RAINBOW2000
8 years ago
2 changed files with 330 additions and 330 deletions
@ -1,321 +1,321 @@
@@ -1,321 +1,321 @@
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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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#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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#define NEEDLE_BODYHIT_VOLUME 128 |
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#define NEEDLE_WALLHIT_VOLUME 512 |
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class CNeedle : public CBasePlayerWeapon |
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{ |
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public: |
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void Spawn( void ); |
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void Precache( void ); |
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int iItemSlot( void ) { return 1; } |
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void EXPORT SwingAgain( void ); |
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void EXPORT Smack( void ); |
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int GetItemInfo(ItemInfo *p); |
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void PrimaryAttack( void ); |
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int Swing( int fFirst ); |
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BOOL Deploy( void ); |
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void Holster( int skiplocal = 0 ); |
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int m_iSwing; |
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TraceResult m_trHit; |
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virtual BOOL UseDecrement( void ) |
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{ |
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return FALSE; |
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} |
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private: |
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unsigned short m_usNeedle; |
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}; |
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LINK_ENTITY_TO_CLASS( weapon_needle, CNeedle ) |
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enum needle_e |
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{ |
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NEEDLE_IDLE1, |
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NEEDLE_GIVESHOT, |
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NEEDLE_DRAW |
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}; |
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void CNeedle::Spawn( ) |
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{ |
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Precache(); |
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m_iId = WEAPON_NEEDLE; |
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SET_MODEL( ENT( pev ), "models/w_needle.mdl" ); |
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m_iClip = -1; |
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FallInit();// get ready to fall down.
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} |
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void CNeedle::Precache( void ) |
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{ |
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PRECACHE_MODEL( "models/v_needle.mdl" ); |
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PRECACHE_MODEL( "models/w_needle.mdl" ); |
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PRECACHE_MODEL( "models/p_needle.mdl" ); |
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PRECACHE_SOUND( "weapons/needleshot.wav" ); |
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m_usNeedle = PRECACHE_EVENT( 1, "events/crowbar.sc" ); |
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} |
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int CNeedle::GetItemInfo( ItemInfo *p ) |
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{ |
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p->pszName = STRING( pev->classname ); |
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p->pszAmmo1 = NULL; |
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p->iMaxAmmo1 = -1; |
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p->pszAmmo2 = NULL; |
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p->iMaxAmmo2 = -1; |
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p->iMaxClip = WEAPON_NOCLIP; |
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p->iSlot = 0; |
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p->iPosition = 2; |
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p->iId = WEAPON_NEEDLE; |
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p->iWeight = CROWBAR_WEIGHT; |
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return 1; |
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} |
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BOOL CNeedle::Deploy() |
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{ |
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return DefaultDeploy( "models/v_needle.mdl", "models/p_needle.mdl", NEEDLE_DRAW, "needle" ); |
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} |
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void CNeedle::Holster( int skiplocal /* = 0 */ ) |
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{ |
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m_pPlayer->m_flNextAttack = gpGlobals->time + 0.5; |
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SendWeaponAnim( NEEDLE_IDLE1 ); |
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} |
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void CNeedle::PrimaryAttack() |
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{ |
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SendWeaponAnim( NEEDLE_GIVESHOT ); |
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 1.5; |
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EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/needleshot.wav", 1, ATTN_NORM ); |
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} |
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void CNeedle::Smack() |
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{ |
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DecalGunshot( &m_trHit, BULLET_PLAYER_CROWBAR ); |
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} |
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void CNeedle::SwingAgain( void ) |
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{ |
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Swing( 0 ); |
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} |
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void FindHullIntersection2( const Vector &vecSrc, TraceResult &tr, float *mins, float *maxs, edict_t *pEntity ) |
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{ |
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int i, j, k; |
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float distance; |
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float *minmaxs[2] = {mins, maxs}; |
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TraceResult tmpTrace; |
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Vector vecHullEnd = tr.vecEndPos; |
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Vector vecEnd; |
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distance = 1e6f; |
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vecHullEnd = vecSrc + ( ( vecHullEnd - vecSrc ) * 2 ); |
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UTIL_TraceLine( vecSrc, vecHullEnd, dont_ignore_monsters, pEntity, &tmpTrace ); |
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if( tmpTrace.flFraction < 1.0 ) |
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{ |
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tr = tmpTrace; |
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return; |
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} |
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for( i = 0; i < 2; i++ ) |
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{ |
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for( j = 0; j < 2; j++ ) |
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{ |
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for( k = 0; k < 2; k++ ) |
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{ |
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vecEnd.x = vecHullEnd.x + minmaxs[i][0]; |
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vecEnd.y = vecHullEnd.y + minmaxs[j][1]; |
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vecEnd.z = vecHullEnd.z + minmaxs[k][2]; |
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UTIL_TraceLine( vecSrc, vecEnd, dont_ignore_monsters, pEntity, &tmpTrace ); |
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if( tmpTrace.flFraction < 1.0 ) |
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{ |
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float thisDistance = ( tmpTrace.vecEndPos - vecSrc ).Length(); |
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if( thisDistance < distance ) |
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{ |
