameMode( pszName, iSize, pbuf ); return gHUD.MsgFunc_GameMode( pszName, iSize, pbuf );
} }
int __MsgFunc_Firstperson( const char *pszName, int iSize, void *pbuf )
{
gHUD.MsgFunc_Firstperson( pszName, iSize, pbuf );
return 1;
}
int __MsgFunc_Thirdperson( const char *pszName, int iSize, void *pbuf )
{
gHUD.MsgFunc_Thirdperson( pszName, iSize, pbuf );
return 1;
}
int __MsgFunc_PlayerModel( const char *pszName, int iSize, void *pbuf )
{
gHUD.MsgFunc_PlayerModel( pszName, iSize, pbuf );
return 1;
}
int __MsgFunc_DeathCam( const char *pszName, int iSize, void *pbuf )
{
gHUD.MsgFunc_DeathCam( pszName, iSize, pbuf );
return 1;
}
// TFFree Command Menu // TFFree Command Menu
void __CmdFunc_OpenCommandMenu( void ) void __CmdFunc_OpenCommandMenu( void )
{ {
@ -160,6 +184,10 @@ void CHud::Init( void )
HOOK_MESSAGE( ViewMode ); HOOK_MESSAGE( ViewMode );
HOOK_MESSAGE( SetFOV ); HOOK_MESSAGE( SetFOV );
HOOK_MESSAGE( Concuss ); HOOK_MESSAGE( Concuss );
HOOK_MESSAGE( Firstperson );
HOOK_MESSAGE( Thirdperson );
HOOK_MESSAGE( PlayerModel );
HOOK_MESSAGE( DeathCam );
// TFFree CommandMenu // TFFree CommandMenu
HOOK_COMMAND( "+commandmenu", OpenCommandMenu ); HOOK_COMMAND( "+commandmenu", OpenCommandMenu );

6
cl_dll/hud.h

@ -20,7 +20,7 @@
// CHud handles the message, calculation, and drawing the HUD // CHud handles the message, calculation, and drawing the HUD
// //
#define RGB_YELLOWISH 0x00FFA000 //255,160,0 #define RGB_YELLOWISH 0x00FFFFFF //255,255,255
#define RGB_REDISH 0x00FF1010 //255,160,0 #define RGB_REDISH 0x00FF1010 //255,160,0
#define RGB_GREENISH 0x0000A000 //0,160,0 #define RGB_GREENISH 0x0000A000 //0,160,0
@ -652,6 +652,10 @@ public:
void _cdecl MsgFunc_ViewMode( const char *pszName, int iSize, void *pbuf ); void _cdecl MsgFunc_ViewMode( const char *pszName, int iSize, void *pbuf );
int _cdecl MsgFunc_SetFOV( const char *pszName, int iSize, void *pbuf ); int _cdecl MsgFunc_SetFOV( const char *pszName, int iSize, void *pbuf );
int _cdecl MsgFunc_Concuss( const char *pszName, int iSize, void *pbuf ); int _cdecl MsgFunc_Concuss( const char *pszName, int iSize, void *pbuf );
void _cdecl MsgFunc_Firstperson( const char *pszName, int iSize, void *pbuf );
void _cdecl MsgFunc_Thirdperson( const char *pszName, int iSize, void *pbuf );
void _cdecl MsgFunc_PlayerModel( const char *pszName, int iSize, void *pbuf );
void _cdecl MsgFunc_DeathCam( const char *pszName, int iSize, void *pbuf );
// Screen information // Screen information
SCREENINFO m_scrinfo; SCREENINFO m_scrinfo;

43
cl_dll/hud_msg.cpp

@ -26,6 +26,8 @@
extern BEAM *pBeam; extern BEAM *pBeam;
extern BEAM *pBeam2; extern BEAM *pBeam2;
extern int cam_thirdperson;
/// USER-DEFINED SERVER MESSAGE HANDLERS /// USER-DEFINED SERVER MESSAGE HANDLERS
int CHud::MsgFunc_ResetHUD( const char *pszName, int iSize, void *pbuf ) int CHud::MsgFunc_ResetHUD( const char *pszName, int iSize, void *pbuf )
@ -115,3 +117,44 @@ int CHud::MsgFunc_Concuss( const char *pszName, int iSize, void *pbuf )
this->m_StatusIcons.DisableIcon( "dmg_concuss" ); this->m_StatusIcons.DisableIcon( "dmg_concuss" );
return 1; return 1;
} }
extern int cam_deathcam_enabled;
extern float cam_deathcam_yaw;
void CHud::MsgFunc_Firstperson( const char *pszName, int iSize, void *pbuf )
{
cam_thirdperson = 0;
}
void CHud::MsgFunc_Thirdperson( const char *pszName, int iSize, void *pbuf )
{
cam_thirdperson = 1;
}
void CHud::MsgFunc_PlayerModel( const char *pszName, int iSize, void *pbuf )
{
BEGIN_READ( pbuf, iSize );
char* model = READ_STRING();
gEngfuncs.Cvar_Set( "model", model );
}
void CHud::MsgFunc_DeathCam( const char *pszName, int iSize, void *pbuf )
{
int fDeathCamOn;
Vector vDeathCamPos;
BEGIN_READ( pbuf, iSize );
fDeathCamOn = READ_BYTE(); // Enable/Disable
if( fDeathCamOn )
{
cam_deathcam_enabled = 1;
cam_deathcam_yaw = 0;
}
else
{
cam_deathcam_enabled = 0;
cam_deathcam_yaw = 0;
}
}

25
cl_dll/in_camera.cpp

@ -65,6 +65,12 @@ cvar_t *c_mindistance;
// pitch, yaw, dist // pitch, yaw, dist
vec3_t cam_ofs; vec3_t cam_ofs;
//
// HL: Visitors - Death camera
//
int cam_deathcam_enabled;
float cam_deathcam_yaw;
// In third person // In third person
int cam_thirdperson; int cam_thirdperson;
int cam_mousemove; //true if we are moving the cam with the mouse, False if not int cam_mousemove; //true if we are moving the cam with the mouse, False if not
@ -388,6 +394,25 @@ void DLLEXPORT CAM_Think( void )
return; return;
} }
#endif #endif
//
// HL: Visitors - Death camera.
//
if( cam_deathcam_enabled )
{
// Store new values.
camAngles[PITCH} = 90;
camAngles[YAW] = cam_deathcam_yaw;
camAngles[ROLL] = 0;
// slowly rotate the camera by increasing the yaw.
cam_deathcam_yaw += 0.1f;
// Clamp camera yaw value.
if( cam_deathcam_yaw > 180 )
cam_deathcam_yaw -= 360;
else if( cam_deathcam_yaw < -180 )
cam_deathcam_yaw += 360;
}
cam_ofs[0] = camAngles[0]; cam_ofs[0] = camAngles[0];
cam_ofs[1] = camAngles[1]; cam_ofs[1] = camAngles[1];
cam_ofs[2] = dist; cam_ofs[2] = dist;

13
cl_dll/view.cpp

@ -336,10 +336,13 @@ void V_CalcViewRoll( struct ref_params_s *pparams )
if( pparams->health <= 0 && ( pparams->viewheight[2] != 0 ) ) if( pparams->health <= 0 && ( pparams->viewheight[2] != 0 ) )
{ {
// only roll the view if the player is dead and the viewheight[2] is nonzero //
// this is so deadcam in multiplayer will work. // HL: Visitors - No death view roll.
pparams->viewangles[ROLL] = 80; // dead view angle //
return; pparams->viewangles[ROLL] = 0;
// Look straight to the ground.
pparams->viewangles[PITCH] = 90;
} }
} }
@ -1324,6 +1327,8 @@ int V_FindViewModelByWeaponModel( int weaponindex )
{ "models/p_tripmine.mdl", "models/v_tripmine.mdl" }, { "models/p_tripmine.mdl", "models/v_tripmine.mdl" },
{ "models/p_satchel_radio.mdl", "models/v_satchel_radio.mdl" }, { "models/p_satchel_radio.mdl", "models/v_satchel_radio.mdl" },
{ "models/p_satchel.mdl", "models/v_satchel.mdl" }, { "models/p_satchel.mdl", "models/v_satchel.mdl" },
{ "models/p_pipe.mdl", "models/v_pipe.mdl" },
{ "models/p_sniper.mdl", "models/v_sniper.mdl" },
{ NULL, NULL } { NULL, NULL }
}; };

