Browse Source

Fix displacer.

opforfixed
Night Owl 7 years ago
parent
commit
3cb3198fcc
  1. 111
      cl_dll/ev_hldm.cpp
  2. 706
      dlls/gearbox/displacer.cpp
  3. 32
      dlls/util.cpp
  4. 2
      dlls/util.h
  5. 5
      dlls/weapons.cpp
  6. 61
      dlls/weapons.h

111
cl_dll/ev_hldm.cpp

@ -1789,121 +1789,12 @@ void EV_Displacer( event_args_t *args ) @@ -1789,121 +1789,12 @@ void EV_Displacer( event_args_t *args )
VectorCopy( args->origin, origin );
if( EV_IsLocal( idx ) )
{
//
// Used to play weapon animations.
//
// Fire state
switch( args->iparam1 )
{
case DISPLACER_SPINUP:
{
gEngfuncs.pEventAPI->EV_WeaponAnimation( DISPLACER_SPINUP, 0 );
}
break;
case DISPLACER_SPIN:
{
gEngfuncs.pEventAPI->EV_WeaponAnimation( DISPLACER_SPIN, 0 );
}
break;
case DISPLACER_FIRE:
{
gEngfuncs.pEventAPI->EV_WeaponAnimation( DISPLACER_FIRE, 0 );
}
break;
default:
break;
}
V_PunchAxis( 0, -2.0 );
}
// Used to play weapon sounds.
//
// Fire state.
switch( args->iparam1 )
{
case DISPLACER_SPINUP:
{
// Fire mode
switch( args->iparam2 )
{
case 1: // FIRESTATE_FORWARD (primary attack)
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/displacer_spin.wav", 1, ATTN_NORM, 0, PITCH_NORM );
break;
case 2: // FIRESTATE_BACKWARD (secondary attack)
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/displacer_spin2.wav", 1, ATTN_NORM, 0, PITCH_NORM );
break;
default:
break;
}
}
break;
case DISPLACER_FIRE:
{
// Fire mode
switch( args->iparam2 )
{
case 1: // FIRESTATE_FORWARD (primary attack)
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/displacer_fire.wav", 1, ATTN_NORM, 0, PITCH_NORM );
break;
case 2: // FIRESTATE_BACKWARD (secondary attack)
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/displacer_self.wav", 1, ATTN_NORM, 0, PITCH_NORM );
break;
default:
break;
}
}
break;
default:
break;
}
switch( args->bparam1 )
{
case 1: // EFFECT_CORE
{
int iBeamModelIndex = gEngfuncs.pEventAPI->EV_FindModelIndex( "sprites/lgtning.spr" );
cl_entity_t *vm = gEngfuncs.GetViewModel();
if( vm )
{
// Valid viewmodel.
gEngfuncs.pEventAPI->EV_SetUpPlayerPrediction( false, true );
// Store off the old count
gEngfuncs.pEventAPI->EV_PushPMStates();
for( int i = 1; i < 4; i++ )
{
BEAM *pBeam = gEngfuncs.pEfxAPI->R_BeamPoints(
(float*)&vm->attachment[i],
(float*)&vm->attachment[i+1],
iBeamModelIndex,
0.01f,
1.5f,
0.2f,
64,
10,
0,
10,
0.0f,
1.0f,
0.0f );
if( pBeam )
{
//pBeam->flags |= ( FBEAM_SHADEIN | FBEAM_SHADEOUT );
pBeam->startEntity = vm->index;
pBeam->endEntity = vm->index;
}
}
gEngfuncs.pEventAPI->EV_PopPMStates();
}
}
break;
default:
break;
}
}
//======================
// DISPLACER END

