a1batross
8 years ago
1 changed files with 701 additions and 0 deletions
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/***
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* |
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* Copyright (c) 1996-2002, Valve LLC. All rights reserved. |
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* |
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* This product contains software technology licensed from Id |
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. |
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* All Rights Reserved. |
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* |
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* Use, distribution, and modification of this source code and/or resulting |
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* object code is restricted to non-commercial enhancements to products from |
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* Valve LLC. All other use, distribution, or modification is prohibited |
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* without written permission from Valve LLC. |
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* |
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****/ |
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#if !defined( OEM_BUILD ) && !defined( HLDEMO_BUILD ) |
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#include "extdll.h" |
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#include "util.h" |
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#include "cbase.h" |
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#include "monsters.h" |
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#include "weapons.h" |
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#include "nodes.h" |
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#include "player.h" |
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#include "gamerules.h" |
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#include "sprite.h" |
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#include "com_model.h" |
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#ifndef CLIENT_DLL |
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#define BOLT_AIR_VELOCITY 2700 |
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#define BOLT_WATER_VELOCITY 2000 |
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class CGateOfBabylonBolt : public CBaseEntity |
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{ |
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public: |
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static CGateOfBabylonBolt *BoltCreate( void ); |
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private: |
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void Spawn( void ); |
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void Precache( void ); |
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void EXPORT BubbleThink( void ); |
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void EXPORT BoltTouch( CBaseEntity *pOther ); |
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void EXPORT RemoveThink(); |
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void Trail( void ); |
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float TouchGravGun( CBaseEntity *attacker, int stage ); |
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int m_iTrail; |
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}; |
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class CGateOfBabylonSpawner : public CBaseEntity |
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{ |
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public: |
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static CGateOfBabylonSpawner *CreateSpawner( CGateOfBabylon *pGates, int iNumber ); |
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private: |
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void Spawn( void ); |
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void Precache( void ); |
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int Save( CSave &save ); |
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int Restore( CRestore &restore ); |
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static TYPEDESCRIPTION m_SaveData[]; |
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void UpdatePosition( void ); |
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void Animate( void ); |
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void EXPORT FollowPlayerThink( void ); |
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bool FireBolts( void ); |
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CGateOfBabylon *m_pGates; |
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Vector m_vecOffset; |
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float m_flNextNPThrow; |
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float m_flLastTimeAnim; |
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int m_iNumber; |
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int m_iMaxFrames; |
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friend class CGateOfBabylon; |
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}; |
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LINK_ENTITY_TO_CLASS( gateofbabylon_spawner, CGateOfBabylonSpawner ); |
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LINK_ENTITY_TO_CLASS( weapon_gateofbabylon, CGateOfBabylon ); |
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LINK_ENTITY_TO_CLASS( gateofbabylon_bolt, CGateOfBabylonBolt ); |
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enum gauss_e |
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{ |
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CROWBAR_IDLE = 0, |
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CROWBAR_DRAW, |
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CROWBAR_HOLSTER, |
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CROWBAR_ATTACK1HIT, |
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CROWBAR_ATTACK1MISS, |
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CROWBAR_ATTACK2MISS, |
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CROWBAR_ATTACK2HIT, |
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CROWBAR_ATTACK3MISS, |
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CROWBAR_ATTACK3HIT |
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}; |
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static float UTIL_MyWeaponTimeBase( void ) |
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{ |
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return gpGlobals->time; |
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} |
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CGateOfBabylonBolt *CGateOfBabylonBolt::BoltCreate( void ) |
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{ |
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// Create a new entity with CGateOfBabylonBolt private data
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CGateOfBabylonBolt *pBolt = GetClassPtr( (CGateOfBabylonBolt *)NULL ); |
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pBolt->pev->classname = MAKE_STRING( "gateofbabylon_bolt" ); // g-cont. enable save\restore
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pBolt->Spawn(); |
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return pBolt; |