39
dlls/apache.cpp

@ -22,6 +22,12 @@
#include "nodes.h" #include "nodes.h"
#include "effects.h" #include "effects.h"
enum
{
APACHE_BODY_ARMY = 0,
APACHE_BODY_BLACKOPS = 1,
};
extern DLL_GLOBAL int g_iSkillLevel; extern DLL_GLOBAL int g_iSkillLevel;
#define SF_WAITFORTRIGGER (0x04 | 0x40) // UNDONE: Fix! #define SF_WAITFORTRIGGER (0x04 | 0x40) // UNDONE: Fix!
@ -40,6 +46,8 @@ class CApache : public CBaseMonster
void Killed( entvars_t *pevAttacker, int iGib ); void Killed( entvars_t *pevAttacker, int iGib );
void GibMonster( void ); void GibMonster( void );
virtual int IRelationship( CBaseEntity *pTarget );
void SetObjectCollisionBox( void ) void SetObjectCollisionBox( void )
{ {
pev->absmin = pev->origin + Vector( -300, -300, -172 ); pev->absmin = pev->origin + Vector( -300, -300, -172 );
@ -122,7 +130,17 @@ void CApache::Spawn( void )
pev->movetype = MOVETYPE_FLY; pev->movetype = MOVETYPE_FLY;
pev->solid = SOLID_BBOX; pev->solid = SOLID_BBOX;
SET_MODEL( ENT( pev ), "models/apache.mdl" ); switch( pev->body )
{
default:
case APACHE_BODY_ARMY:
SET_MODEL( ENT( pev ), "models/apache.mdl" );
break;
case APACHE_BODY_BLACKOPS:
SET_MODEL( ENT( pev ), "models/blkop_apache.mdl" );
break;
}
UTIL_SetSize( pev, Vector( -32, -32, -64 ), Vector( 32, 32, 0 ) ); UTIL_SetSize( pev, Vector( -32, -32, -64 ), Vector( 32, 32, 0 ) );
UTIL_SetOrigin( pev, pev->origin ); UTIL_SetOrigin( pev, pev->origin );
@ -155,7 +173,7 @@ void CApache::Spawn( void )
void CApache::Precache( void ) void CApache::Precache( void )
{ {
PRECACHE_MODEL( "models/apache.mdl" ); PRECACHE_MODEL( "models/apache.mdl" );
PRECACHE_MODEL( "models/blkop_apache.mdl" );
PRECACHE_SOUND( "apache/ap_rotor1.wav" ); PRECACHE_SOUND( "apache/ap_rotor1.wav" );
PRECACHE_SOUND( "apache/ap_rotor2.wav" ); PRECACHE_SOUND( "apache/ap_rotor2.wav" );
PRECACHE_SOUND( "apache/ap_rotor3.wav" ); PRECACHE_SOUND( "apache/ap_rotor3.wav" );
@ -921,6 +939,23 @@ void CApache::TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir
} }
} }
//=========================================================
// IRelationship
//=========================================================
int CApache::IRelationship( CBaseEntity *pTarget )
{
if( pev->body == APACHE_BODY_ARMY && FClassnameIs( pTarget->pev, "monster_human_massassin" ) )
{
return R_DL;
}
else if( pev->body == APACHE_BODY_BLACKOPS && FClassnameIs( pTarget->pev, "monster_human_grunt" ) )
{
return R_DL;
}
return CBaseMonster::IRelationship( pTarget );
}
class CApacheHVR : public CGrenade class CApacheHVR : public CGrenade
{ {
void Spawn( void ); void Spawn( void );

1
dlls/cdll_dll.h

@ -40,6 +40,7 @@
#define HUD_PRINTTALK 3 #define HUD_PRINTTALK 3
#define HUD_PRINTCENTER 4 #define HUD_PRINTCENTER 4
#define WEAPON_FLASHLIGHT 30
#define WEAPON_SUIT 31 #define WEAPON_SUIT 31
#endif #endif

3
dlls/combat.cpp

@ -1535,6 +1535,9 @@ Vector CBaseEntity::FireBulletsPlayer( ULONG cShots, Vector vecSrc, Vector vecDi
case BULLET_PLAYER_357: case BULLET_PLAYER_357:
pEntity->TraceAttack( pevAttacker, gSkillData.plrDmg357, vecDir, &tr, DMG_BULLET ); pEntity->TraceAttack( pevAttacker, gSkillData.plrDmg357, vecDir, &tr, DMG_BULLET );
break; break;
case BULLET_PLAYER_SNIPER:
pEntity->TraceAttack( pevAttacker, gSkillData.plrDmg357 * 4, vecDir, &tr, DMG_BULLET );
break;
case BULLET_NONE: // FIX case BULLET_NONE: // FIX
pEntity->TraceAttack( pevAttacker, 50, vecDir, &tr, DMG_CLUB ); pEntity->TraceAttack( pevAttacker, 50, vecDir, &tr, DMG_CLUB );
TEXTURETYPE_PlaySound( &tr, vecSrc, vecEnd, iBulletType ); TEXTURETYPE_PlaySound( &tr, vecSrc, vecEnd, iBulletType );

4
dlls/crossbow.cpp

@ -443,10 +443,6 @@ void CCrossbow::FireBolt()
pBolt->pev->avelocity.z = 10; pBolt->pev->avelocity.z = 10;
#endif #endif
if( !m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 )
// HEV suit - indicate out of ammo condition
m_pPlayer->SetSuitUpdate( "!HEV_AMO0", FALSE, 0 );
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.75; m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.75;
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.75; m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.75;

5
dlls/egon.cpp

@ -531,11 +531,6 @@ class CEgonAmmo : public CBasePlayerAmmo
BOOL AddAmmo( CBaseEntity *pOther ) BOOL AddAmmo( CBaseEntity *pOther )
{ {
if( pOther->GiveAmmo( AMMO_URANIUMBOX_GIVE, "uranium", URANIUM_MAX_CARRY ) != -1 )
{
EMIT_SOUND( ENT( pev ), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM );
return TRUE;
}
return FALSE; return FALSE;
} }
}; };

5
dlls/gauss.cpp

@ -600,11 +600,6 @@ class CGaussAmmo : public CBasePlayerAmmo
} }
BOOL AddAmmo( CBaseEntity *pOther ) BOOL AddAmmo( CBaseEntity *pOther )
{ {
if( pOther->GiveAmmo( AMMO_URANIUMBOX_GIVE, "uranium", URANIUM_MAX_CARRY ) != -1 )
{
EMIT_SOUND( ENT( pev ), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM );
return TRUE;
}
return FALSE; return FALSE;
} }
}; };

4
dlls/glock.cpp

@ -160,10 +160,6 @@ void CGlock::GlockFire( float flSpread, float flCycleTime, BOOL fUseAutoAim )
m_flNextPrimaryAttack = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + flCycleTime; m_flNextPrimaryAttack = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + flCycleTime;
if( !m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 )
// HEV suit - indicate out of ammo condition
m_pPlayer->SetSuitUpdate( "!HEV_AMO0", FALSE, 0 );
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
} }

10
dlls/h_battery.cpp

@ -115,6 +115,16 @@ void CRecharge::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE use
Off(); Off();
} }
//
// HL: Visitors - No suit recharge allowed.
//
if( m_flSoundTime <= gpGlobals->time )
{
m_flSoundTime = gpGlobals->time + 0.62;
EMIT_SOUND( ENT( pev ), CHAN_ITEM, "items/suitchargeno1.wav", 0.85, ATTN_NORM );
}
return;
// if the player doesn't have the suit, or there is no juice left, make the deny noise // if the player doesn't have the suit, or there is no juice left, make the deny noise
if( ( m_iJuice <= 0 ) || ( !( pActivator->pev->weapons & ( 1 << WEAPON_SUIT ) ) ) ) if( ( m_iJuice <= 0 ) || ( !( pActivator->pev->weapons & ( 1 << WEAPON_SUIT ) ) ) )
{ {

14
dlls/hassassin.cpp

@ -81,6 +81,7 @@ public:
void DeathSound( void ); void DeathSound( void );
void IdleSound( void ); void IdleSound( void );
CUSTOM_SCHEDULES CUSTOM_SCHEDULES
virtual int IRelationship( CBaseEntity *pTarget );
int Save( CSave &save ); int Save( CSave &save );
int Restore( CRestore &restore ); int Restore( CRestore &restore );
@ -989,4 +990,17 @@ Schedule_t *CHAssassin::GetScheduleOfType( int Type )
return CBaseMonster::GetScheduleOfType( Type ); return CBaseMonster::GetScheduleOfType( Type );
} }
//=========================================================
// IRelationship
//=========================================================
int CHAssassin::IRelationship( CBaseEntity *pTarget )
{
if( FClassnameIs( pTarget->pev, "monster_human_massassin" ) )
{
return R_AL;
}
return CBaseMonster::IRelationship( pTarget );
}
#endif #endif

73
dlls/hgrunt.cpp

@ -40,6 +40,7 @@
#include "soundent.h" #include "soundent.h"
#include "effects.h" #include "effects.h"
#include "customentity.h" #include "customentity.h"
#include "hgrunt.h"
int g_fGruntQuestion; // true if an idle grunt asked a question. Cleared when someone answers. int g_fGruntQuestion; // true if an idle grunt asked a question. Cleared when someone answers.
@ -119,73 +120,6 @@ enum
//========================================================= //=========================================================
#define bits_COND_GRUNT_NOFIRE ( bits_COND_SPECIAL1 ) #define bits_COND_GRUNT_NOFIRE ( bits_COND_SPECIAL1 )
class CHGrunt : public CSquadMonster
{
public:
void Spawn( void );
void Precache( void );
void SetYawSpeed( void );
int Classify( void );
int ISoundMask( void );
void HandleAnimEvent( MonsterEvent_t *pEvent );
BOOL FCanCheckAttacks( void );
BOOL CheckMeleeAttack1( float flDot, float flDist );
BOOL CheckRangeAttack1( float flDot, float flDist );
BOOL CheckRangeAttack2( float flDot, float flDist );
void CheckAmmo( void );
void SetActivity( Activity NewActivity );
void StartTask( Task_t *pTask );
void RunTask( Task_t *pTask );
void DeathSound( void );
void PainSound( void );
void IdleSound( void );
Vector GetGunPosition( void );
void Shoot( void );
void Shotgun( void );
void PrescheduleThink( void );
void GibMonster( void );
void SpeakSentence( void );
int Save( CSave &save );
int Restore( CRestore &restore );
CBaseEntity *Kick( void );
Schedule_t *GetSchedule( void );
Schedule_t *GetScheduleOfType( int Type );
void TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType);
int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType );
int IRelationship( CBaseEntity *pTarget );
BOOL FOkToSpeak( void );
void JustSpoke( void );
CUSTOM_SCHEDULES
static TYPEDESCRIPTION m_SaveData[];
// checking the feasibility of a grenade toss is kind of costly, so we do it every couple of seconds,
// not every server frame.
float m_flNextGrenadeCheck;
float m_flNextPainTime;
float m_flLastEnemySightTime;
Vector m_vecTossVelocity;
BOOL m_fThrowGrenade;
BOOL m_fStanding;
BOOL m_fFirstEncounter;// only put on the handsign show in the squad's first encounter.
int m_cClipSize;
int m_voicePitch;
int m_iBrassShell;
int m_iShotgunShell;
int m_iSentence;
static const char *pGruntSentences[];
};
LINK_ENTITY_TO_CLASS( monster_human_grunt, CHGrunt ) LINK_ENTITY_TO_CLASS( monster_human_grunt, CHGrunt )
TYPEDESCRIPTION CHGrunt::m_SaveData[] = TYPEDESCRIPTION CHGrunt::m_SaveData[] =
@ -267,6 +201,11 @@ int CHGrunt::IRelationship( CBaseEntity *pTarget )
return R_NM; return R_NM;
} }
if( !FClassnameIs( pev, "monster_human_massassin" ) && FClassnameIs( pTarget->pev, "monster_human_massassin" ) )
{
return R_DL;
}
return CSquadMonster::IRelationship( pTarget ); return CSquadMonster::IRelationship( pTarget );
} }