706
dlls/gearbox/displacer.cpp

@ -20,58 +20,61 @@ @@ -20,58 +20,61 @@
#include "monsters.h"
#include "player.h"
#include "gamerules.h"
#include "shake.h"
#ifndef CLIENT_DLL
LINK_ENTITY_TO_CLASS(info_displacer_xen_target, CPointEntity);
LINK_ENTITY_TO_CLASS(info_displacer_earth_target, CPointEntity);
#endif
#ifndef CLIENT_DLL
extern edict_t *EntSelectSpawnPoint( CBaseEntity *pPlayer );
#define MAX_PORTAL_BEAMS 4
LINK_ENTITY_TO_CLASS(info_displacer_xen_target, CPointEntity);
LINK_ENTITY_TO_CLASS(info_displacer_earth_target, CPointEntity);
int iPortalSprite = 0;
int iRingSprite = 0;
//=========================================================
// Displacement field
//=========================================================
class CPortal : public CBaseEntity
class CDisplacerBall : public CBaseEntity
{
public:
void Spawn(void);
void Spawn( void );
static void Shoot(entvars_t *pevOwner, Vector vecStart, Vector vecVelocity, Vector vecAngles);
static void SelfCreate(entvars_t *pevOwner, Vector vecStart);
static void Shoot(entvars_t *pevOwner, Vector vecStart, Vector vecVelocity);
void Touch(CBaseEntity *pOther);
void EXPORT Animate(void);
void EXPORT ExplodeThink( void );
void EXPORT KillThink( void );
void Circle( void );
virtual int Save(CSave &save);
virtual int Restore(CRestore &restore);
static TYPEDESCRIPTION m_SaveData[];
int m_maxFrame;
CBeam* m_pBeam[MAX_PORTAL_BEAMS];
CBeam* m_pBeam[8];
void EXPORT FlyThink( void );
void ClearBeams( void );
void ArmBeam( int iSide );
void CreateBeams();
void ClearBeams();
void UpdateBeams();
int m_iBeams;
CBaseEntity *pRemoveEnt;
};
LINK_ENTITY_TO_CLASS(portal, CPortal);
LINK_ENTITY_TO_CLASS(displacer_ball, CDisplacerBall)
TYPEDESCRIPTION CPortal::m_SaveData[] =
TYPEDESCRIPTION CDisplacerBall::m_SaveData[] =
{
DEFINE_FIELD(CPortal, m_maxFrame, FIELD_INTEGER),
DEFINE_ARRAY(CPortal, m_pBeam, FIELD_CLASSPTR, MAX_PORTAL_BEAMS),
DEFINE_FIELD(CDisplacerBall, m_iBeams, FIELD_INTEGER),
DEFINE_ARRAY(CDisplacerBall, m_pBeam, FIELD_CLASSPTR, 8),
};
IMPLEMENT_SAVERESTORE(CPortal, CBaseEntity);
IMPLEMENT_SAVERESTORE(CDisplacerBall, CBaseEntity);
void CPortal::Spawn(void)
void CDisplacerBall::Spawn(void)
{
pev->movetype = MOVETYPE_FLY;
pev->classname = MAKE_STRING("portal");
pev->solid = SOLID_BBOX;
pev->rendermode = kRenderTransAdd;
@ -79,84 +82,177 @@ void CPortal::Spawn(void) @@ -79,84 +82,177 @@ void CPortal::Spawn(void)
SET_MODEL(ENT(pev), "sprites/exit1.spr");
pev->frame = 0;
pev->scale = 0.6;
pev->scale = 0.75;
SetTouch( &CDisplacerBall::Touch );
SetThink( &CDisplacerBall::FlyThink );
pev->nextthink = gpGlobals->time + 0.2;
UTIL_SetSize(pev, Vector(0, 0, 0), Vector(0, 0, 0));
m_maxFrame = (float)MODEL_FRAMES(pev->modelindex) - 1;
m_iBeams = 0;
}
// Create beams.
CreateBeams();
void CDisplacerBall::FlyThink()
{
ArmBeam( -1 );
ArmBeam( 1 );
pev->nextthink = gpGlobals->time + 0.05;
}
void CPortal::Animate(void)
void CDisplacerBall::ArmBeam( int iSide )
{
pev->nextthink = gpGlobals->time + 0.1;
//This method is identical to the Alien Slave's ArmBeam, except it treats m_pBeam as a circular buffer.
if( m_iBeams > 7 )
m_iBeams = 0;
if (pev->frame++)
{
if (pev->frame > m_maxFrame)
TraceResult tr;
float flDist = 1.0;
UTIL_MakeAimVectors( pev->angles );
Vector vecSrc = gpGlobals->v_forward * 32.0 + iSide * gpGlobals->v_right * 16.0 + gpGlobals->v_up * 36.0 + pev->origin;
Vector vecAim = gpGlobals->v_up * RANDOM_FLOAT( -1.0, 1.0 );
Vector vecEnd = (iSide * gpGlobals->v_right * RANDOM_FLOAT( 0.0, 1.0 ) + vecAim) * 512.0 + vecSrc;
UTIL_TraceLine( &vecSrc.x, &vecEnd.x, dont_ignore_monsters, ENT( pev ), &tr );
if( flDist > tr.flFraction )
flDist = tr.flFraction;
// Couldn't find anything close enough
if( flDist == 1.0 )
return;
// The beam might already exist if we've created all beams before.
if( !m_pBeam[ m_iBeams ] )
m_pBeam[ m_iBeams ] = CBeam::BeamCreate( "sprites/lgtning.spr", 30 );
if( !m_pBeam[ m_iBeams ] )
return;
CBaseEntity* pHit = Instance( tr.pHit );
entvars_t *pevOwner;
if ( pev->owner )
pevOwner = VARS( pev->owner );
else
pevOwner = NULL;
if( pHit && pHit->pev->takedamage != DAMAGE_NO )
{
pev->frame = 0;
//Beam hit something, deal radius damage to it
m_pBeam[ m_iBeams ]->EntsInit( pHit->entindex(), entindex() );
m_pBeam[ m_iBeams ]->SetColor( 255, 255, 255 );
m_pBeam[ m_iBeams ]->SetBrightness( 255 );
m_pBeam[ m_iBeams ]->SetNoise( 10 );
RadiusDamage( tr.vecEndPos, pev, pevOwner, 25, 15, CLASS_NONE, DMG_ENERGYBEAM );
}
else
{
m_pBeam[ m_iBeams ]->PointEntInit( tr.vecEndPos, entindex() );
m_pBeam[ m_iBeams ]->SetColor( 96, 128, 16 );
m_pBeam[ m_iBeams ]->SetBrightness( 255 );
m_pBeam[ m_iBeams ]->SetNoise( 80 );
}
// Update beams.
UpdateBeams();
m_iBeams++;
}
void CPortal::Shoot(entvars_t *pevOwner, Vector vecStart, Vector vecVelocity)
void CDisplacerBall::Shoot(entvars_t *pevOwner, Vector vecStart, Vector vecVelocity, Vector vecAngles )
{
CPortal *pSpit = GetClassPtr((CPortal *)NULL);
CDisplacerBall *pSpit = GetClassPtr((CDisplacerBall *)NULL);
pSpit->Spawn();
UTIL_SetOrigin(pSpit->pev, vecStart);