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} |
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void CGateOfBabylonBolt::Spawn() |
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{ |
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Precache(); |
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pev->movetype = MOVETYPE_FLY; |
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pev->solid = SOLID_BBOX; |
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pev->gravity = 0.5; |
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pev->renderamt = 255; |
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pev->rendermode = kRenderTransColor; |
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SET_MODEL( ENT( pev ), "models/w_crowbar.mdl" ); |
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UTIL_SetOrigin( pev, pev->origin ); |
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UTIL_SetSize( pev, Vector( 0, 0, 0 ), Vector( 0, 0, 0 ) ); |
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SetTouch( &CGateOfBabylonBolt::BoltTouch ); |
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SetThink( &CGateOfBabylonBolt::BubbleThink ); |
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pev->nextthink = gpGlobals->time + 0.1; |
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} |
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void CGateOfBabylonBolt::Precache() |
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{ |
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PRECACHE_MODEL( "models/w_crowbar.mdl" ); |
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PRECACHE_SOUND( "weapons/xbow_hitbod1.wav" ); |
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PRECACHE_SOUND( "weapons/xbow_hitbod2.wav" ); |
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PRECACHE_SOUND( "weapons/xbow_fly1.wav" ); |
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PRECACHE_SOUND( "weapons/xbow_hit1.wav" ); |
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PRECACHE_SOUND( "fvox/beep.wav" ); |
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m_iTrail = PRECACHE_MODEL( "sprites/lgtning.spr" ); |
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} |
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void CGateOfBabylonBolt::RemoveThink( void ) |
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{ |
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pev->nextthink = gpGlobals->time + 0.1; |
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pev->renderamt -= 2; |
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if( pev->renderamt <= 0 ) |
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{ |
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SUB_Remove(); |
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} |
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} |
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void CGateOfBabylonBolt::BoltTouch( CBaseEntity *pOther ) |
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{ |
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const char *szSoundName; |
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TraceResult tr = UTIL_GetGlobalTrace(); |
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if( pOther->pev->owner == pev->owner && |
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FClassnameIs( pOther->pev, "gateofbabylon_bolt" ) ) |
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{ |
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return; // ignore same entities from same player
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} |
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SetTouch( NULL ); |
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SetThink( NULL ); |
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if( pOther->pev->takedamage ) |
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{ |
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entvars_t *pevOwner; |
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int bitsDamageType = DMG_ALWAYSGIB; |
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float flDamage; |
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pevOwner = VARS( pev->owner ); |
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// UNDONE: this needs to call TraceAttack instead
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ClearMultiDamage(); |
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if( pOther->IsPlayer() ) |
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{ |
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flDamage = gSkillData.plrDmgCrossbowClient / 3.5f; |
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} |
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else |
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{ |
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flDamage = gSkillData.plrDmgCrossbowMonster / 3.5f; |
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bitsDamageType |= DMG_BULLET | DMG_ALWAYSGIB; |
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} |
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pOther->TraceAttack( pevOwner, flDamage, pev->velocity.Normalize(), &tr, bitsDamageType); |
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ApplyMultiDamage( pev, pevOwner ); |
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pev->velocity = g_vecZero; |
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// play body "thwack" sound
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switch( RANDOM_LONG( 0, 1 ) ) |
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{ |
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case 0: szSoundName = "weapons/xbow_hitbod1.wav"; break; |
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case 1: szSoundName = "weapons/xbow_hitbod2.wav"; break; |
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} |
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EMIT_SOUND( ENT( pev ), CHAN_BODY, szSoundName, 1, ATTN_NORM ); |
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if( !g_pGameRules->IsMultiplayer() ) |
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{ |
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Killed( pev, GIB_NEVER ); |
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} |
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} |
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else |
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{ |
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switch( RANDOM_LONG( 0, 1 ) ) |
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{ |
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case 0: szSoundName = "weapons/xbow_hit1.wav"; break; |
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case 1: szSoundName = "weapons/xbow_hit2.wav"; break; |
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} |
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EMIT_SOUND_DYN( ENT( pev ), CHAN_BODY, szSoundName, RANDOM_FLOAT( 0.95, 1.0 ), ATTN_NORM, 0, 98 + RANDOM_LONG( 0, 7 ) ); |
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float saveRoll = pev->angles.z; |
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SetThink( &CGateOfBabylonBolt::RemoveThink ); |
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pev->nextthink = gpGlobals->time;// this will get changed below if the bolt is allowed to stick in what it hit.