86
dlls/hgrunt.h

@ -0,0 +1,86 @@
/***
*
* 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.
*
* This source code contains proprietary and confidential information of
* Valve LLC and its suppliers. Access to this code is restricted to
* persons who have executed a written SDK license with Valve. Any access,
* use or distribution of this code by or to any unlicensed person is illegal.
*
****/
#ifndef HGRUNT_H
#define HGRUNT_H
class CHGrunt : public CSquadMonster
{
public:
virtual void Spawn(void);
virtual void Precache(void);
void SetYawSpeed(void);
int Classify(void);
int ISoundMask(void);
void HandleAnimEvent(MonsterEvent_t *pEvent);
BOOL FCanCheckAttacks(void);
BOOL CheckMeleeAttack1(float flDot, float flDist);
BOOL CheckRangeAttack1(float flDot, float flDist);
BOOL CheckRangeAttack2(float flDot, float flDist);
void CheckAmmo(void);
void SetActivity(Activity NewActivity);
void StartTask(Task_t *pTask);
void RunTask(Task_t *pTask);
void DeathSound(void);
void PainSound(void);
void IdleSound(void);
Vector GetGunPosition(void);
void Shoot(void);
void Shotgun(void);
void PrescheduleThink(void);
void GibMonster(void);
void SpeakSentence(void);
int Save(CSave &save);
int Restore(CRestore &restore);
CBaseEntity *Kick(void);
Schedule_t *GetSchedule(void);
Schedule_t *GetScheduleOfType(int Type);
void TraceAttack(entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType);
int TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType);
int IRelationship(CBaseEntity *pTarget);
virtual BOOL FOkToSpeak(void);
void JustSpoke(void);
CUSTOM_SCHEDULES;
static TYPEDESCRIPTION m_SaveData[];
// checking the feasibility of a grenade toss is kind of costly, so we do it every couple of seconds,
// not every server frame.
float m_flNextGrenadeCheck;
float m_flNextPainTime;
float m_flLastEnemySightTime;
Vector m_vecTossVelocity;
BOOL m_fThrowGrenade;
BOOL m_fStanding;
BOOL m_fFirstEncounter;// only put on the handsign show in the squad's first encounter.
int m_cClipSize;
int m_voicePitch;
int m_iBrassShell;
int m_iShotgunShell;
int m_iSentence;
static const char *pGruntSentences[];
};
#endif // HGRUNT_H

38
dlls/items.cpp

@ -187,11 +187,6 @@ class CItemSuit : public CItem
if( pPlayer->pev->weapons & ( 1<<WEAPON_SUIT ) ) if( pPlayer->pev->weapons & ( 1<<WEAPON_SUIT ) )
return FALSE; return FALSE;
if( pev->spawnflags & SF_SUIT_SHORTLOGON )
EMIT_SOUND_SUIT( pPlayer->edict(), "!HEV_A0" ); // short version of suit logon,
else
EMIT_SOUND_SUIT( pPlayer->edict(), "!HEV_AAx" ); // long version of suit logon
pPlayer->pev->weapons |= ( 1 << WEAPON_SUIT ); pPlayer->pev->weapons |= ( 1 << WEAPON_SUIT );
return TRUE; return TRUE;
} }
@ -214,39 +209,6 @@ class CItemBattery : public CItem
} }
BOOL MyTouch( CBasePlayer *pPlayer ) BOOL MyTouch( CBasePlayer *pPlayer )
{ {
if( pPlayer->pev->deadflag != DEAD_NO )
{
return FALSE;
}
if( ( pPlayer->pev->armorvalue < MAX_NORMAL_BATTERY ) &&
( pPlayer->pev->weapons & ( 1 << WEAPON_SUIT ) ) )
{
int pct;
char szcharge[64];
pPlayer->pev->armorvalue += gSkillData.batteryCapacity;
pPlayer->pev->armorvalue = min( pPlayer->pev->armorvalue, MAX_NORMAL_BATTERY );
EMIT_SOUND( pPlayer->edict(), CHAN_ITEM, "items/gunpickup2.wav", 1, ATTN_NORM );
MESSAGE_BEGIN( MSG_ONE, gmsgItemPickup, NULL, pPlayer->pev );
WRITE_STRING( STRING( pev->classname ) );
MESSAGE_END();
// Suit reports new power level
// For some reason this wasn't working in release build -- round it.
pct = (int)( (float)( pPlayer->pev->armorvalue * 100.0 ) * ( 1.0 / MAX_NORMAL_BATTERY ) + 0.5 );
pct = ( pct / 5 );
if( pct > 0 )
pct--;
sprintf( szcharge,"!HEV_%1dP", pct );
//EMIT_SOUND_SUIT( ENT( pev ), szcharge );
pPlayer->SetSuitUpdate( szcharge, FALSE, SUIT_NEXT_IN_30SEC);
return TRUE;
}
return FALSE; return FALSE;
} }
}; };

8
dlls/mp5.cpp

@ -173,10 +173,6 @@ void CMP5::PrimaryAttack()
#endif #endif
PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usMP5, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, 0, 0, 0, 0 ); PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usMP5, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, 0, 0, 0, 0 );
if( !m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 )
// HEV suit - indicate out of ammo condition
m_pPlayer->SetSuitUpdate( "!HEV_AMO0", FALSE, 0 );
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.1; m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.1;
if( m_flNextPrimaryAttack < UTIL_WeaponTimeBase() ) if( m_flNextPrimaryAttack < UTIL_WeaponTimeBase() )
@ -230,10 +226,6 @@ void CMP5::SecondaryAttack( void )
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 1; m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 1;
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 1; m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 1;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 5;// idle pretty soon after shooting. m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 5;// idle pretty soon after shooting.
if( !m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType] )
// HEV suit - indicate out of ammo condition
m_pPlayer->SetSuitUpdate( "!HEV_AMO0", FALSE, 0 );
} }
void CMP5::Reload( void ) void CMP5::Reload( void )

30
dlls/osprey.cpp

@ -23,6 +23,12 @@
#include "effects.h" #include "effects.h"
#include "customentity.h" #include "customentity.h"
enum
{
OSPREY_BODY_DEFAULT = 0,
OSPREY_BODY_MEDIC = 1
};
typedef struct typedef struct
{ {
int isValid; int isValid;
@ -147,7 +153,16 @@ void COsprey::Spawn( void )
pev->movetype = MOVETYPE_FLY; pev->movetype = MOVETYPE_FLY;
pev->solid = SOLID_BBOX; pev->solid = SOLID_BBOX;
SET_MODEL( ENT( pev ), "models/osprey.mdl" ); switch( pev->body )
{
default:
case OSPREY_BODY_DEFAULT:
SET_MODEL( ENT( pev ), "models/osprey.mdl" );
break;
case OSPREY_BODY_MEDIC:
SET_MODEL( ENT( pev ), "models/medosprey.mdl" );
break;
}
UTIL_SetSize( pev, Vector( -400, -400, -100 ), Vector( 400, 400, 32 ) ); UTIL_SetSize( pev, Vector( -400, -400, -100 ), Vector( 400, 400, 32 ) );
UTIL_SetOrigin( pev, pev->origin ); UTIL_SetOrigin( pev, pev->origin );
@ -183,6 +198,7 @@ void COsprey::Precache( void )
UTIL_PrecacheOther( "monster_human_grunt" ); UTIL_PrecacheOther( "monster_human_grunt" );
PRECACHE_MODEL( "models/osprey.mdl" ); PRECACHE_MODEL( "models/osprey.mdl" );
PRECACHE_MODEL( "models/medosprey.mdl" );
PRECACHE_MODEL( "models/HVR.mdl" ); PRECACHE_MODEL( "models/HVR.mdl" );
PRECACHE_SOUND( "apache/ap_rotor4.wav" ); PRECACHE_SOUND( "apache/ap_rotor4.wav" );
@ -702,6 +718,18 @@ void COsprey::DyingThink( void )
WRITE_BYTE( BREAK_METAL ); WRITE_BYTE( BREAK_METAL );
MESSAGE_END(); MESSAGE_END();
//
// HL: Visitors - Needed to trigger end game sequence.
//
if( FStrEq( STRING( gpGlobals->mapname ), "vis24" ) )
{
// If I have a target, fire!
if( !FStringNull( m_iszTriggerTarget ) )
{
// delay already overloaded for this entity, so can't call SUB_UseTargets()
FireTargets( STRING( m_iszTriggerTarget ), this, this, USE_TOGGLE, 0 );
}
}
UTIL_Remove( this ); UTIL_Remove( this );
} }
} }