pSpit->pev->velocity = vecVelocity;
pSpit->pev->angles = vecAngles;
pSpit->pev->owner = ENT(pevOwner);
}
pSpit->SetThink(&CPortal::Animate);
pSpit->pev->nextthink = gpGlobals->time + 0.1;
void CDisplacerBall::SelfCreate(entvars_t *pevOwner,Vector vecStart)
{
CDisplacerBall *pSelf = GetClassPtr((CDisplacerBall *)NULL);
pSelf->Spawn();
pSelf->ClearBeams();
UTIL_SetOrigin(pSelf->pev, vecStart);
pSelf->pev->owner = ENT(pevOwner);
pSelf->Circle();
pSelf->SetTouch( NULL );
pSelf->SetThink(&CDisplacerBall::KillThink);
pSelf->pev->nextthink = gpGlobals->time + ( g_pGameRules->IsMultiplayer() ? 0.2f : 0.5f );
}
void CPortal::Touch(CBaseEntity *pOther)
void CDisplacerBall::Touch(CBaseEntity *pOther)
{
// Do not collide with the owner.
if (ENT(pOther->pev) == pev->owner || (ENT(pOther->pev) == VARS(pev->owner)->owner))
return;
TraceResult tr;
Vector vecSpot;
Vector vecSrc;
pev->enemy = pOther->edict();
CBaseEntity *pTarget = NULL;
if (!pOther->pev->takedamage)
{
EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, "weapons/displacer_impact.wav", 1, ATTN_NORM, 0, 100);
UTIL_MuzzleLight( pOther->pev->origin, 160.0f, 255, 180, 96, 1.0f, 100.0f );
}
else
{
//pOther->TakeDamage(pev, pev, gSkillData.plrDmgDisplacer, DMG_GENERIC | DMG_ALWAYSGIB);
if (pOther->IsPlayer())
if( ( g_pGameRules->IsMultiplayer() && !g_pGameRules->IsCoOp() ) && pOther->IsPlayer() )
{
EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, "weapons/displacer_teleport.wav", 1, ATTN_NORM, 0, 100);
pOther->Killed(VARS(pev->owner), GIB_ALWAYS);
}
else
CBasePlayer *pPlayer = (CBasePlayer *)pOther;
pTarget = GetClassPtr( (CBaseEntity *)VARS( EntSelectSpawnPoint( pPlayer ) ) );
if( pTarget )
{
pOther->TakeDamage(pev, pev, pOther->pev->max_health * 2, DMG_GENERIC | DMG_ALWAYSGIB);
// UTIL_ScreenFade( pPlayer, Vector( 0, 200, 0 ), 0.5, 0.5, 255, FFADE_IN );
Vector tmp = pTarget->pev->origin;
UTIL_CleanSpawnPoint( tmp, 100 );
EMIT_SOUND( pPlayer->edict(), CHAN_BODY, "weapons/displacer_self.wav", 1, ATTN_NORM );
// make origin adjustments (origin in center, not at feet)
tmp.z -= pPlayer->pev->mins.z + 36;
tmp.z++;
pPlayer->pev->flags &= ~FL_ONGROUND;
UTIL_SetOrigin( pPlayer->pev, tmp );
pPlayer->pev->angles = pTarget->pev->angles;
EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, "weapons/displacer_teleport_player.wav", 1, ATTN_NORM, 0, 100);
UTIL_Remove(pOther);
pPlayer->pev->v_angle = pTarget->pev->angles;
pPlayer->pev->fixangle = TRUE;
pPlayer->pev->velocity = pOther->pev->basevelocity = g_vecZero;
}
}
pev->movetype = MOVETYPE_NONE;
Circle();
SetThink(&CDisplacerBall::KillThink);
pev->nextthink = gpGlobals->time + ( g_pGameRules->IsMultiplayer() ? 0.2f : 0.5f );
}
void CDisplacerBall::Circle( void )
{
// portal circle
MESSAGE_BEGIN(MSG_PVS, SVC_TEMPENTITY, pev->origin);
MESSAGE_BEGIN(MSG_PAS, SVC_TEMPENTITY, pev->origin);
WRITE_BYTE(TE_BEAMCYLINDER);
WRITE_COORD(pev->origin.x);
WRITE_COORD(pev->origin.y);
WRITE_COORD(pev->origin.z);
WRITE_COORD(pev->origin.x);
WRITE_COORD(pev->origin.y);
WRITE_COORD(pev->origin.z + 2000); // reach damage radius over .2 seconds
WRITE_COORD(pev->origin.z + 800); // reach damage radius over .2 seconds
WRITE_SHORT(iRingSprite);
WRITE_BYTE(0); // startframe
WRITE_BYTE(0); // framerate
WRITE_BYTE(4); // life
WRITE_BYTE(32); // width
WRITE_BYTE(3); // life
WRITE_BYTE(16); // width
WRITE_BYTE(0); // noise
WRITE_BYTE(255); // r, g, b
WRITE_BYTE(255); // r, g, b
@ -164,72 +260,50 @@ void CPortal::Touch(CBaseEntity *pOther) @@ -164,72 +260,50 @@ void CPortal::Touch(CBaseEntity *pOther)
WRITE_BYTE(255); // brightness
WRITE_BYTE(0); // speed
MESSAGE_END();
// Clear beams.
ClearBeams();
SetThink(&CPortal::SUB_Remove);
pev->nextthink = gpGlobals->time;
UTIL_MuzzleLight( pev->origin, 160.0f, 255, 180, 96, 1.0f, 100.0f );
}
void CPortal::CreateBeams()
void CDisplacerBall::KillThink( void )
{
for (int i = 0; i < MAX_PORTAL_BEAMS; i++)
{
m_pBeam[i] = CBeam::BeamCreate("sprites/lgtning.spr", RANDOM_LONG(2, 3) * 10);
m_pBeam[i]->PointEntInit( pev->origin, entindex() );
m_pBeam[i]->SetColor(96, 128, 16);
m_pBeam[i]->SetBrightness(RANDOM_LONG(24, 25) * 10);
m_pBeam[i]->SetNoise(80);
}
if( pRemoveEnt )
UTIL_Remove( pRemoveEnt );
SetThink( &CDisplacerBall::ExplodeThink );
pev->nextthink = gpGlobals->time + 0.2f;
}
void CPortal::ClearBeams()
void CDisplacerBall::ExplodeThink( void )
{
for (int i = 0; i < MAX_PORTAL_BEAMS; i++)
{
if (m_pBeam[i])
{
UTIL_Remove(m_pBeam[i]);
m_pBeam[i] = NULL;
}
}
}
ClearBeams();
void CPortal::UpdateBeams()
{
TraceResult tr, tr1;
int i, j;
float flDist = 1.0;
pev->effects |= EF_NODRAW;
Vector vecSrc, vecTarget;
vecSrc = pev->origin;
EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/displacer_teleport.wav", VOL_NORM, ATTN_NORM);
for (i = 0; i < MAX_PORTAL_BEAMS; i++)
{
for (j = 0; j < 3; ++j)
{
vecTarget = gpGlobals->v_forward * RANDOM_FLOAT(-1, 1) + gpGlobals->v_right * RANDOM_FLOAT(-1, 1) + gpGlobals->v_up * RANDOM_FLOAT(-1, 1);
entvars_t *pevOwner;
if ( pev->owner )
pevOwner = VARS( pev->owner );
else
pevOwner = NULL;
pev->owner = NULL;