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if( FClassnameIs( pOther->pev, "worldspawn" ) ) |
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{ |
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// if what we hit is static architecture, can stay around for a while.
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Vector vecDir = pev->velocity.Normalize(); |
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DecalGunshot( &tr, BULLET_PLAYER_CROWBAR ); |
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UTIL_SetOrigin( pev, pev->origin - vecDir * RANDOM_FLOAT( 10, 15 ) ); |
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pev->angles = UTIL_VecToAngles( -vecDir ); |
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pev->angles.z = saveRoll; |
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pev->solid = SOLID_NOT; |
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pev->movetype = MOVETYPE_FLY; |
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pev->velocity = g_vecZero; |
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pev->avelocity.z = 0; |
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pev->nextthink = gpGlobals->time + 10.0; |
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} |
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else if( pOther->pev->movetype == MOVETYPE_PUSH || pOther->pev->movetype == MOVETYPE_PUSHSTEP ) |
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{ |
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Vector vecDir = pev->velocity.Normalize(); |
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UTIL_SetOrigin( pev, pev->origin - vecDir * RANDOM_FLOAT( 10, 15 ) ); |
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pev->angles = UTIL_VecToAngles( -vecDir ); |
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pev->angles.z = saveRoll; |
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pev->solid = SOLID_NOT; |
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pev->velocity = g_vecZero; |
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pev->avelocity.z = 0; |
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pev->nextthink = gpGlobals->time + 10.0; |
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// g-cont. Setup movewith feature
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if( gPhysicsInterfaceInitialized ) |
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{ |
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pev->movetype = MOVETYPE_COMPOUND; // set movewith type
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pev->aiment = ENT( pOther->pev ); // set parent
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} |
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} |
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if( UTIL_PointContents( pev->origin ) != CONTENTS_WATER ) |
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{ |
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UTIL_Sparks( pev->origin ); |
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} |
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} |
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} |
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void CGateOfBabylonBolt::Trail( void ) |
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{ |
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// trail
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MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY ); |
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{ |
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WRITE_BYTE( TE_BEAMFOLLOW ); |
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WRITE_SHORT( entindex() ); // entity
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WRITE_SHORT( m_iTrail ); // model
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WRITE_BYTE( 10 ); // life
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WRITE_BYTE( 5 ); // width
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switch( RANDOM_LONG( 0, 1 ) ) |
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{ |
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case 0: |
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WRITE_BYTE( 255 ); // r, g, b
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WRITE_BYTE( 128 ); // r, g, b
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WRITE_BYTE( 14 ); // r, g, b
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break; |
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case 1: |
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WRITE_BYTE( 192 ); // r, g, b
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WRITE_BYTE( 128 ); // r, g, b
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WRITE_BYTE( 14 ); // r, g, b
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break; |
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} |
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WRITE_BYTE( 255 ); // brightness
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} |
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MESSAGE_END(); |
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} |
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void CGateOfBabylonBolt::BubbleThink( void ) |
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{ |
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pev->nextthink = gpGlobals->time + 0.1; |
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Trail(); |
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if( pev->waterlevel != 0 ) |
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{ |
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UTIL_BubbleTrail( pev->origin - pev->velocity * 0.1, pev->origin, 1 ); |
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} |
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} |
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float CGateOfBabylonBolt::TouchGravGun(CBaseEntity *attacker, int stage) |
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{ |
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if( stage >= 2 ) |
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{ |
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pev->movetype = MOVETYPE_FLY; |
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pev->solid = SOLID_BBOX; |
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pev->nextthink = gpGlobals->time + 60.0; |
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SetTouch( &CGateOfBabylonBolt::BoltTouch ); |
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UTIL_MakeVectors( attacker->pev->v_angle + attacker->pev->punchangle); |
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pev->angles = UTIL_VecToAngles(-gpGlobals->v_forward); |
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} |