107
dlls/player.cpp

@ -184,6 +184,11 @@ int gmsgTeamNames = 0;
int gmsgStatusText = 0; int gmsgStatusText = 0;
int gmsgStatusValue = 0; int gmsgStatusValue = 0;
int gmsgFirstperson = 0;
int gmsgThirdperson = 0;
int gmsgPlayerModel = 0;
int gmsgDeathCam = 0;
void LinkUserMessages( void ) void LinkUserMessages( void )
{ {
// Already taken care of? // Already taken care of?
@ -228,6 +233,11 @@ void LinkUserMessages( void )
gmsgStatusText = REG_USER_MSG( "StatusText", -1 ); gmsgStatusText = REG_USER_MSG( "StatusText", -1 );
gmsgStatusValue = REG_USER_MSG( "StatusValue", 3 ); gmsgStatusValue = REG_USER_MSG( "StatusValue", 3 );
gmsgFirstperson = REG_USER_MSG( "Firstperson", 0 );
gmsgThirdperson = REG_USER_MSG( "Thirdperson", 0 );
gmsgPlayerModel = REG_USER_MSG( "PlayerModel", -1 );
gmsgDeathCam = REG_USER_MSG( "DeathCam", 1 );
} }
LINK_ENTITY_TO_CLASS( player, CBasePlayer ) LINK_ENTITY_TO_CLASS( player, CBasePlayer )
@ -348,9 +358,6 @@ void CBasePlayer::DeathSound( void )
EMIT_SOUND( ENT( pev ), CHAN_VOICE, "player/pl_pain7.wav", 1, ATTN_NORM ); EMIT_SOUND( ENT( pev ), CHAN_VOICE, "player/pl_pain7.wav", 1, ATTN_NORM );
break; break;
} }
// play one of the suit death alarms
EMIT_GROUPNAME_SUIT( ENT( pev ), "HEV_DEAD" );
} }
// override takehealth // override takehealth
@ -528,26 +535,17 @@ int CBasePlayer::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, fl
if( bitsDamage & DMG_CLUB ) if( bitsDamage & DMG_CLUB )
{ {
if( fmajor )
SetSuitUpdate( "!HEV_DMG4", FALSE, SUIT_NEXT_IN_30SEC ); // minor fracture
bitsDamage &= ~DMG_CLUB; bitsDamage &= ~DMG_CLUB;
ffound = TRUE; ffound = TRUE;
} }
if( bitsDamage & ( DMG_FALL | DMG_CRUSH ) ) if( bitsDamage & ( DMG_FALL | DMG_CRUSH ) )
{ {
if( fmajor )
SetSuitUpdate( "!HEV_DMG5", FALSE, SUIT_NEXT_IN_30SEC ); // major fracture
else
SetSuitUpdate( "!HEV_DMG4", FALSE, SUIT_NEXT_IN_30SEC ); // minor fracture
bitsDamage &= ~( DMG_FALL | DMG_CRUSH ); bitsDamage &= ~( DMG_FALL | DMG_CRUSH );
ffound = TRUE; ffound = TRUE;
} }
if( bitsDamage & DMG_BULLET ) if( bitsDamage & DMG_BULLET )
{ {
if( m_lastDamageAmount > 5 )
SetSuitUpdate( "!HEV_DMG6", FALSE, SUIT_NEXT_IN_30SEC ); // blood loss detected
//else //else
// SetSuitUpdate( "!HEV_DMG0", FALSE, SUIT_NEXT_IN_30SEC ); // minor laceration // SetSuitUpdate( "!HEV_DMG0", FALSE, SUIT_NEXT_IN_30SEC ); // minor laceration
@ -557,47 +555,36 @@ int CBasePlayer::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, fl
if( bitsDamage & DMG_SLASH ) if( bitsDamage & DMG_SLASH )
{ {
if( fmajor )
SetSuitUpdate( "!HEV_DMG1", FALSE, SUIT_NEXT_IN_30SEC ); // major laceration
else
SetSuitUpdate( "!HEV_DMG0", FALSE, SUIT_NEXT_IN_30SEC ); // minor laceration
bitsDamage &= ~DMG_SLASH; bitsDamage &= ~DMG_SLASH;
ffound = TRUE; ffound = TRUE;
} }
if( bitsDamage & DMG_SONIC ) if( bitsDamage & DMG_SONIC )
{ {
if( fmajor )
SetSuitUpdate( "!HEV_DMG2", FALSE, SUIT_NEXT_IN_1MIN ); // internal bleeding
bitsDamage &= ~DMG_SONIC; bitsDamage &= ~DMG_SONIC;
ffound = TRUE; ffound = TRUE;
} }
if( bitsDamage & ( DMG_POISON | DMG_PARALYZE ) ) if( bitsDamage & ( DMG_POISON | DMG_PARALYZE ) )
{ {
SetSuitUpdate( "!HEV_DMG3", FALSE, SUIT_NEXT_IN_1MIN ); // blood toxins detected
bitsDamage &= ~( DMG_POISON | DMG_PARALYZE ); bitsDamage &= ~( DMG_POISON | DMG_PARALYZE );
ffound = TRUE; ffound = TRUE;
} }
if( bitsDamage & DMG_ACID ) if( bitsDamage & DMG_ACID )
{ {
SetSuitUpdate( "!HEV_DET1", FALSE, SUIT_NEXT_IN_1MIN ); // hazardous chemicals detected
bitsDamage &= ~DMG_ACID; bitsDamage &= ~DMG_ACID;
ffound = TRUE; ffound = TRUE;
} }
if( bitsDamage & DMG_NERVEGAS ) if( bitsDamage & DMG_NERVEGAS )
{ {
SetSuitUpdate( "!HEV_DET0", FALSE, SUIT_NEXT_IN_1MIN ); // biohazard detected
bitsDamage &= ~DMG_NERVEGAS; bitsDamage &= ~DMG_NERVEGAS;
ffound = TRUE; ffound = TRUE;
} }
if( bitsDamage & DMG_RADIATION ) if( bitsDamage & DMG_RADIATION )
{ {
SetSuitUpdate( "!HEV_DET2", FALSE, SUIT_NEXT_IN_1MIN ); // radiation detected
bitsDamage &= ~DMG_RADIATION; bitsDamage &= ~DMG_RADIATION;
ffound = TRUE; ffound = TRUE;
} }
@ -609,42 +596,20 @@ int CBasePlayer::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, fl
} }
pev->punchangle.x = -2; pev->punchangle.x = -2;
/*
if( fTookDamage && !ftrivial && fmajor && flHealthPrev >= 75 ) if( fTookDamage && !ftrivial && fmajor && flHealthPrev >= 75 )
{ {
// first time we take major damage...
// turn automedic on if not on
SetSuitUpdate( "!HEV_MED1", FALSE, SUIT_NEXT_IN_30MIN ); // automedic on
// give morphine shot if not given recently
SetSuitUpdate( "!HEV_HEAL7", FALSE, SUIT_NEXT_IN_30MIN ); // morphine shot
} }
if( fTookDamage && !ftrivial && fcritical && flHealthPrev < 75 ) if( fTookDamage && !ftrivial && fcritical && flHealthPrev < 75 )
{ {
// already took major damage, now it's critical...
if( pev->health < 6 )
SetSuitUpdate( "!HEV_HLTH3", FALSE, SUIT_NEXT_IN_10MIN ); // near death
else if( pev->health < 20 )
SetSuitUpdate( "!HEV_HLTH2", FALSE, SUIT_NEXT_IN_10MIN ); // health critical
// give critical health warnings
if( !RANDOM_LONG( 0, 3 ) && flHealthPrev < 50 )
SetSuitUpdate( "!HEV_DMG7", FALSE, SUIT_NEXT_IN_5MIN ); //seek medical attention
} }
// if we're taking time based damage, warn about its continuing effects // if we're taking time based damage, warn about its continuing effects
if( fTookDamage && ( bitsDamageType & DMG_TIMEBASED ) && flHealthPrev < 75 ) if( fTookDamage && ( bitsDamageType & DMG_TIMEBASED ) && flHealthPrev < 75 )
{ {
if( flHealthPrev < 50 )
{
if( !RANDOM_LONG( 0, 3 ) )
SetSuitUpdate( "!HEV_DMG7", FALSE, SUIT_NEXT_IN_5MIN ); //seek medical attention
}
else
SetSuitUpdate( "!HEV_HLTH1", FALSE, SUIT_NEXT_IN_10MIN ); // health dropping
} }
*/
return fTookDamage; return fTookDamage;
} }
@ -889,6 +854,19 @@ void CBasePlayer::Killed( entvars_t *pevAttacker, int iGib )
WRITE_BYTE( 0 ); WRITE_BYTE( 0 );
MESSAGE_END(); MESSAGE_END();
//
// HL: Visitors - Go to thirdperson.
//
MESSAGE_BEGIN( MSG_ONE, gmsgThirdperson, NULL, pev );
MESSAGE_END();
//
// HL: Visitors - Enable Death camera.
//
MESSAGE_BEGIN( MSG_ONE, gmsgDeathCam, NULL, pev );
WRITE_BYTE( 1 ); // Enable/Disable
MESSAGE_END();
// UNDONE: Put this in, but add FFADE_PERMANENT and make fade time 8.8 instead of 4.12 // UNDONE: Put this in, but add FFADE_PERMANENT and make fade time 8.8 instead of 4.12
// UTIL_ScreenFade( edict(), Vector( 128, 0, 0 ), 6, 15, 255, FFADE_OUT | FFADE_MODULATE ); // UTIL_ScreenFade( edict(), Vector( 128, 0, 0 ), 6, 15, 255, FFADE_OUT | FFADE_MODULATE );
@ -1990,7 +1968,6 @@ void CBasePlayer::CheckTimeBasedDamage()
{ {
m_rgbTimeBasedDamage[i] = 0; m_rgbTimeBasedDamage[i] = 0;
m_rgItems[ITEM_ANTIDOTE]--; m_rgItems[ITEM_ANTIDOTE]--;
SetSuitUpdate( "!HEV_HEAL4", FALSE, SUIT_REPEAT_OK );
} }
} }
@ -3190,7 +3167,7 @@ void CBasePlayer::FlashlightTurnOn( void )
return; return;
} }
if( (pev->weapons & ( 1 << WEAPON_SUIT ) ) ) if( (pev->weapons & ( 1 << WEAPON_FLASHLIGHT ) ) )
{ {
EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, SOUND_FLASHLIGHT_ON, 1.0, ATTN_NORM, 0, PITCH_NORM ); EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, SOUND_FLASHLIGHT_ON, 1.0, ATTN_NORM, 0, PITCH_NORM );
SetBits( pev->effects, EF_DIMLIGHT ); SetBits( pev->effects, EF_DIMLIGHT );
@ -3372,6 +3349,10 @@ void CBasePlayer::CheatImpulseCommands( int iImpulse )
GiveNamedItem( "weapon_snark" ); GiveNamedItem( "weapon_snark" );
GiveNamedItem( "weapon_hornetgun" ); GiveNamedItem( "weapon_hornetgun" );
#endif #endif
GiveNamedItem( "item_flashlight" );
GiveNamedItem( "item_bodyarmour" );
GiveNamedItem( "weapon_pipe" );
GiveNamedItem( "weapon_sniper" );
gEvilImpulse101 = FALSE; gEvilImpulse101 = FALSE;
break; break;
case 102: case 102:
@ -3760,6 +3741,26 @@ void CBasePlayer::UpdateClientData( void )
WRITE_BYTE( 0 ); WRITE_BYTE( 0 );
MESSAGE_END(); MESSAGE_END();
//
// HL: Visitors - Go to firstperson.
//
MESSAGE_BEGIN( MSG_ONE, gmsgFirstperson, NULL, pev );
MESSAGE_END();
//
// HL: Visitors - Disable Death camera.
//
MESSAGE_BEGIN( MSG_ONE, gmsgDeathCam, NULL, pev );
WRITE_BYTE( 0 ),
MESSAGE_END();
//
// HL: Visitors - Fix up player model.
//
MESSAGE_BEGIN( MSG_ONE, gmsgPlayerModel, NULL, pev );
WRITE_STRING( "player" );
MESSAGE_END();
if( !m_fGameHUDInitialized ) if( !m_fGameHUDInitialized )
{ {
MESSAGE_BEGIN( MSG_ONE, gmsgInitHUD, NULL, pev ); MESSAGE_BEGIN( MSG_ONE, gmsgInitHUD, NULL, pev );
@ -3778,6 +3779,14 @@ void CBasePlayer::UpdateClientData( void )
InitStatusBar(); InitStatusBar();
} }
//
// HL: Visitors - Give suit to toggle hud on map vis07 (Security system failed)
//
if( !( pev->weapons & ( 1 << WEAPON_SUIT ) ) && FStrEq( STRING( gpGlobals->mapname ), "vis07" ) )
{
pev->weapons |= ( 1 << WEAPON_SUIT );
}
if( m_iHideHUD != m_iClientHideHUD ) if( m_iHideHUD != m_iClientHideHUD )
{ {
MESSAGE_BEGIN( MSG_ONE, gmsgHideWeapon, NULL, pev ); MESSAGE_BEGIN( MSG_ONE, gmsgHideWeapon, NULL, pev );