UTIL_TraceLine(vecSrc, vecSrc + (vecTarget * 512), dont_ignore_monsters, ENT(pev), &tr1);
if (flDist > tr1.flFraction)
{
tr = tr1;
flDist = tr.flFraction;
}
}
UTIL_Remove( this );
// Couldn't find anything close enough
if (flDist == 1.0)
continue;
::RadiusDamage( pev->origin, pev, pevOwner, 300, 300, CLASS_NONE, DMG_ENERGYBEAM );
}
// Update the beams.
m_pBeam[i]->SetStartPos(tr.vecEndPos);
m_pBeam[i]->SetEndEntity( entindex() );
m_pBeam[i]->RelinkBeam();
void CDisplacerBall::ClearBeams( void )
{
for( int i = 0;i < 8; i++ )
{
if( m_pBeam[i] )
{
UTIL_Remove( m_pBeam[i] );
m_pBeam[i] = NULL;
}
}
}
#endif // !defined ( CLIENT_DLL )
enum displacer_e {
@ -242,6 +316,8 @@ enum displacer_e { @@ -242,6 +316,8 @@ enum displacer_e {
DISPLACER_HOLSTER,
};
#define DISPLACER_SECONDARY_USAGE 60
#define DISPLACER_PRIMARY_USAGE 20
LINK_ENTITY_TO_CLASS(weapon_displacer, CDisplacer);
@ -303,42 +379,7 @@ void CDisplacer::Spawn() @@ -303,42 +379,7 @@ void CDisplacer::Spawn()
m_iId = WEAPON_DISPLACER;
SET_MODEL(ENT(pev), "models/w_displacer.mdl");
m_iDefaultAmmo = EGON_DEFAULT_GIVE;
m_iFireState = FIRESTATE_NONE;
m_iFireMode = FIREMODE_NONE;
#ifndef CLIENT_DLL
edict_t* pEnt = NULL;
pEnt = FIND_ENTITY_BY_CLASSNAME(pEnt, "info_displacer_earth_target");
if (pEnt)
{
m_hTargetEarth = GetClassPtr((CBaseEntity *)VARS(pEnt));
}
else
{
ALERT(
at_console,
"ERROR: Couldn't find entity with classname %s\n",
"info_displacer_earth_target");
}
pEnt = NULL;
pEnt = FIND_ENTITY_BY_CLASSNAME(pEnt, "info_displacer_xen_target");
if (pEnt)
{
m_hTargetXen = GetClassPtr((CBaseEntity *)VARS(pEnt));
}
else
{
ALERT(
at_console,
"ERROR: Couldn't find entity with classname %s\n",
"info_displacer_xen_target");
}
#endif
m_iDefaultAmmo = DISPLACER_DEFAULT_GIVE;
FallInit();// get ready to fall down.
}
@ -372,7 +413,7 @@ void CDisplacer::Precache(void) @@ -372,7 +413,7 @@ void CDisplacer::Precache(void)
iRingSprite = PRECACHE_MODEL("sprites/disp_ring.spr");
#endif
UTIL_PrecacheOther("portal");
UTIL_PrecacheOther("displacer_ball");
m_usDisplacer = PRECACHE_EVENT(1, "events/displacer.sc");
}
@ -392,6 +433,7 @@ void CDisplacer::Holster(int skiplocal /* = 0 */) @@ -392,6 +433,7 @@ void CDisplacer::Holster(int skiplocal /* = 0 */)
{
m_fInReload = FALSE;// cancel any reload in progress.
ClearBeams();
ClearSpin();
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.0f;
@ -404,15 +446,7 @@ void CDisplacer::Holster(int skiplocal /* = 0 */) @@ -404,15 +446,7 @@ void CDisplacer::Holster(int skiplocal /* = 0 */)
//=========================================================
void CDisplacer::SecondaryAttack(void)
{
// don't fire underwater
if (m_pPlayer->pev->waterlevel == 3)
{
PlayEmptySound();
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.3f;
return;
}
if (m_fFireOnEmpty || (!HasAmmo() || !CanFireDisplacer()))
if (m_fFireOnEmpty || !CanFireDisplacer(DISPLACER_SECONDARY_USAGE))
{
PlayEmptySound();
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.3f;
@ -421,11 +455,12 @@ void CDisplacer::SecondaryAttack(void) @@ -421,11 +455,12 @@ void CDisplacer::SecondaryAttack(void)
m_pPlayer->SetAnimation(PLAYER_ATTACK1);
m_iFireState = FIRESTATE_SPINUP;
m_iFireMode = FIREMODE_BACKWARD;
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15);
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.1f;
SetThink (&CDisplacer::SpinUp);
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 4.0;
pev->nextthink = gpGlobals->time;
}
//=========================================================
@ -433,26 +468,17 @@ void CDisplacer::SecondaryAttack(void) @@ -433,26 +468,17 @@ void CDisplacer::SecondaryAttack(void)
//=========================================================
void CDisplacer::PrimaryAttack()
{
// don't fire underwater
if (m_pPlayer->pev->waterlevel == 3)
{
PlayEmptySound();
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.3f;
return;
}
if ( m_fFireOnEmpty || (!HasAmmo() || !CanFireDisplacer()))
if ( m_fFireOnEmpty || !CanFireDisplacer(DISPLACER_PRIMARY_USAGE))
{
PlayEmptySound();
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.3f;
return;
}
m_iFireState = FIRESTATE_SPINUP;
m_iFireMode = FIREMODE_FORWARD;
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15);
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.1f;
SetThink (&CDisplacer::SpinUp);
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 1.6;
pev->nextthink = gpGlobals->time;
}
//=========================================================
@ -467,38 +493,6 @@ void CDisplacer::WeaponIdle(void) @@ -467,38 +493,6 @@ void CDisplacer::WeaponIdle(void)
if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase())
return;
if (m_iFireState != FIRESTATE_NONE)
{
switch (m_iFireState)
{
case FIRESTATE_SPINUP:
{
// Launch spinup sequence.
SpinUp( m_iFireMode );
}
break;
case FIRESTATE_SPIN:
{
// Launch spin sequence
//
// * Not used but left here for reference. *
Spin( );
}
break;
case FIRESTATE_FIRE:
{
// Fire using the selected mode.
Fire(m_iFireMode == FIREMODE_FORWARD ? TRUE : FALSE);
}
break;
}
// Do not play other idle sequences while performing spin sequence.