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tr = tmpTrace; |
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distance = thisDistance; |
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} |
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} |
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} |
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} |
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} |
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} |
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int CNeedle::Swing( int fFirst ) |
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{ |
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int fDidHit = FALSE; |
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TraceResult tr; |
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UTIL_MakeVectors( m_pPlayer->pev->v_angle ); |
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Vector vecSrc = m_pPlayer->GetGunPosition(); |
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Vector vecEnd = vecSrc + gpGlobals->v_forward * 32; |
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UTIL_TraceLine( vecSrc, vecEnd, dont_ignore_monsters, ENT( m_pPlayer->pev ), &tr ); |
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#ifndef CLIENT_DLL |
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if( tr.flFraction >= 1.0 ) |
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{ |
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UTIL_TraceHull( vecSrc, vecEnd, dont_ignore_monsters, head_hull, ENT( m_pPlayer->pev ), &tr ); |
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if( tr.flFraction < 1.0 ) |
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{ |
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// Calculate the point of intersection of the line (or hull) and the object we hit
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// This is and approximation of the "best" intersection
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CBaseEntity *pHit = CBaseEntity::Instance( tr.pHit ); |
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if( !pHit || pHit->IsBSPModel() ) |
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FindHullIntersection2( vecSrc, tr, VEC_DUCK_HULL_MIN, VEC_DUCK_HULL_MAX, m_pPlayer->edict() ); |
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vecEnd = tr.vecEndPos; // This is the point on the actual surface (the hull could have hit space)
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} |
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} |
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#endif |
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PLAYBACK_EVENT_FULL( FEV_NOTHOST, m_pPlayer->edict(), m_usNeedle, |
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0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0, 0, 0, |
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0.0, 0, 0.0 ); |
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if( tr.flFraction >= 1.0 ) |
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{ |
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if( fFirst ) |
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{ |
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// miss
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m_flNextPrimaryAttack = gpGlobals->time + 0.5; |
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// player "shoot" animation
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m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); |
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} |
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} |
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else |
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{ |
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switch( ( ( m_iSwing++ ) % 2 ) + 1 ) |
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{ |
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case 0: |
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SendWeaponAnim( NEEDLE_IDLE1 ); |
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break; |
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case 1: |
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SendWeaponAnim( NEEDLE_IDLE1 ); |
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break; |
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case 2: |
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SendWeaponAnim( NEEDLE_IDLE1 ); |
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break; |
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} |
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// player "shoot" animation
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m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); |
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#ifndef CLIENT_DLL |
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// hit
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fDidHit = TRUE; |
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CBaseEntity *pEntity = CBaseEntity::Instance( tr.pHit ); |
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ClearMultiDamage(); |
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if( ( m_flNextPrimaryAttack + 1 < gpGlobals->time ) || g_pGameRules->IsMultiplayer() ) |
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{ |
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// first swing does full damage
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pEntity->TraceAttack( m_pPlayer->pev, gSkillData.plrDmgCrowbar, gpGlobals->v_forward, &tr, DMG_CLUB ); |
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} |
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else |
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{ |
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// subsequent swings do half
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pEntity->TraceAttack( m_pPlayer->pev, gSkillData.plrDmgCrowbar / 2, gpGlobals->v_forward, &tr, DMG_CLUB ); |
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} |
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ApplyMultiDamage( m_pPlayer->pev, m_pPlayer->pev ); |
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// play thwack, smack, or dong sound
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float flVol = 1.0; |
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int fHitWorld = TRUE; |
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if( pEntity ) |
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{ |
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if( pEntity->Classify() != CLASS_NONE && pEntity->Classify() != CLASS_MACHINE ) |
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{ |
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// play thwack or smack sound
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switch( RANDOM_LONG( 0, 2 ) ) |
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{ |
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case 0: |
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EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/cbar_hitbod1.wav", 1, ATTN_NORM ); |
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break; |
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case 1: |
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EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/cbar_hitbod2.wav", 1, ATTN_NORM ); |
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break; |
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case 2: |
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EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/cbar_hitbod3.wav", 1, ATTN_NORM ); |
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break; |
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} |
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m_pPlayer->m_iWeaponVolume = NEEDLE_BODYHIT_VOLUME; |
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if( !pEntity->IsAlive() ) |
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return TRUE; |
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else |
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flVol = 0.1; |
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fHitWorld = FALSE; |
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} |
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} |
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// play texture hit sound
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// UNDONE: Calculate the correct point of intersection when we hit with the hull instead of the line
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if( fHitWorld ) |
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{ |
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float fvolbar = TEXTURETYPE_PlaySound( &tr, vecSrc, vecSrc + ( vecEnd - vecSrc ) * 2, BULLET_PLAYER_CROWBAR ); |
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if( g_pGameRules->IsMultiplayer() ) |
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{ |
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// override the volume here, cause we don't play texture sounds in multiplayer,
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// and fvolbar is going to be 0 from the above call.