15
dlls/python.cpp

@ -111,6 +111,8 @@ BOOL CPython::Deploy()
pev->body = 0; pev->body = 0;
} }
m_flSoundDelay = 0;
return DefaultDeploy( "models/v_357.mdl", "models/p_357.mdl", PYTHON_DRAW, "python", UseDecrement(), pev->body ); return DefaultDeploy( "models/v_357.mdl", "models/p_357.mdl", PYTHON_DRAW, "python", UseDecrement(), pev->body );
} }
@ -126,6 +128,8 @@ void CPython::Holster( int skiplocal /* = 0 */ )
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.0; m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.0;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
SendWeaponAnim( PYTHON_HOLSTER ); SendWeaponAnim( PYTHON_HOLSTER );
m_flSoundDelay = 0;
} }
void CPython::SecondaryAttack( void ) void CPython::SecondaryAttack( void )
@ -202,10 +206,6 @@ void CPython::PrimaryAttack()
#endif #endif
PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usFirePython, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, 0, 0, 0, 0 ); PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usFirePython, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, 0, 0, 0, 0 );
if( !m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 )
// HEV suit - indicate out of ammo condition
m_pPlayer->SetSuitUpdate( "!HEV_AMO0", FALSE, 0 );
m_flNextPrimaryAttack = 0.75; m_flNextPrimaryAttack = 0.75;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
} }
@ -227,9 +227,10 @@ void CPython::Reload( void )
#else #else
bUseScope = g_pGameRules->IsMultiplayer(); bUseScope = g_pGameRules->IsMultiplayer();
#endif #endif
if( DefaultReload( 6, PYTHON_RELOAD, 2.0, bUseScope ) ) int iResult = DefaultReload( PYTHON_MAX_CLIP, PYTHON_RELOAD, 2.0, bUseScope );
if( iResult )
{ {
m_flSoundDelay = 1.5; m_flSoundDelay = gpGlobals->time + 1.5;
} }
} }
@ -240,7 +241,7 @@ void CPython::WeaponIdle( void )
m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES ); m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES );
// ALERT( at_console, "%.2f\n", gpGlobals->time - m_flSoundDelay ); // ALERT( at_console, "%.2f\n", gpGlobals->time - m_flSoundDelay );
if( m_flSoundDelay != 0 && m_flSoundDelay <= UTIL_WeaponTimeBase() ) if( m_flSoundDelay != 0 && ( m_flSoundDelay <= UTIL_WeaponTimeBase() || m_flSoundDelay <= gpGlobals->time ) )
{ {
EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_WEAPON, "weapons/357_reload1.wav", RANDOM_FLOAT( 0.8, 0.9 ), ATTN_NORM ); EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_WEAPON, "weapons/357_reload1.wav", RANDOM_FLOAT( 0.8, 0.9 ), ATTN_NORM );
m_flSoundDelay = 0; m_flSoundDelay = 0;

20
dlls/scientist.cpp

@ -27,14 +27,16 @@
#include "animation.h" #include "animation.h"
#include "soundent.h" #include "soundent.h"
#define NUM_SCIENTIST_HEADS 4 // four heads available for scientist model #define NUM_SCIENTIST_HEADS 6 // four heads available for scientist model
enum enum
{ {
HEAD_GLASSES = 0, HEAD_GLASSES = 0,
HEAD_EINSTEIN = 1, HEAD_EINSTEIN = 1,
HEAD_LUTHER = 2, HEAD_LUTHER = 2,
HEAD_SLICK = 3 HEAD_SLICK = 3,
HEAD_NEW_BLACK = 4,
HEAD_NEW_WHITE = 5
}; };
enum enum
@ -661,7 +663,7 @@ void CScientist::Spawn( void )
} }
// Luther is black, make his hands black // Luther is black, make his hands black
if( pev->body == HEAD_LUTHER ) if( pev->body == HEAD_LUTHER || pev->body == HEAD_NEW_BLACK )
pev->skin = 1; pev->skin = 1;
MonsterInit(); MonsterInit();
@ -723,7 +725,7 @@ void CScientist::TalkInit()
m_szGrp[TLK_MORTAL] = "SC_MORTAL"; m_szGrp[TLK_MORTAL] = "SC_MORTAL";
// get voice for head // get voice for head
switch( pev->body % 3 ) switch( pev->body % 6 )
{ {
default: default:
case HEAD_GLASSES: case HEAD_GLASSES:
@ -738,6 +740,12 @@ void CScientist::TalkInit()
case HEAD_SLICK: case HEAD_SLICK:
m_voicePitch = 100; m_voicePitch = 100;
break; //slick break; //slick
case HEAD_NEW_BLACK:
m_voicePitch = 90;
break; // new black
case HEAD_NEW_WHITE:
m_voicePitch = 110;
break; // new white
} }
} }
@ -1142,7 +1150,7 @@ void CDeadScientist::Spawn()
} }
// Luther is black, make his hands black // Luther is black, make his hands black
if( pev->body == HEAD_LUTHER ) if( pev->body == HEAD_LUTHER || pev->body == HEAD_NEW_BLACK )
pev->skin = 1; pev->skin = 1;
else else
pev->skin = 0; pev->skin = 0;
@ -1233,7 +1241,7 @@ void CSittingScientist::Spawn()
} }
// Luther is black, make his hands black // Luther is black, make his hands black
if( pev->body == HEAD_LUTHER ) if( pev->body == HEAD_LUTHER || pev->body == HEAD_NEW_BLACK )
pev->skin = 1; pev->skin = 1;
m_baseSequence = LookupSequence( "sitlookleft" ); m_baseSequence = LookupSequence( "sitlookleft" );