return;
}
int iAnim;
float flRand = UTIL_SharedRandomFloat(m_pPlayer->random_seed, 0, 1);
if (flRand <= 0.5)
@ -515,30 +509,6 @@ void CDisplacer::WeaponIdle(void) @@ -515,30 +509,6 @@ void CDisplacer::WeaponIdle(void)
SendWeaponAnim(iAnim, UseDecrement());
}
//=========================================================
// Purpose:
//=========================================================
void CDisplacer::ItemPreFrame(void)
{
CBasePlayerWeapon::ItemPreFrame();
// Update the displacer beam if required.
if ( ShouldUpdateEffects() )
UpdateEffects();
}
//=========================================================
// Purpose:
//=========================================================
void CDisplacer::ItemPostFrame(void)
{
CBasePlayerWeapon::ItemPostFrame();
// Update the displacer beam if required.
if ( ShouldUpdateEffects() )
UpdateEffects();
}
//=========================================================
// Purpose:
//=========================================================
@ -554,104 +524,29 @@ void CDisplacer::ClearSpin( void ) @@ -554,104 +524,29 @@ void CDisplacer::ClearSpin( void )
STOP_SOUND(ENT(pev), CHAN_WEAPON, "weapons/displacer_spin2.wav");
break;
}
m_iFireState = FIRESTATE_NONE;
m_iFireMode = FIREMODE_NONE;
}
//=========================================================
// Purpose:
//=========================================================
void CDisplacer::SpinUp(int iFireMode)
{
int flags;
#if defined( CLIENT_WEAPONS )
flags = FEV_NOTHOST;
#else
flags = 0;
#endif
PLAYBACK_EVENT_FULL(
flags,
m_pPlayer->edict(),
m_usDisplacer,
0.0,
(float *)&g_vecZero,
(float *)&g_vecZero,
0.0,
0.0,
DISPLACER_SPINUP,
iFireMode,
0,
0);
m_iFireState = FIRESTATE_FIRE;
m_flNextPrimaryAttack = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.7f;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.7f;
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.0f;
}
//=========================================================
// Purpose:
//=========================================================
void CDisplacer::Spin(void)
void CDisplacer::SpinUp( void )
{
int flags;
#if defined( CLIENT_WEAPONS )
flags = FEV_NOTHOST;
#else
flags = 0;
#endif
PLAYBACK_EVENT_FULL(
flags,
m_pPlayer->edict(),
m_usDisplacer,
0.0,
(float *)&g_vecZero,
(float *)&g_vecZero,
0.0,
0.0,
DISPLACER_SPIN,
0,
0,
0);
SendWeaponAnim( DISPLACER_SPINUP, UseDecrement());
//SendWeaponAnim(DISPLACER_SPIN, UseDecrement());
m_iFireState = FIRESTATE_FIRE;
LightningEffect();
m_flNextPrimaryAttack = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.7f;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.7f;
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.0f;
}
//=========================================================
// Purpose:
//=========================================================
void CDisplacer::Fire(BOOL fIsPrimary)
{
if (fIsPrimary)
if( m_iFireMode == FIREMODE_FORWARD )
{
// Use the firemode 1, which launches a portal forward.
Displace( );
EMIT_SOUND( edict(), CHAN_WEAPON, "weapons/displacer_spin.wav", 1, ATTN_NORM );
SetThink (&CDisplacer::Displace);
}
else
{
// Use firemode 2, which teleports the current owner.
Teleport( );
EMIT_SOUND( edict(), CHAN_WEAPON, "weapons/displacer_spin2.wav", 1, ATTN_NORM );
SetThink (&CDisplacer::Teleport);
}
ClearSpin();
m_flNextPrimaryAttack = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.7f;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.7f;
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.7f;
// Decrement weapon ammunition.
UseAmmo(EGON_DEFAULT_GIVE);
pev->nextthink = gpGlobals->time + 0.9;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.3;
}
//=========================================================
@ -659,37 +554,30 @@ void CDisplacer::Fire(BOOL fIsPrimary) @@ -659,37 +554,30 @@ void CDisplacer::Fire(BOOL fIsPrimary)
//=========================================================
void CDisplacer::Displace( void )
{
int flags;
#if defined( CLIENT_WEAPONS )
flags = FEV_NOTHOST;
#else
flags = 0;
#endif
PLAYBACK_EVENT_FULL(
flags,
m_pPlayer->edict(),
m_usDisplacer,
0.0,
(float *)&g_vecZero,
(float *)&g_vecZero,
0.0,
0.0,
DISPLACER_FIRE,
FIREMODE_FORWARD,
0,
0);
ClearBeams();
ClearSpin();
SendWeaponAnim( DISPLACER_FIRE, UseDecrement());
EMIT_SOUND( edict(), CHAN_WEAPON, "weapons/displacer_fire.wav", 1, ATTN_NORM );
// player "shoot" animation
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
m_pPlayer->pev->punchangle.x -= 2;
#ifndef CLIENT_DLL
Vector vecSrc;
UseAmmo(DISPLACER_PRIMARY_USAGE);
UTIL_MakeVectors(m_pPlayer->pev->v_angle);
vecSrc = m_pPlayer->GetGunPosition();
vecSrc = vecSrc + gpGlobals->v_forward * 16;
vecSrc = vecSrc + gpGlobals->v_forward * 22;
vecSrc = vecSrc + gpGlobals->v_right * 8;
vecSrc = vecSrc + gpGlobals->v_up * -12;
CPortal::Shoot(pev, vecSrc, gpGlobals->v_forward * 400);
CDisplacerBall::Shoot( m_pPlayer->pev, vecSrc, gpGlobals->v_forward * 500, m_pPlayer->pev->v_angle );
SetThink( NULL );
#endif
}
@ -698,16 +586,43 @@ void CDisplacer::Displace( void ) @@ -698,16 +586,43 @@ void CDisplacer::Displace( void )