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fvolbar = 1; |
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} |
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// also play crowbar strike
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switch( RANDOM_LONG( 0, 1 ) ) |
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{ |
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case 0: |
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EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/cbar_hit1.wav", fvolbar, ATTN_NORM, 0, 98 + RANDOM_LONG( 0, 3 ) ); |
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break; |
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case 1: |
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EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/cbar_hit2.wav", fvolbar, ATTN_NORM, 0, 98 + RANDOM_LONG( 0, 3 ) ); |
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break; |
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} |
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// delay the decal a bit
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m_trHit = tr; |
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} |
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m_pPlayer->m_iWeaponVolume = flVol * NEEDLE_WALLHIT_VOLUME; |
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#endif |
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m_flNextPrimaryAttack = gpGlobals->time + 0.25; |
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SetThink( &CNeedle::Smack ); |
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pev->nextthink = gpGlobals->time + 0.2; |
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} |
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return fDidHit; |
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} |
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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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* |
||||
* 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. |
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* |
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****/ |
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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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#define NEEDLE_BODYHIT_VOLUME 128 |
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#define NEEDLE_WALLHIT_VOLUME 512 |
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class CNeedle : public CBasePlayerWeapon |
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{ |
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public: |
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void Spawn( void ); |
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void Precache( void ); |
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int iItemSlot( void ) { return 1; } |
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void EXPORT SwingAgain( void ); |
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void EXPORT Smack( void ); |
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int GetItemInfo(ItemInfo *p); |
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void PrimaryAttack( void ); |
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int Swing( int fFirst ); |
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BOOL Deploy( void ); |
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void Holster( int skiplocal = 0 ); |
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int m_iSwing; |
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TraceResult m_trHit; |
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virtual BOOL UseDecrement( void ) |
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{ |
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return FALSE; |
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} |
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private: |
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unsigned short m_usNeedle; |
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}; |
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LINK_ENTITY_TO_CLASS( weapon_needle, CNeedle ) |
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enum needle_e |
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{ |
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NEEDLE_IDLE1, |
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NEEDLE_GIVESHOT, |
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NEEDLE_DRAW |
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}; |
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void CNeedle::Spawn( ) |
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{ |
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Precache(); |
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m_iId = WEAPON_NEEDLE; |
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SET_MODEL( ENT( pev ), "models/w_needle.mdl" ); |
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m_iClip = -1; |
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FallInit();// get ready to fall down.