8
dlls/shotgun.cpp

@ -165,10 +165,6 @@ void CShotgun::PrimaryAttack()
PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usSingleFire, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, 0, 0, 0, 0 ); PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usSingleFire, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, 0, 0, 0, 0 );
if( !m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 )
// HEV suit - indicate out of ammo condition
m_pPlayer->SetSuitUpdate( "!HEV_AMO0", FALSE, 0 );
if( m_iClip != 0 ) if( m_iClip != 0 )
m_flPumpTime = gpGlobals->time + 0.5; m_flPumpTime = gpGlobals->time + 0.5;
@ -236,10 +232,6 @@ void CShotgun::SecondaryAttack( void )
PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usDoubleFire, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, 0, 0, 0, 0 ); PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usDoubleFire, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, 0, 0, 0, 0 );
if( !m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 )
// HEV suit - indicate out of ammo condition
m_pPlayer->SetSuitUpdate( "!HEV_AMO0", FALSE, 0 );
if( m_iClip != 0 ) if( m_iClip != 0 )
m_flPumpTime = gpGlobals->time + 0.95; m_flPumpTime = gpGlobals->time + 0.95;

11
dlls/triggers.cpp

@ -2127,6 +2127,9 @@ public:
float m_acceleration; float m_acceleration;
float m_deceleration; float m_deceleration;
int m_state; int m_state;
BOOL m_fIsMapCredits;
float m_flMapCreditsTime;
}; };
LINK_ENTITY_TO_CLASS( trigger_camera, CTriggerCamera ) LINK_ENTITY_TO_CLASS( trigger_camera, CTriggerCamera )
@ -2147,6 +2150,8 @@ TYPEDESCRIPTION CTriggerCamera::m_SaveData[] =
DEFINE_FIELD( CTriggerCamera, m_acceleration, FIELD_FLOAT ), DEFINE_FIELD( CTriggerCamera, m_acceleration, FIELD_FLOAT ),
DEFINE_FIELD( CTriggerCamera, m_deceleration, FIELD_FLOAT ), DEFINE_FIELD( CTriggerCamera, m_deceleration, FIELD_FLOAT ),
DEFINE_FIELD( CTriggerCamera, m_state, FIELD_INTEGER ), DEFINE_FIELD( CTriggerCamera, m_state, FIELD_INTEGER ),
DEFINE_FIELD( CTriggerCamera, m_fIsMapCredits, FIELD_BOOLEAN ),
DEFINE_FIELD( CTriggerCamera, m_flMapCreditsTime, FIELD_TIME ),
}; };
IMPLEMENT_SAVERESTORE( CTriggerCamera, CBaseDelay ) IMPLEMENT_SAVERESTORE( CTriggerCamera, CBaseDelay )
@ -2163,6 +2168,8 @@ void CTriggerCamera::Spawn( void )
m_acceleration = 500; m_acceleration = 500;
if( m_deceleration == 0 ) if( m_deceleration == 0 )
m_deceleration = 500; m_deceleration = 500;
m_fIsMapCredits = FALSE;
} }
void CTriggerCamera::KeyValue( KeyValueData *pkvd ) void CTriggerCamera::KeyValue( KeyValueData *pkvd )
@ -2213,6 +2220,8 @@ void CTriggerCamera::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYP
m_flReturnTime = gpGlobals->time + m_flWait; m_flReturnTime = gpGlobals->time + m_flWait;
pev->speed = m_initialSpeed; pev->speed = m_initialSpeed;
m_targetSpeed = m_initialSpeed; m_targetSpeed = m_initialSpeed;
m_fIsMapCredits = FStrEq( STRING( gpGlobals->mapname ), "vis_credits" ) ? TRUE : FALSE;
m_flMapCreditsTime = gpGlobals->time + 15.0f;
if( FBitSet( pev->spawnflags, SF_CAMERA_PLAYER_TARGET ) ) if( FBitSet( pev->spawnflags, SF_CAMERA_PLAYER_TARGET ) )
{ {
@ -2283,7 +2292,7 @@ void CTriggerCamera::FollowTarget()
if( m_hPlayer == NULL ) if( m_hPlayer == NULL )
return; return;
if( m_hTarget == NULL || m_flReturnTime < gpGlobals->time ) if( m_hTarget == NULL || m_flReturnTime < gpGlobals->time || ( m_fIsMapCredits && m_flMapCreditsTime < gpGlobals->time ) )
{ {
if( m_hPlayer->IsAlive() ) if( m_hPlayer->IsAlive() )
{ {

50
dlls/visitors/flashlight.cpp

@ -0,0 +1,50 @@
/***
*
* 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 "weapons.h"
#include "player.h"
#include "skill.h"
#include "items.h"
#include "gamerules.h"
class CItemFlashlight : public CItem
{
void Spawn(void)
{
Precache();
SET_MODEL(ENT(pev), "models/w_flashlight.mdl");
CItem::Spawn();
}
void Precache(void)
{
PRECACHE_MODEL("models/w_flashlight.mdl");
PRECACHE_SOUND("items/gunpickup2.wav");
}
BOOL MyTouch(CBasePlayer *pPlayer)
{
if (pPlayer->pev->weapons & (1 << WEAPON_FLASHLIGHT))
return FALSE;
EMIT_SOUND(pPlayer->edict(), CHAN_ITEM, "items/gunpickup2.wav", 1, ATTN_NORM);
pPlayer->pev->weapons |= (1 << WEAPON_FLASHLIGHT);
return TRUE;
}
};
LINK_ENTITY_TO_CLASS(item_flashlight, CItemFlashlight);

65
dlls/visitors/kevlar.cpp

@ -0,0 +1,65 @@
/***
*
* 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 "weapons.h"
#include "player.h"
#include "skill.h"
#include "items.h"
#include "gamerules.h"
extern int gmsgItemPickup;
class CItemKevlar : public CItem
{
void Spawn(void)
{
Precache();
SET_MODEL(ENT(pev), "models/w_kevlar.mdl");
CItem::Spawn();
}
void Precache(void)
{
PRECACHE_MODEL("models/w_kevlar.mdl");
PRECACHE_SOUND("player/kevlar_zipper.wav");
}
BOOL MyTouch(CBasePlayer *pPlayer)
{
if (pPlayer->pev->deadflag != DEAD_NO)
{
return FALSE;
}
if ((pPlayer->pev->armorvalue < MAX_NORMAL_BATTERY) &&
(pPlayer->pev->weapons & (1 << WEAPON_SUIT)))
{
pPlayer->pev->armorvalue += MAX_NORMAL_BATTERY;
pPlayer->pev->armorvalue = min(pPlayer->pev->armorvalue, MAX_NORMAL_BATTERY);
EMIT_SOUND(pPlayer->edict(), CHAN_ITEM, "player/kevlar_zipper.wav", 1, ATTN_NORM);
MESSAGE_BEGIN(MSG_ONE, gmsgItemPickup, NULL, pPlayer->pev);
WRITE_STRING(STRING(pev->classname));
MESSAGE_END();
return TRUE;
}
return FALSE;
}
};
LINK_ENTITY_TO_CLASS(item_bodyarmour, CItemKevlar);

116
dlls/visitors/massn.cpp

@ -0,0 +1,116 @@
/***
*
* 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.
*
* This source code contains proprietary and confidential information of
* Valve LLC and its suppliers. Access to this code is restricted to
* persons who have executed a written SDK license with Valve. Any access,
* use or distribution of this code by or to any unlicensed person is illegal.
*
****/
#include "extdll.h"
#include "plane.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "schedule.h"
#include "animation.h"
#include "squadmonster.h"
#include "weapons.h"
#include "talkmonster.h"
#include "soundent.h"
#include "effects.h"
#include "customentity.h"
#include "hgrunt.h"
class CMassn : public CHGrunt
{
public:
void Spawn(void);
void Precache(void);
BOOL FOkToSpeak(void);
void DeathSound(void);
void PainSound(void);
void IdleSound(void);
int IRelationship(CBaseEntity *pTarget);
};
LINK_ENTITY_TO_CLASS(monster_human_massassin, CMassn);
//=========================================================
// Spawn
//=========================================================
void CMassn::Spawn()
{
CHGrunt::Spawn();
SET_MODEL(ENT(pev), "models/massn.mdl");
UTIL_SetSize(pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX);
MonsterInit();
}
//=========================================================
// Precache - precaches all resources this monster needs
//=========================================================
void CMassn::Precache()
{
CHGrunt::Precache();
PRECACHE_MODEL("models/massn.mdl");
}
//=========================================================
// someone else is talking - don't speak
//=========================================================
BOOL CMassn::FOkToSpeak(void)
{
return FALSE;
}
//=========================================================
// PainSound
//=========================================================
void CMassn::PainSound(void)
{
}
//=========================================================
// DeathSound
//=========================================================
void CMassn::DeathSound(void)
{
}
//=========================================================
// IdleSound
//=========================================================
void CMassn::IdleSound(void)
{
}
//=========================================================
// IRelationship - overridden because Alien Grunts are
// Human Grunt's nemesis.
//=========================================================
int CMassn::IRelationship(CBaseEntity *pTarget)
{
if (FClassnameIs(pTarget->pev, "monster_human_grunt"))
{
return R_DL;
}
else if (FClassnameIs(pTarget->pev, "monster_hassassin"))
{
return R_AL;
}
return CHGrunt::IRelationship(pTarget);
}