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return 2000; |
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} |
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#endif |
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void CGateOfBabylonSpawner::Spawn( void ) |
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{ |
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Precache(); |
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SET_MODEL( ENT(pev), "sprites/tele1.spr" ); |
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m_iMaxFrames = MODEL_FRAMES( pev->modelindex ) - 1; |
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pev->movetype = MOVETYPE_NOCLIP; |
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pev->solid = SOLID_NOT; |
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pev->scale = RANDOM_FLOAT( 0.25, 0.4 ); |
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pev->rendermode = kRenderTransAdd; |
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pev->renderamt = 255; |
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pev->framerate = 10.0f; |
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m_flNextNPThrow = 0; |
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m_flLastTimeAnim = 0; |
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UTIL_SetSize( pev, Vector( 0, 0, 0 ), Vector( 0, 0, 0 ) ); |
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SetTouch( NULL ); |
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pev->nextthink = gpGlobals->time + 0.001; |
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} |
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void CGateOfBabylonSpawner::Precache( void ) |
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{ |
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PRECACHE_MODEL( "sprites/tele1.spr" ); |
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} |
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void CGateOfBabylonSpawner::UpdatePosition( void ) |
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{ |
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UTIL_MakeVectors( m_pGates->m_pPlayer->pev->angles ); |
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pev->origin = m_pGates->m_pPlayer->pev->origin + |
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gpGlobals->v_right * m_vecOffset.x + |
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gpGlobals->v_up * m_vecOffset.y; |
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UTIL_SetOrigin( pev, pev->origin ); |
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Vector angles = m_pGates->m_pPlayer->pev->angles; |
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angles.x = 0; |
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pev->angles = angles; |
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} |
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void CGateOfBabylonSpawner::Animate( void ) |
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{ |
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pev->frame += pev->framerate * (gpGlobals->time - m_flLastTimeAnim); |
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if( pev->frame > m_iMaxFrames ) |
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{ |
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if( m_iMaxFrames > 0 ) |
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pev->frame = fmod( pev->frame, m_iMaxFrames ); |
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} |
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m_flLastTimeAnim = gpGlobals->time; |
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} |
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void CGateOfBabylonSpawner::FollowPlayerThink( void ) |
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{ |
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pev->nextthink = gpGlobals->time + 0.01; // update at 100 fps
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if( !m_pGates ) |
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return; // wait for gates
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if( m_pGates->m_pPlayer->pev->deadflag > DEAD_NO ) |
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{ |
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SetThink( &CBaseEntity::SUB_Remove ); |
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return; |
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} |
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// don't draw if player changed weapon
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if( m_pGates->m_pPlayer->m_pActiveItem->m_iId != WEAPON_GATEOFBABYLON ) |
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{ |
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if( !(pev->effects & EF_NODRAW) ) |
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pev->effects |= EF_NODRAW; |
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} |
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else |
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{ |
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// restore drawing
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if( pev->effects & EF_NODRAW ) |
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pev->effects &= ~EF_NODRAW; |
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UpdatePosition(); |
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Animate(); |
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} |
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} |
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CGateOfBabylonSpawner *CGateOfBabylonSpawner::CreateSpawner( |
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CGateOfBabylon *pGates, |
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int iNumber ) |
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{ |
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// Create a new entity with CGateOfBabylonBolt private data
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CGateOfBabylonSpawner *pBolt = GetClassPtr( (CGateOfBabylonSpawner *)NULL ); |
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pBolt->pev->classname = MAKE_STRING( "gateofbabylon_spawner" ); // g-cont. enable save\r/estore
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pBolt->m_pGates = pGates; |
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pBolt->m_iNumber = iNumber; |
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int i = 0; |
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do |
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{ |
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pBolt->m_vecOffset.x = RANDOM_FLOAT( 10, 50 ) * (iNumber & 1 ? 1: -1) ; |
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pBolt->m_vecOffset.y = RANDOM_FLOAT( 10, 60 ); |