//=========================================================
void CDisplacer::Teleport( void )
{
ASSERT(m_hTargetEarth != NULL && m_hTargetXen);
const char *pszName;
ClearBeams();
ClearSpin();
#ifndef CLIENT_DLL
CBaseEntity *pTarget = NULL;
Vector tmp( 0, 0, 0 );
if( g_pGameRules->IsMultiplayer() && !g_pGameRules->IsCoOp() )
{
pTarget = GetClassPtr( (CBaseEntity *)VARS( EntSelectSpawnPoint( m_pPlayer ) ) );
}
else
{
if( !m_pPlayer->m_fInXen )
pszName = "info_displacer_xen_target";
else
pszName = "info_displacer_earth_target"; // TODO: Implement trigger_xen_return
pTarget = UTIL_FindEntityByClassname( 0, pszName );
}
CBaseEntity* pTarget = (!m_pPlayer->m_fInXen)
? m_hTargetXen
: m_hTargetEarth;
if( pTarget )
tmp = pTarget->pev->origin;
Vector tmp = pTarget->pev->origin;
if( pTarget && /*HACK*/( tmp != Vector( 0, 0, 0 )/*HACK*/ ) )
{
// UTIL_ScreenFade( m_pPlayer, Vector( 0, 200, 0 ), 0.5, 0.5, 255, FFADE_IN );
m_flTimeWeaponIdle = UTIL_WeaponTimeBase();
UseAmmo(DISPLACER_SECONDARY_USAGE);
UTIL_CleanSpawnPoint( tmp, 50 );
EMIT_SOUND( edict(), CHAN_BODY, "weapons/displacer_self.wav", 1, ATTN_NORM );
CDisplacerBall::SelfCreate(m_pPlayer->pev, m_pPlayer->pev->origin);
// make origin adjustments (origin in center, not at feet)
tmp.z -= m_pPlayer->pev->mins.z;
tmp.z -= m_pPlayer->pev->mins.z + 36;
tmp.z++;
m_pPlayer->pev->flags &= ~FL_ONGROUND;
@ -721,88 +636,66 @@ void CDisplacer::Teleport( void ) @@ -721,88 +636,66 @@ void CDisplacer::Teleport( void )
m_pPlayer->pev->fixangle = TRUE;
m_pPlayer->pev->velocity = m_pPlayer->pev->basevelocity = g_vecZero;
m_pPlayer->m_fInXen = !m_pPlayer->m_fInXen;
if (m_pPlayer->m_fInXen)
if( !g_pGameRules->IsMultiplayer())
{
m_pPlayer->m_fInXen = !m_pPlayer->m_fInXen;
/*if (m_pPlayer->m_fInXen)
m_pPlayer->pev->gravity = 0.5;
else
m_pPlayer->pev->gravity = 1.0;*/
}
}
else
{
m_pPlayer->pev->gravity = 1.0;
EMIT_SOUND( edict(), CHAN_BODY, "buttons/button11.wav", 1, ATTN_NORM );
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 3.0;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.9;
}
int flags;
#if defined( CLIENT_WEAPONS )
flags = FEV_NOTHOST;
#else
flags = 0;
SetThink( NULL );
#endif
// Used to play teleport sound.
PLAYBACK_EVENT_FULL(
flags,
m_pPlayer->edict(),
m_usDisplacer,
0.0,
(float *)&g_vecZero,
(float *)&g_vecZero,
0.0,
0.0,
DISPLACER_FIRE,
FIREMODE_BACKWARD,
0,
0);
}
//=========================================================
// Purpose:
//=========================================================
void CDisplacer::UpdateEffects(void)
void CDisplacer::LightningEffect( void )
{
int flags;
#if defined( CLIENT_WEAPONS )
flags = FEV_NOTHOST;
#else
flags = 0;
#endif
#ifndef CLIENT_DLL
int m_iBeams = 0;
// TODO: Fix effects later.
#if 0
// Used to display beam effects.
PLAYBACK_EVENT_FULL(
flags,
m_pPlayer->edict(),
m_usDisplacer,
0.0,
(float *)&g_vecZero,
(float *)&g_vecZero,
0.0,
0.0,
0,
0,
EFFECT_CORE,
0);
#endif
}
if( g_pGameRules->IsMultiplayer())
return;
//=========================================================
// Purpose:
//=========================================================
BOOL CDisplacer::ShouldUpdateEffects(void) const
{
return (m_iFireState != FIRESTATE_NONE);
for( int i = 2; i < 5; ++i )
{
if( !m_pBeam[m_iBeams] )
m_pBeam[m_iBeams] = CBeam::BeamCreate( "sprites/lgtning.spr", 16 );
m_pBeam[m_iBeams]->EntsInit( m_pPlayer->entindex(), m_pPlayer->entindex() );
m_pBeam[m_iBeams]->SetStartAttachment( i );
m_pBeam[m_iBeams]->SetEndAttachment( i == 4 ? i - 2 : i + 1 );
m_pBeam[m_iBeams]->SetColor( 96, 128, 16 );
m_pBeam[m_iBeams]->SetBrightness( 240 );
m_pBeam[m_iBeams]->SetNoise( 60 );
m_pBeam[m_iBeams]->SetScrollRate( 30 );
m_pBeam[m_iBeams]->pev->scale = 10;
m_iBeams++;
}
#endif
}
//=========================================================
// Purpose:
//=========================================================
BOOL CDisplacer::HasAmmo(void)
void CDisplacer::ClearBeams( void )
{
if (m_pPlayer->ammo_uranium <= 0)
return FALSE;
#ifndef CLIENT_DLL
if( g_pGameRules->IsMultiplayer())
return;
return TRUE;
for( int i = 0; i < 3; i++ )
{
if( m_pBeam[i] )
{
UTIL_Remove( m_pBeam[i] );
m_pBeam[i] = NULL;
}
}
#endif
}
//=========================================================
@ -810,16 +703,13 @@ BOOL CDisplacer::HasAmmo(void) @@ -810,16 +703,13 @@ BOOL CDisplacer::HasAmmo(void)
//=========================================================
void CDisplacer::UseAmmo(int count)
{
if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] >= count)
m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] -= count;
else
m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] = 0;
}
//=========================================================
// Purpose:
//=========================================================
BOOL CDisplacer::CanFireDisplacer() const
BOOL CDisplacer::CanFireDisplacer( int count ) const
{
return m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] > EGON_DEFAULT_GIVE;
return m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] >= count;
}