253
dlls/visitors/pipe.cpp

@ -0,0 +1,253 @@
/***
*
* 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 "gamerules.h"
void FindHullIntersection(const Vector &vecSrc, TraceResult &tr, float *mins, float *maxs, edict_t *pEntity);
#define PIPE_BODYHIT_VOLUME 128
#define PIPE_WALLHIT_VOLUME 512
LINK_ENTITY_TO_CLASS(weapon_pipe, CPipe);
enum pipe_e {
PIPE_IDLE1 = 0,
PIPE_DRAW,
PIPE_HOLSTER,
PIPE_ATTACK1HIT,
PIPE_ATTACK1MISS,
PIPE_ATTACK2MISS,
PIPE_ATTACK2HIT,
PIPE_ATTACK3MISS,
PIPE_ATTACK3HIT,
PIPE_IDLE2,
PIPE_IDLE3,
};
void CPipe::Spawn()
{
Precache();
m_iId = WEAPON_PIPE;
SET_MODEL(ENT(pev), "models/w_pipe.mdl");
m_iClip = -1;
FallInit();// get ready to fall down.
}
void CPipe::Precache(void)
{
CCrowbar::Precache();
PRECACHE_MODEL("models/v_pipe.mdl");
PRECACHE_MODEL("models/w_pipe.mdl");
PRECACHE_MODEL("models/p_pipe.mdl");
m_usPipe = PRECACHE_EVENT(1, "events/pipe.sc");
}
int CPipe::GetItemInfo(ItemInfo *p)
{
p->pszName = STRING(pev->classname);
p->pszAmmo1 = NULL;
p->iMaxAmmo1 = -1;
p->pszAmmo2 = NULL;
p->iMaxAmmo2 = -1;
p->iMaxClip = WEAPON_NOCLIP;
p->iSlot = 0;
p->iPosition = 1;
p->iId = WEAPON_PIPE;
p->iWeight = CROWBAR_WEIGHT;
return 1;
}
BOOL CPipe::Deploy()
{
return DefaultDeploy("models/v_pipe.mdl", "models/p_pipe.mdl", PIPE_DRAW, "pipe");
}
void CPipe::Holster(int skiplocal /* = 0 */)
{
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5;
SendWeaponAnim(PIPE_HOLSTER);
}
void CPipe::PrimaryAttack()
{
if (!Swing(1))
{
SetThink(&CPipe::SwingAgain);
pev->nextthink = gpGlobals->time + 0.1f;
}
}
int CPipe::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_usPipe,
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 = GetNextAttackDelay(0.5);
// player "shoot" animation
m_pPlayer->SetAnimation(PLAYER_ATTACK1);
}
}
else
{
switch (((m_iSwing++) % 2) + 1)
{
case 0:
SendWeaponAnim(PIPE_ATTACK1HIT); break;
case 1:
SendWeaponAnim(PIPE_ATTACK2HIT); break;
case 2:
SendWeaponAnim(PIPE_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 * 2, gpGlobals->v_forward, &tr, DMG_CLUB);
}
else
{
// subsequent swings do half
pEntity->TraceAttack(m_pPlayer->pev, gSkillData.plrDmgCrowbar, 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_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/cbar_hitbod1.wav", 1, ATTN_NORM, 0, 75); break;
case 1:
EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/cbar_hitbod2.wav", 1, ATTN_NORM, 0, 75); break;
case 2:
EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/cbar_hitbod3.wav", 1, ATTN_NORM, 0, 75); break;
}
m_pPlayer->m_iWeaponVolume = PIPE_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, 75 + RANDOM_LONG(0, 3)); // 98
break;
case 1:
EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/cbar_hit2.wav", fvolbar, ATTN_NORM, 0, 75 + RANDOM_LONG(0, 3)); // 98
break;
}
// delay the decal a bit
m_trHit = tr;
}
m_pPlayer->m_iWeaponVolume = flVol * PIPE_WALLHIT_VOLUME;
#endif
m_flNextPrimaryAttack = GetNextAttackDelay(0.5f); // 0.25f
SetThink(&CPipe::Smack);
pev->nextthink = UTIL_WeaponTimeBase() + 0.2;
}
return fDidHit;
}

239
dlls/visitors/sniper.cpp

@ -0,0 +1,239 @@
/***
*
* 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 "weapons.h"
#include "monsters.h"
#include "player.h"
#include "gamerules.h"
enum sniper_e {
SNIPER_IDLE1 = 0,
SNIPER_SHOOT1,
SNIPER_SHOOT2,
SNIPER_RELOAD,
SNIPER_DRAW,
};
LINK_ENTITY_TO_CLASS(weapon_sniper, CSniper);
int CSniper::GetItemInfo(ItemInfo *p)
{
p->pszName = STRING(pev->classname);
p->pszAmmo1 = "357";
p->iMaxAmmo1 = _357_MAX_CARRY;
p->pszAmmo2 = NULL;
p->iMaxAmmo2 = -1;
p->iMaxClip = CROSSBOW_MAX_CLIP;
p->iFlags = 0;
p->iSlot = 2;
p->iPosition = 3;
p->iId = m_iId = WEAPON_SNIPER;
p->iWeight = PYTHON_WEIGHT;
return 1;
}
int CSniper::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;
}
void CSniper::Spawn()
{
Precache();
m_iId = WEAPON_SNIPER;
SET_MODEL(ENT(pev), "models/w_sniper.mdl");
m_iDefaultAmmo = CROSSBOW_DEFAULT_GIVE;
FallInit();// get ready to fall down.
}
void CSniper::Precache(void)
{
PRECACHE_MODEL("models/v_sniper.mdl");
PRECACHE_MODEL("models/w_sniper.mdl");
PRECACHE_MODEL("models/p_sniper.mdl");
PRECACHE_MODEL("models/w_sniperclip.mdl");
PRECACHE_SOUND("items/9mmclip1.wav");
PRECACHE_SOUND("weapons/sniper_reload1.wav");
PRECACHE_SOUND("weapons/scout_bolt.wav");
PRECACHE_SOUND("weapons/scout_clipin.wav");
PRECACHE_SOUND("weapons/scout_clipout.wav");
m_usFireSniper = PRECACHE_EVENT(1, "events/sniper.sc");
}
BOOL CSniper::Deploy()
{
return DefaultDeploy("models/v_sniper.mdl", "models/p_sniper.mdl", SNIPER_DRAW, "sniper", UseDecrement());
}
void CSniper::Holster(int skiplocal /* = 0 */)
{
m_fInReload = FALSE;// cancel any reload in progress.
if (m_fInZoom)
{
SecondaryAttack();
}
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.0;
m_flTimeWeaponIdle = UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15);
}
void CSniper::SecondaryAttack(void)
{
if (m_pPlayer->pev->fov != 0)
{
m_fInZoom = FALSE;
m_pPlayer->pev->fov = m_pPlayer->m_iFOV = 0; // 0 means reset to default fov
}
else if (m_pPlayer->pev->fov != 40)
{
m_fInZoom = TRUE;
m_pPlayer->pev->fov = m_pPlayer->m_iFOV = 40;
}
m_flNextSecondaryAttack = 0.5;
}
void CSniper::PrimaryAttack()
{
// don't fire underwater
if (m_pPlayer->pev->waterlevel == 3)
{
PlayEmptySound();
m_flNextPrimaryAttack = 0.15;
return;
}
if (m_iClip <= 0)
{
if (!m_fFireOnEmpty)
Reload();
else
{
EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/357_cock1.wav", 0.8, ATTN_NORM);
m_flNextPrimaryAttack = 0.15;
}
return;
}
m_pPlayer->m_iWeaponVolume = LOUD_GUN_VOLUME;
m_pPlayer->m_iWeaponFlash = BRIGHT_GUN_FLASH;
m_iClip--;
m_pPlayer->pev->effects = (int)(m_pPlayer->pev->effects) | EF_MUZZLEFLASH;
// player "shoot" animation
m_pPlayer->SetAnimation(PLAYER_ATTACK1);
UTIL_MakeVectors(m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle);
Vector vecSrc = m_pPlayer->GetGunPosition();
Vector vecAiming = m_pPlayer->GetAutoaimVector(AUTOAIM_10DEGREES);
Vector vecDir;
vecDir = m_pPlayer->FireBulletsPlayer(1, vecSrc, vecAiming, VECTOR_CONE_1DEGREES, 8192, BULLET_PLAYER_SNIPER, 0, 0, m_pPlayer->pev, m_pPlayer->random_seed);
int flags;
#if defined( CLIENT_WEAPONS )
flags = FEV_NOTHOST;
#else
flags = 0;
#endif
PLAYBACK_EVENT_FULL(flags, m_pPlayer->edict(), m_usFireSniper, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, 0, 0, 0, 0);
m_flNextPrimaryAttack = (46.0 / 35.0);
m_flTimeWeaponIdle = UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15);
}
void CSniper::Reload(void)
{
if (m_pPlayer->ammo_357 <= 0)
return;
int iResult = DefaultReload(CROSSBOW_MAX_CLIP, SNIPER_RELOAD, 2.0);
if (iResult)
{
if (m_pPlayer->pev->fov != 0)
{
m_fInZoom = FALSE;
m_pPlayer->pev->fov = m_pPlayer->m_iFOV = 0; // 0 means reset to default fov
}
}
}
void CSniper::WeaponIdle(void)
{
ResetEmptySound();
m_pPlayer->GetAutoaimVector(AUTOAIM_10DEGREES);
if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase())
return;
m_flTimeWeaponIdle = (9.0 / 16.0);
SendWeaponAnim(SNIPER_IDLE1, UseDecrement() ? 1 : 0);
}
class CSniperAmmoClip : public CBasePlayerAmmo
{
void Spawn(void)
{
Precache();
SET_MODEL(ENT(pev), "models/w_sniperclip.mdl");
CBasePlayerAmmo::Spawn();
}
void Precache(void)
{
PRECACHE_MODEL("models/w_sniperclip.mdl");
PRECACHE_SOUND("items/9mmclip1.wav");
}
BOOL AddAmmo(CBaseEntity *pOther)
{
int bResult = (pOther->GiveAmmo(AMMO_357BOX_GIVE, "357", _357_MAX_CARRY) != -1);
if (bResult)
{
EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM);
}
return bResult;
}
};
LINK_ENTITY_TO_CLASS(ammo_sniper, CSniperAmmoClip);