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} while( pGates->IntersectOtherSpawner( pBolt ) && i++ < 10 ); // don't go into infinite loop
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pBolt->SetThink( &CGateOfBabylonSpawner::FollowPlayerThink ); |
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pBolt->Spawn(); |
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return pBolt; |
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} |
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bool CGateOfBabylonSpawner::FireBolts( void ) |
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{ |
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TraceResult tr; |
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CBasePlayer *pPlayer = m_pGates->m_pPlayer; |
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if( m_flNextNPThrow > gpGlobals->time ) |
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{ |
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return false; |
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} |
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m_flNextNPThrow = gpGlobals->time + RANDOM_FLOAT( 0.5, 1.0 ); |
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Vector anglesAim = pPlayer->pev->v_angle; |
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UTIL_MakeVectors( anglesAim ); |
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Vector vecSrc = pev->origin + gpGlobals->v_up * 2; |
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Vector vecDir; |
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UTIL_TraceLine( vecSrc, pPlayer->GetGunPosition() + gpGlobals->v_forward * 8192, |
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dont_ignore_monsters, ignore_glass, pPlayer->edict(), &tr ); |
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if( tr.fStartSolid ) |
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return false; |
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if( tr.flFraction != 1.0f ) |
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{ |
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vecDir = (pPlayer->GetGunPosition() + gpGlobals->v_forward * ( tr.vecEndPos - vecSrc ).Length()) - vecSrc; |
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vecDir = vecDir.Normalize(); |
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} |
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else |
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{ |
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return false; |
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} |
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vecDir = vecDir + gpGlobals->v_right * RANDOM_FLOAT( 0, 0.02 ) - |
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gpGlobals->v_up * RANDOM_FLOAT( 0, 0.02 ); |
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#ifndef CLIENT_DLL |
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CGateOfBabylonBolt *pBolt = CGateOfBabylonBolt::BoltCreate(); |
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pBolt->pev->origin = vecSrc; |
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pBolt->pev->angles = UTIL_VecToAngles( -gpGlobals->v_forward ); |
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pBolt->pev->angles.z = RANDOM_FLOAT(0, 360); |
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pBolt->pev->owner = pPlayer->edict(); |
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if( pPlayer->pev->waterlevel == 3 ) |
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{ |
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pBolt->pev->velocity = vecDir * BOLT_WATER_VELOCITY; |
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pBolt->pev->speed = BOLT_WATER_VELOCITY; |
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} |
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else |
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{ |
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pBolt->pev->velocity = vecDir * BOLT_AIR_VELOCITY; |
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pBolt->pev->speed = BOLT_AIR_VELOCITY; |
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} |
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pBolt->pev->avelocity.z = 10; |
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#endif |
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return true; |
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} |
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TYPEDESCRIPTION CGateOfBabylonSpawner::m_SaveData[] = |
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{ |
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DEFINE_FIELD( CGateOfBabylonSpawner, m_iNumber, FIELD_INTEGER ), |
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DEFINE_FIELD( CGateOfBabylonSpawner, m_iMaxFrames, FIELD_INTEGER ), |
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DEFINE_FIELD( CGateOfBabylonSpawner, m_vecOffset, FIELD_VECTOR ), |
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DEFINE_FIELD( CGateOfBabylonSpawner, m_flNextNPThrow, FIELD_TIME ), |
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DEFINE_FIELD( CGateOfBabylonSpawner, m_flLastTimeAnim, FIELD_TIME ), |
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DEFINE_FIELD( CGateOfBabylonSpawner, m_pGates, FIELD_CLASSPTR ) |
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}; |
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IMPLEMENT_SAVERESTORE( CGateOfBabylonSpawner, CBaseEntity ); |
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TYPEDESCRIPTION CGateOfBabylon::m_SaveData[] = |
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{ |
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DEFINE_FIELD( CBasePlayerWeapon, m_flNextPrimaryAttack, FIELD_TIME ), |
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DEFINE_FIELD( CBasePlayerWeapon, m_flNextSecondaryAttack, FIELD_TIME ), |
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DEFINE_FIELD( CBasePlayerWeapon, m_flTimeWeaponIdle, FIELD_TIME ), |
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DEFINE_FIELD( CGateOfBabylon, m_iSpawnerCount, FIELD_INTEGER ), |
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DEFINE_ARRAY( CGateOfBabylon, m_pSpawners, FIELD_CLASSPTR, MAX_SPAWNERS ) |
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}; |
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|
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IMPLEMENT_SAVERESTORE( CGateOfBabylon, CBasePlayerWeapon ); |
||||
|
||||
|
||||
int CGateOfBabylon::ObjectCaps() |
||||
{ |
||||
return FCAP_ACROSS_TRANSITION; |
||||
} |
||||
|
||||
void CGateOfBabylon::Spawn() |
||||
{ |
||||
Precache(); |
||||
m_iId = WEAPON_GATEOFBABYLON; |
||||
//m_iSpawnerCount = 0;
|
||||
SET_MODEL( ENT( pev ), "models/w_crowbar.mdl" ); |
||||
|
||||
FallInit();// get ready to fall down.