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} |
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void CNeedle::Precache( void ) |
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{ |
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PRECACHE_MODEL( "models/v_needle.mdl" ); |
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PRECACHE_MODEL( "models/w_needle.mdl" ); |
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PRECACHE_MODEL( "models/p_needle.mdl" ); |
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PRECACHE_SOUND( "weapons/needleshot.wav" ); |
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m_usNeedle = PRECACHE_EVENT( 1, "events/crowbar.sc" ); |
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} |
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int CNeedle::GetItemInfo( ItemInfo *p ) |
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{ |
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p->pszName = STRING( pev->classname ); |
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p->pszAmmo1 = NULL; |
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p->iMaxAmmo1 = -1; |
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p->pszAmmo2 = NULL; |
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p->iMaxAmmo2 = -1; |
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p->iMaxClip = WEAPON_NOCLIP; |
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p->iSlot = 0; |
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p->iPosition = 2; |
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p->iId = WEAPON_NEEDLE; |
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p->iWeight = CROWBAR_WEIGHT; |
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return 1; |
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} |
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BOOL CNeedle::Deploy() |
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{ |
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return DefaultDeploy( "models/v_needle.mdl", "models/p_needle.mdl", NEEDLE_DRAW, "needle" ); |
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} |
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void CNeedle::Holster( int skiplocal /* = 0 */ ) |
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{ |
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m_pPlayer->m_flNextAttack = gpGlobals->time + 0.5; |
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SendWeaponAnim( NEEDLE_IDLE1 ); |
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} |
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void CNeedle::PrimaryAttack() |
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{ |
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SendWeaponAnim( NEEDLE_GIVESHOT ); |
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EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/needleshot.wav", 1, ATTN_NORM, 0, 85 + RANDOM_LONG( 0, 0x1f ) );
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 3; |
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} |
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void CNeedle::Smack() |
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{ |
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DecalGunshot( &m_trHit, BULLET_PLAYER_CROWBAR ); |
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} |
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void CNeedle::SwingAgain( void ) |
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{ |
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Swing( 0 ); |
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} |
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void FindHullIntersection2( const Vector &vecSrc, TraceResult &tr, float *mins, float *maxs, edict_t *pEntity ) |
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{ |
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int i, j, k; |
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float distance; |
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float *minmaxs[2] = {mins, maxs}; |
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TraceResult tmpTrace; |
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Vector vecHullEnd = tr.vecEndPos; |
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Vector vecEnd; |
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distance = 1e6f; |
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vecHullEnd = vecSrc + ( ( vecHullEnd - vecSrc ) * 2 ); |
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UTIL_TraceLine( vecSrc, vecHullEnd, dont_ignore_monsters, pEntity, &tmpTrace ); |
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if( tmpTrace.flFraction < 1.0 ) |
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{ |
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tr = tmpTrace; |
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return; |
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} |
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for( i = 0; i < 2; i++ ) |
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{ |
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for( j = 0; j < 2; j++ ) |
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{ |
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for( k = 0; k < 2; k++ ) |
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{ |
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vecEnd.x = vecHullEnd.x + minmaxs[i][0]; |
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vecEnd.y = vecHullEnd.y + minmaxs[j][1]; |
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vecEnd.z = vecHullEnd.z + minmaxs[k][2]; |
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UTIL_TraceLine( vecSrc, vecEnd, dont_ignore_monsters, pEntity, &tmpTrace ); |
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if( tmpTrace.flFraction < 1.0 ) |
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{ |
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float thisDistance = ( tmpTrace.vecEndPos - vecSrc ).Length(); |
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if( thisDistance < distance ) |
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{ |
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tr = tmpTrace; |
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distance = thisDistance; |
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} |