29
dlls/weapons.cpp

@ -169,6 +169,7 @@ void DecalGunshot( TraceResult *pTrace, int iBulletType )
case BULLET_MONSTER_MP5: case BULLET_MONSTER_MP5:
case BULLET_PLAYER_BUCKSHOT: case BULLET_PLAYER_BUCKSHOT:
case BULLET_PLAYER_357: case BULLET_PLAYER_357:
case BULLET_PLAYER_SNIPER:
default: default:
// smoke and decal // smoke and decal
UTIL_GunshotDecalTrace( pTrace, DamageDecal( pEntity, DMG_BULLET ) ); UTIL_GunshotDecalTrace( pTrace, DamageDecal( pEntity, DMG_BULLET ) );
@ -351,6 +352,18 @@ void W_Precache( void )
// hornetgun // hornetgun
UTIL_PrecacheOtherWeapon( "weapon_hornetgun" ); UTIL_PrecacheOtherWeapon( "weapon_hornetgun" );
// pipe
UTIL_PrecacheOtherWeapon( "weapon_pipe" );
// sniper
UTIL_PrecacheOtherWeapon( "weapon_sniper" );
// kevlar
UTIL_PrecacheOther( "item_bodyarmour" );
// flashlight
UTIL_PrecacheOther( "item_flashlight" );
if( g_pGameRules->IsDeathmatch() ) if( g_pGameRules->IsDeathmatch() )
{ {
UTIL_PrecacheOther( "weaponbox" );// container for dropped deathmatch weapons UTIL_PrecacheOther( "weaponbox" );// container for dropped deathmatch weapons
@ -621,7 +634,14 @@ void CBasePlayerWeapon::ItemPostFrame( void )
m_pPlayer->TabulateAmmo(); m_pPlayer->TabulateAmmo();
SecondaryAttack(); SecondaryAttack();
m_pPlayer->pev->button &= ~IN_ATTACK2; if( !FClassnameIs( pev, "weapon_9mmhandgun" ) )
{
m_pPlayer->pev->button &= ~IN_ATTACK2;
}
else
{
m_flNextPrimaryAttack = ( UseDecrement() ? 0.0 : gpGlobals->time ) + 0.2f;
}
} }
else if( ( m_pPlayer->pev->button & IN_ATTACK ) && CanAttack( m_flNextPrimaryAttack, gpGlobals->time, UseDecrement() ) ) else if( ( m_pPlayer->pev->button & IN_ATTACK ) && CanAttack( m_flNextPrimaryAttack, gpGlobals->time, UseDecrement() ) )
{ {
@ -1527,3 +1547,10 @@ TYPEDESCRIPTION CSatchel::m_SaveData[] =
}; };
IMPLEMENT_SAVERESTORE( CSatchel, CBasePlayerWeapon ) IMPLEMENT_SAVERESTORE( CSatchel, CBasePlayerWeapon )
TYPEDESCRIPTION CPython::m_SaveData[] =
{
DEFINE_FIELD( CPython, m_flSoundDelay, FIELD_TIME ),
};
IMPLEMENT_SAVERESTORE( CPython, CBasePlayerWeapon )

89
dlls/weapons.h

@ -61,22 +61,25 @@ public:
#define ITEM_SECURITY 3 #define ITEM_SECURITY 3
#define ITEM_BATTERY 4 #define ITEM_BATTERY 4
#define WEAPON_NONE 0 #define WEAPON_NONE 0
#define WEAPON_CROWBAR 1 #define WEAPON_CROWBAR 1
#define WEAPON_GLOCK 2 #define WEAPON_PIPE 2
#define WEAPON_PYTHON 3 #define WEAPON_GLOCK 3
#define WEAPON_MP5 4 #define WEAPON_PYTHON 4
#define WEAPON_CHAINGUN 5 #define WEAPON_MP5 5
#define WEAPON_CROSSBOW 6 #define WEAPON_CHAINGUN 6
#define WEAPON_SHOTGUN 7 #define WEAPON_CROSSBOW 7
#define WEAPON_RPG 8 #define WEAPON_SNIPER 8
#define WEAPON_GAUSS 9 #define WEAPON_SHOTGUN 9
#define WEAPON_EGON 10 #define WEAPON_RPG 10
#define WEAPON_HORNETGUN 11 #define WEAPON_GAUSS 11
#define WEAPON_HANDGRENADE 12 #define WEAPON_EGON 12
#define WEAPON_TRIPMINE 13 #define WEAPON_HORNETGUN 13
#define WEAPON_SATCHEL 14 #define WEAPON_HANDGRENADE 14
#define WEAPON_SNARK 15 #define WEAPON_TRIPMINE 15
#define WEAPON_SATCHEL 16
#define WEAPON_SNARK 17
#define WEAPON_FLASHLIGHT 30
#define WEAPON_ALLWEAPONS (~(1<<WEAPON_SUIT)) #define WEAPON_ALLWEAPONS (~(1<<WEAPON_SUIT))
@ -172,6 +175,7 @@ typedef enum
BULLET_PLAYER_9MM, // glock BULLET_PLAYER_9MM, // glock
BULLET_PLAYER_MP5, // mp5 BULLET_PLAYER_MP5, // mp5
BULLET_PLAYER_357, // python BULLET_PLAYER_357, // python
BULLET_PLAYER_SNIPER, // sniper
BULLET_PLAYER_BUCKSHOT, // shotgun BULLET_PLAYER_BUCKSHOT, // shotgun
BULLET_PLAYER_CROWBAR, // crowbar swipe BULLET_PLAYER_CROWBAR, // crowbar swipe
@ -514,6 +518,12 @@ private:
class CPython : public CBasePlayerWeapon class CPython : public CBasePlayerWeapon
{ {
public: public:
#ifndef CLIENT_DLL
int Save( CSave &save );
int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
#endif
void Spawn( void ); void Spawn( void );
void Precache( void ); void Precache( void );
int iItemSlot( void ) { return 2; } int iItemSlot( void ) { return 2; }
@ -982,4 +992,53 @@ public:
private: private:
unsigned short m_usSnarkFire; unsigned short m_usSnarkFire;
}; };
class CPipe : public CCrowbar
{
public:
void Spawn( void );
void Precache( void );
int iItemSlot( void ) { return 1; }
int GetItemInfo( ItemInfo *p );
void PrimaryAttack( void );
int Swing( int fFirst );
BOOL Deploy( void );
void Holster( int skiplocal = 0 );
int m_iSwing;
TraceResult m_trHit;
private:
unsigned short m_usPipe;
};
class CSniper : public CBasePlayerWeapon
{
public:
void Spawn( void );
void Precache( void );
int iItemSlot( void ) { return 3; }
int GetItemInfo( ItemInfo *p );
int AddToPlayer( CBasePlayer *pPlayer );
void PrimaryAttack( void );
void SecondaryAttack( void );
BOOL Deploy( void );
void Holster( int skiplocal = 0 );
void Reload( void );
void WeaponIdle( void );
BOOL m_fInZoom;
virtual BOOL UseDecrement(void)
{
#if defined( CLIENT_WEAPONS )
return TRUE;
#else
return FALSE;
#endif
}
private:
unsigned short m_usFireSniper;
};
#endif // WEAPONS_H #endif // WEAPONS_H

24
dlls/zombie.cpp

@ -24,6 +24,13 @@
#include "monsters.h" #include "monsters.h"
#include "schedule.h" #include "schedule.h"
enum
{
ZOMBIE_BODY_SCIENTIST = 0,
ZOMBIE_BODY_BARNEY = 1,
ZOMBIE_BODY_SOLDIER = 3
};
//========================================================= //=========================================================
// Monster's Anim Events Go Here // Monster's Anim Events Go Here
//========================================================= //=========================================================
@ -264,7 +271,20 @@ void CZombie::Spawn()
{ {
Precache(); Precache();
SET_MODEL( ENT(pev), "models/zombie.mdl" ); switch( pev->body )
{
default:
case ZOMBIE_BODY_SCIENTIST:
SET_MODEL( ENT( pev ), "models/zombie.mdl" );
break;
case ZOMBIE_BODY_BARNEY:
SET_MODEL( ENT( pev ), "models/zombie_barney.mdl" );
break;
case ZOMBIE_BODY_SOLDIER:
SET_MODEL( ENT( pev ), "models/zombie_soldier.mdl" );
break;
}
UTIL_SetSize( pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX ); UTIL_SetSize( pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX );
pev->solid = SOLID_SLIDEBOX; pev->solid = SOLID_SLIDEBOX;
@ -287,6 +307,8 @@ void CZombie::Precache()
int i; int i;
PRECACHE_MODEL( "models/zombie.mdl" ); PRECACHE_MODEL( "models/zombie.mdl" );
PRECACHE_MODEL( "models/zombie_barney.mdl" );
PRECACHE_MODEL( "models/zombie_soldier.mdl" );
for( i = 0; i < ARRAYSIZE( pAttackHitSounds ); i++ ) for( i = 0; i < ARRAYSIZE( pAttackHitSounds ); i++ )
PRECACHE_SOUND( (char *)pAttackHitSounds[i] ); PRECACHE_SOUND( (char *)pAttackHitSounds[i] );

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