|
||||
} |
||||
|
||||
int CGateOfBabylon::AddToPlayer( CBasePlayer *pPlayer ) |
||||
{ |
||||
if( CBasePlayerWeapon::AddToPlayer( pPlayer ) ) |
||||
{ |
||||
MESSAGE_BEGIN( MSG_ONE, gmsgWeapPickup, NULL, pPlayer->pev ); |
||||
WRITE_BYTE( m_iId ); |
||||
MESSAGE_END(); |
||||
|
||||
m_iSpawnerCount = 0; |
||||
|
||||
//AddSpawners();
|
||||
|
||||
return TRUE; |
||||
} |
||||
return FALSE; |
||||
} |
||||
|
||||
void CGateOfBabylon::Precache( void ) |
||||
{ |
||||
PRECACHE_MODEL( "models/w_crowbar.mdl" ); |
||||
PRECACHE_MODEL( "models/v_crowbar.mdl" ); |
||||
PRECACHE_MODEL( "models/p_crowbar.mdl" ); |
||||
|
||||
PRECACHE_SOUND( "weapons/xbow_fire1.wav" ); |
||||
PRECACHE_SOUND( "weapons/xbow_reload1.wav" ); |
||||
|
||||
UTIL_PrecacheOther( "gateofbabylon_bolt" ); |
||||
UTIL_PrecacheOther( "gateofbabylon_spawner" ); |
||||
} |
||||
|
||||
int CGateOfBabylon::GetItemInfo( ItemInfo *p ) |
||||
{ |
||||
p->pszName = STRING( pev->classname ); |
||||
p->pszAmmo1 = NULL; |
||||
p->iMaxAmmo1 = WEAPON_NOCLIP; |
||||
p->pszAmmo2 = NULL; |
||||
p->iMaxAmmo2 = WEAPON_NOCLIP; |
||||
p->iMaxClip = WEAPON_NOCLIP; |
||||
p->iSlot = 0; |
||||
p->iPosition = 3; |
||||
p->iId = WEAPON_GATEOFBABYLON; |
||||
p->iWeight = 9999; // superimba, switch everytime
|
||||
p->iFlags = 0; |
||||
return 1; |
||||
} |
||||
|
||||
BOOL CGateOfBabylon::Deploy() |
||||
{ |
||||
return DefaultDeploy( "models/v_crowbar.mdl", "models/p_crowbar.mdl", CROWBAR_DRAW, "crowbar" ); |
||||
} |
||||
|
||||
void CGateOfBabylon::Holster( int skiplocal /* = 0 */ ) |
||||
{ |
||||
m_pPlayer->m_flNextAttack = UTIL_MyWeaponTimeBase() + 0.01; |
||||
SendWeaponAnim( CROWBAR_HOLSTER ); |
||||
} |
||||
|
||||
void CGateOfBabylon::PrimaryAttack( void ) |
||||
{ |
||||
BOOL fire = FALSE; |
||||
int j = 0; |
||||
|
||||
m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME; |
||||
|
||||
if( !m_iSpawnerCount ) |
||||
{ |
||||
PlayEmptySound(); |
||||
return; |
||||
} |
||||
|
||||
do |
||||
{ |
||||
int i = RANDOM_LONG( 0, m_iSpawnerCount - 1 ); |
||||
|
||||
if( m_pSpawners[i] ) |
||||
{ |
||||
fire = m_pSpawners[i]->FireBolts(); |
||||
} |
||||
} while( !fire && j++ < m_iSpawnerCount); // give up after some retries
|
||||
|
||||
if( fire ) |
||||
{ |
||||
SendWeaponAnim( RANDOM_LONG( CROWBAR_ATTACK1HIT, CROWBAR_ATTACK3HIT ) ); |
||||
|
||||
m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); |
||||
} |
||||
else |
||||
{ |
||||
PlayEmptySound(); |
||||
} |
||||
|
||||
|
||||
m_flNextPrimaryAttack = UTIL_MyWeaponTimeBase() + 0.1; |
||||
m_flNextSecondaryAttack = UTIL_MyWeaponTimeBase() + 1; |
||||
} |
||||
|
||||
void CGateOfBabylon::SecondaryAttack() |
||||
{ |
||||
if( m_iSpawnerCount == MAX_SPAWNERS ) |
||||
{ |
||||
// remove them all!