32
dlls/util.cpp

@ -31,6 +31,22 @@ @@ -31,6 +31,22 @@
#include "weapons.h"
#include "gamerules.h"
void UTIL_MuzzleLight( Vector vecSrc, float flRadius, byte r, byte g, byte b, float flTime, float flDecay )
{
MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecSrc );
WRITE_BYTE( TE_DLIGHT );
WRITE_COORD( vecSrc.x ); // X
WRITE_COORD( vecSrc.y ); // Y
WRITE_COORD( vecSrc.z ); // Z
WRITE_BYTE( flRadius * 0.1f ); // radius * 0.1
WRITE_BYTE( r ); // r
WRITE_BYTE( g ); // g
WRITE_BYTE( b ); // b
WRITE_BYTE( flTime * 10.0f ); // time * 10
WRITE_BYTE( flDecay * 0.1f ); // decay * 0.1
MESSAGE_END();
}
float UTIL_WeaponTimeBase( void )
{
#if defined( CLIENT_WEAPONS )
@ -2457,3 +2473,19 @@ int CRestore::BufferCheckZString( const char *string ) @@ -2457,3 +2473,19 @@ int CRestore::BufferCheckZString( const char *string )
}
return 0;
}
void UTIL_CleanSpawnPoint( Vector origin, float dist )
{
CBaseEntity *ent = NULL;
while( ( ent = UTIL_FindEntityInSphere( ent, origin, dist ) ) != NULL )
{
if( ent->IsPlayer() )
{
TraceResult tr;
UTIL_TraceHull( ent->pev->origin + Vector( 0, 0, 36 ), ent->pev->origin + Vector( RANDOM_FLOAT( -150, 150 ), RANDOM_FLOAT( -150, 150 ), 0 ), dont_ignore_monsters, human_hull, ent->edict(), &tr );
//UTIL_TraceModel( ent->pev->origin + Vector( 0, 0, 36 ), ent->pev->origin + Vector( RANDOM_FLOAT( -150, 150 ), RANDOM_FLOAT( -150, 150 ), 0 ), 0, ent->edict(), &tr );
if( !tr.fAllSolid )
UTIL_SetOrigin(ent->pev, tr.vecEndPos );
}
}
}