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} |
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} |
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} |
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} |
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} |
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int CNeedle::Swing( int fFirst ) |
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{ |
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int fDidHit = FALSE; |
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|
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TraceResult tr; |
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UTIL_MakeVectors( m_pPlayer->pev->v_angle ); |
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Vector vecSrc = m_pPlayer->GetGunPosition(); |
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Vector vecEnd = vecSrc + gpGlobals->v_forward * 32; |
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UTIL_TraceLine( vecSrc, vecEnd, dont_ignore_monsters, ENT( m_pPlayer->pev ), &tr ); |
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#ifndef CLIENT_DLL |
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if( tr.flFraction >= 1.0 ) |
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{ |
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UTIL_TraceHull( vecSrc, vecEnd, dont_ignore_monsters, head_hull, ENT( m_pPlayer->pev ), &tr ); |
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if( tr.flFraction < 1.0 ) |
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{ |
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// Calculate the point of intersection of the line (or hull) and the object we hit
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// This is and approximation of the "best" intersection
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CBaseEntity *pHit = CBaseEntity::Instance( tr.pHit ); |
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if( !pHit || pHit->IsBSPModel() ) |
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FindHullIntersection2( vecSrc, tr, VEC_DUCK_HULL_MIN, VEC_DUCK_HULL_MAX, m_pPlayer->edict() ); |
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vecEnd = tr.vecEndPos; // This is the point on the actual surface (the hull could have hit space)
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} |
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} |
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#endif |
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PLAYBACK_EVENT_FULL( FEV_NOTHOST, m_pPlayer->edict(), m_usNeedle, |
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0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0, 0, 0, |
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0.0, 0, 0.0 ); |
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|
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if( tr.flFraction >= 1.0 ) |
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{ |
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if( fFirst ) |
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{ |
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// miss
|
||||
m_flNextPrimaryAttack = gpGlobals->time + 0.5; |
||||
|
||||
// player "shoot" animation
|
||||
m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); |
||||
} |
||||
} |
||||
else |
||||
{ |
||||
switch( ( ( m_iSwing++ ) % 2 ) + 1 ) |
||||
{ |
||||
case 0: |
||||
SendWeaponAnim( NEEDLE_IDLE1 ); |
||||
break; |
||||
case 1: |
||||
SendWeaponAnim( NEEDLE_IDLE1 ); |
||||
break; |
||||
case 2: |
||||
SendWeaponAnim( NEEDLE_IDLE1 ); |
||||
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 < gpGlobals->time ) || g_pGameRules->IsMultiplayer() ) |
||||
{ |
||||
// first swing does full damage
|
||||
pEntity->TraceAttack( m_pPlayer->pev, gSkillData.plrDmgCrowbar, gpGlobals->v_forward, &tr, DMG_CLUB ); |
||||
} |
||||
else |
||||
{ |
||||
// subsequent swings do half
|
||||
pEntity->TraceAttack( m_pPlayer->pev, gSkillData.plrDmgCrowbar / 2, gpGlobals->v_forward, &tr, DMG_CLUB ); |
||||
} |
||||
ApplyMultiDamage( m_pPlayer->pev, m_pPlayer->pev ); |
||||
|
||||
// play thwack, smack, or dong sound
|
||||
float flVol = 1.0; |
||||
int fHitWorld = TRUE; |
||||
|
||||
if( pEntity ) |
||||
{ |
||||
if( pEntity->Classify() != CLASS_NONE && pEntity->Classify() != CLASS_MACHINE ) |
||||
{ |
||||
// play thwack or smack sound
|
||||
switch( RANDOM_LONG( 0, 2 ) ) |
||||
{ |
||||
case 0: |
||||
EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/cbar_hitbod1.wav", 1, ATTN_NORM ); |
||||
break; |
||||
case 1: |
||||
EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/cbar_hitbod2.wav", 1, ATTN_NORM ); |
||||
break; |
||||
case 2: |
||||
EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/cbar_hitbod3.wav", 1, ATTN_NORM ); |
||||
break; |
||||
} |
||||
m_pPlayer->m_iWeaponVolume = NEEDLE_BODYHIT_VOLUME; |
||||
if( !pEntity->IsAlive() ) |
||||
return TRUE; |
||||
else |
||||
flVol = 0.1; |
||||
|
||||
fHitWorld = FALSE; |
||||
} |
||||
} |
||||
|
||||
// play texture hit sound
|
||||
// UNDONE: Calculate the correct point of intersection when we hit with the hull instead of the line
|
||||
|
||||
if( fHitWorld ) |
||||
{ |
||||
float fvolbar = TEXTURETYPE_PlaySound( &tr, vecSrc, vecSrc + ( vecEnd - vecSrc ) * 2, BULLET_PLAYER_CROWBAR ); |
||||
|
||||
if( g_pGameRules->IsMultiplayer() ) |
||||
{ |
||||
// override the volume here, cause we don't play texture sounds in multiplayer,
|
||||
// and fvolbar is going to be 0 from the above call.
|
||||
|
||||
fvolbar = 1; |
||||
} |
||||
|
||||
// also play crowbar strike
|
||||
switch( RANDOM_LONG( 0, 1 ) ) |
||||
{ |
||||
case 0: |
||||
EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/cbar_hit1.wav", fvolbar, ATTN_NORM, 0, 98 + RANDOM_LONG( 0, 3 ) ); |
||||
break; |
||||
case 1: |
||||
EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/cbar_hit2.wav", fvolbar, ATTN_NORM, 0, 98 + RANDOM_LONG( 0, 3 ) ); |
||||
break; |
||||
} |
||||
|
||||
// delay the decal a bit
|
||||
m_trHit = tr; |
||||
} |
||||
|
||||
m_pPlayer->m_iWeaponVolume = flVol * NEEDLE_WALLHIT_VOLUME; |
||||
#endif |
||||
m_flNextPrimaryAttack = gpGlobals->time + 0.25; |
||||
|
||||
SetThink( &CNeedle::Smack ); |
||||
pev->nextthink = gpGlobals->time + 0.2; |
||||
} |
||||
return fDidHit; |
||||
} |
||||
|
Loading…
Reference in new issue