|
||||
for( m_iSpawnerCount = MAX_SPAWNERS - 1; m_iSpawnerCount >= 0; m_iSpawnerCount-- ) |
||||
{ |
||||
UTIL_Remove( m_pSpawners[m_iSpawnerCount] ); |
||||
m_pSpawners[m_iSpawnerCount] = NULL; |
||||
} |
||||
m_iSpawnerCount = 0; |
||||
} |
||||
else |
||||
{ |
||||
UTIL_Remove( m_pSpawners[m_iSpawnerCount]); |
||||
|
||||
m_pSpawners[m_iSpawnerCount] = CGateOfBabylonSpawner::CreateSpawner( this, m_iSpawnerCount ); |
||||
m_iSpawnerCount++; |
||||
} |
||||
|
||||
pev->nextthink = UTIL_MyWeaponTimeBase() + 1; |
||||
m_flNextSecondaryAttack = UTIL_MyWeaponTimeBase() + 1; |
||||
} |
||||
|
||||
void CGateOfBabylon::AddSpawners( void ) |
||||
{ |
||||
#if 0 |
||||
CBaseEntity *pEnt = NULL; |
||||
CGateOfBabylonSpawner *pSpawner; |
||||
int iSpawnerCount = 0; |
||||
|
||||
while( ( pEnt = UTIL_FindEntityInSphere( pEnt, m_pPlayer->pev->origin, 100 ) ) ) |
||||
{ |
||||
if( !FClassnameIs( pEnt->pev, "gateofbabylon_spawner" ) ) |
||||
continue; |
||||
|
||||
pSpawner = static_cast<CGateOfBabylonSpawner*>( pEnt ); |
||||
|
||||
UTIL_Remove( m_pSpawners[iSpawnerCount] ); |
||||
|
||||
m_pSpawners[iSpawnerCount] = pSpawner; |
||||
pSpawner->m_iNumber = iSpawnerCount; |
||||
pSpawner->m_pGates = this; |
||||
pSpawner->SetThink( &CGateOfBabylonSpawner::FollowPlayerThink ); |
||||
iSpawnerCount++; |
||||
} |
||||
|
||||
m_iSpawnerCount = iSpawnerCount; |
||||
#endif |
||||
} |
||||
|
||||
void CGateOfBabylon::Reload( void ) |
||||
{ |
||||
} |
||||
|
||||
void CGateOfBabylon::WeaponIdle( void ) |
||||
{ |
||||
ResetEmptySound(); |
||||
|
||||
if( m_flTimeWeaponIdle >= UTIL_MyWeaponTimeBase() ) |
||||
return; |
||||
|
||||
m_flTimeWeaponIdle = UTIL_MyWeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); |
||||
SendWeaponAnim( CROWBAR_IDLE ); |
||||
} |
||||
|
||||
bool CGateOfBabylon::IntersectOtherSpawner( CGateOfBabylonSpawner *spawner ) |
||||
{ |
||||
for( int i = 0; i < m_iSpawnerCount; i++ ) |
||||
{ |
||||
CGateOfBabylonSpawner *o = m_pSpawners[i]; |
||||
|
||||
if( spawner == o || !o ) |
||||
continue; |
||||
|
||||
if( abs( spawner->m_vecOffset.x - o->m_vecOffset.x ) < 16 * pev->scale ) |
||||
return true; |
||||
|
||||
if( abs( spawner->m_vecOffset.y - o->m_vecOffset.y ) < 16 * pev->scale ) |
||||
return true; |
||||
} |
||||
|
||||
return false; |
||||
} |
||||
|
||||
#endif |
Loading…
Reference in new issue