2
dlls/util.h

@ -567,3 +567,5 @@ int UTIL_SharedRandomLong( unsigned int seed, int low, int high ); @@ -567,3 +567,5 @@ int UTIL_SharedRandomLong( unsigned int seed, int low, int high );
float UTIL_SharedRandomFloat( unsigned int seed, float low, float high );
float UTIL_WeaponTimeBase( void );
void UTIL_CleanSpawnPoint( Vector origin, float dist );
void UTIL_MuzzleLight( Vector vecSrc, float flRadius, byte r, byte g, byte b, float flTime, float flDecay );

5
dlls/weapons.cpp

@ -1610,11 +1610,10 @@ IMPLEMENT_SAVERESTORE( CSatchel, CBasePlayerWeapon ) @@ -1610,11 +1610,10 @@ IMPLEMENT_SAVERESTORE( CSatchel, CBasePlayerWeapon )
TYPEDESCRIPTION CDisplacer::m_SaveData[] =
{
DEFINE_FIELD( CDisplacer, m_iFireState, FIELD_INTEGER ),
DEFINE_FIELD( CDisplacer, m_iFireMode, FIELD_INTEGER ),
DEFINE_FIELD( CDisplacer, m_hTargetEarth, FIELD_CLASSPTR ),
DEFINE_FIELD( CDisplacer, m_hTargetXen, FIELD_CLASSPTR ),
DEFINE_ARRAY( CDisplacer, m_pBeam, FIELD_CLASSPTR, 3 ),
};
IMPLEMENT_SAVERESTORE( CDisplacer, CBasePlayerWeapon )
TYPEDESCRIPTION CEagle::m_SaveData[] =

61
dlls/weapons.h

@ -182,6 +182,7 @@ public: @@ -182,6 +182,7 @@ public:
#define TRIPMINE_DEFAULT_GIVE 1
#define SNARK_DEFAULT_GIVE 5
#define HIVEHAND_DEFAULT_GIVE 8
#define DISPLACER_DEFAULT_GIVE 40
#define EAGLE_DEFAULT_GIVE 7
#define M249_DEFAULT_GIVE 50
#define PENGUIN_DEFAULT_GIVE 3
@ -1046,29 +1047,25 @@ private: @@ -1046,29 +1047,25 @@ private:
class CDisplacer : public CBasePlayerWeapon
{
public:
#ifndef CLIENT_DLL
int Save(CSave &save);
int Restore(CRestore &restore);
int Save( CSave &save );
int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
#endif
void Spawn(void);
void Precache(void);
int iItemSlot(void) { return 5; }
int GetItemInfo(ItemInfo *p);
int AddToPlayer(CBasePlayer *pPlayer);
void PrimaryAttack(void);
void SecondaryAttack(void);
BOOL Deploy(void);
void Holster(int skiplocal = 0);
void WeaponIdle(void);
void ItemPreFrame(void);
void ItemPostFrame( void );
void Spawn( void );
void Precache( void );
int iItemSlot( void ) { return 6; }
int GetItemInfo( ItemInfo *p );
int AddToPlayer( CBasePlayer *pPlayer );
void PrimaryAttack( void );
void SecondaryAttack( void );
BOOL Deploy( void );
void Holster( int skiplocal = 0 );
void WeaponIdle( void );
BOOL PlayEmptySound(void);
BOOL PlayEmptySound( void );
virtual BOOL UseDecrement(void)
virtual BOOL UseDecrement( void )
{
#if defined( CLIENT_WEAPONS )
return TRUE;
@ -1077,30 +1074,20 @@ public: @@ -1077,30 +1074,20 @@ public:
#endif
}
int m_iFireState;
int m_iFireMode;
CBaseEntity* m_hTargetEarth;
CBaseEntity* m_hTargetXen;
BOOL HasAmmo(void);
void UseAmmo(int count);
BOOL CanFireDisplacer() const;
BOOL CanFireDisplacer( int count ) const;
enum DISPLACER_FIRESTATE { FIRESTATE_NONE = 0, FIRESTATE_SPINUP, FIRESTATE_SPIN, FIRESTATE_FIRE };
enum DISPLACER_FIREMODE { FIREMODE_NONE = 0, FIREMODE_FORWARD, FIREMODE_BACKWARD };
enum DISPLACER_EFFECT { EFFECT_NONE = 0, EFFECT_CORE };
enum DISPLACER_FIREMODE { FIREMODE_FORWARD = 1, FIREMODE_BACKWARD };
private:
void ClearSpin( void );
void SpinUp(int iFireMode);
void Spin( void );
void Fire( BOOL fIsPrimary );
void Teleport( void );
void Displace( void );
void UpdateEffects( void );
BOOL ShouldUpdateEffects( void ) const;
void EXPORT SpinUp( void );
void EXPORT Teleport( void );
void EXPORT Displace( void );
void LightningEffect( void );
void ClearBeams( void );
private:
CBeam *m_pBeam[3];
int m_iFireMode;
unsigned short m_usDisplacer;
};

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