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@ -24,14 +24,13 @@
@@ -24,14 +24,13 @@
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void FindHullIntersection(const Vector &vecSrc, TraceResult &tr, float *mins, float *maxs, edict_t *pEntity); |
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#define PIPEWRENCH_BODYHIT_VOLUME 128 |
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#define PIPEWRENCH_WALLHIT_VOLUME 512 |
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#define MELEE_WALLHIT_VOLUME 512 |
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#define MELEE_BODYHIT_VOLUME 128 |
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#define PIPEWRENCH_ATTACK2_MIN_DAMAGE 45 |
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#define PIPEWRENCH_ATTACK2_MAX_DAMAGE 200 |
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#define PIPEWRENCH_ATTACK2_MAX_DAMAGE_HOLD_TIME 4 |
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LINK_ENTITY_TO_CLASS(weapon_pipewrench, CPipeWrench); |
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LINK_ENTITY_TO_CLASS(weapon_pipewrench, CPipeWrench) |
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enum pwrench_e { |
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PIPEWRENCH_IDLE1 = 0, |
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@ -57,10 +56,9 @@ void CPipeWrench::Spawn()
@@ -57,10 +56,9 @@ void CPipeWrench::Spawn()
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Precache(); |
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m_iId = WEAPON_PIPEWRENCH; |
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SET_MODEL(ENT(pev), "models/w_pipe_wrench.mdl"); |
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m_iSwingMode = 0; |
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m_iClip = -1; |
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m_iFirestate = FIRESTATE_NONE; |
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FallInit();// get ready to fall down.
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} |
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@ -77,6 +75,7 @@ void CPipeWrench::Precache(void)
@@ -77,6 +75,7 @@ void CPipeWrench::Precache(void)
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PRECACHE_SOUND("weapons/pwrench_hitbod2.wav"); |
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PRECACHE_SOUND("weapons/pwrench_hitbod3.wav"); |
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PRECACHE_SOUND("weapons/pwrench_miss1.wav"); |
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PRECACHE_SOUND("weapons/pwrench_miss2.wav"); |
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PRECACHE_SOUND("weapons/pwrench_big_hitbod1.wav"); |
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PRECACHE_SOUND("weapons/pwrench_big_hitbod2.wav"); |
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@ -104,282 +103,277 @@ int CPipeWrench::GetItemInfo(ItemInfo *p)
@@ -104,282 +103,277 @@ int CPipeWrench::GetItemInfo(ItemInfo *p)
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BOOL CPipeWrench::Deploy() |
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{ |
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m_iFirestate = FIRESTATE_NONE; |
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m_iSwingMode = 0; |
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return DefaultDeploy("models/v_pipe_wrench.mdl", "models/p_pipe_wrench.mdl", PIPEWRENCH_DRAW, "pipewrench"); |
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} |
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void CPipeWrench::Holster(int skiplocal /* = 0 */) |
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{ |
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m_iFirestate = FIRESTATE_NONE; |
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m_iSwingMode = 0; |
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5; |
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SendWeaponAnim(PIPEWRENCH_HOLSTER); |
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} |
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void CPipeWrench::PrimaryAttack() |
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{ |
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if (!Swing(1, TRUE)) |
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if (!m_iSwingMode && !Swing(1)) |
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{ |
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#ifndef CLIENT_DLL |
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SetThink(&CPipeWrench::SwingAgain); |
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pev->nextthink = gpGlobals->time + 0.1; |
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#endif |
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} |
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} |
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void CPipeWrench::SecondaryAttack(void) |
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{ |
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if (m_iFirestate != FIRESTATE_NONE) |
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return; |
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m_iFirestate = FIRESTATE_WINDUP; |
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if (m_iSwingMode != 1) |
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{ |
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SendWeaponAnim(PIPEWRENCH_ATTACKBIGWIND); |
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m_flBigSwingStart = gpGlobals->time; |
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} |
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m_iSwingMode = 1; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.3; |
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m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.1; |
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} |
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SendWeaponAnim(PIPEWRENCH_ATTACKBIGWIND); |
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void CPipeWrench::Smack() |
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{ |
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DecalGunshot(&m_trHit, BULLET_PLAYER_CROWBAR); |
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} |
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m_flNextPrimaryAttack = m_flNextSecondaryAttack = GetNextAttackDelay(1.0f); |
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pev->nextthink = UTIL_WeaponTimeBase() + 1.0f; |
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ALERT( at_console, "CPipeWrench::SecondaryAttack\n" ); |
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void CPipeWrench::SwingAgain(void) |
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{ |
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Swing(0); |
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} |
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void CPipeWrench::ItemPostFrame(void) |
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int CPipeWrench::Swing(int fFirst) |
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{ |
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if (!(m_pPlayer->pev->button & IN_ATTACK)) |
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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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FindHullIntersection( 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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if (fFirst) |
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{ |
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m_flLastFireTime = 0.0f; |
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PLAYBACK_EVENT_FULL( FEV_NOTHOST, m_pPlayer->edict(), m_usPWrench, |
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0.0, (float*)&g_vecZero, (float*)&g_vecZero, 0, 0, 1, |
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0, 0, 0 ); |
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} |
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if (m_iFirestate != FIRESTATE_NONE) |
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if ( tr.flFraction >= 1.0 ) |
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{ |
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// Set primary attack flag off, in case the player is thinking of doing a primary
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// attack while the secondary attack sequence is incomplete.
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m_pPlayer->pev->button &= ~IN_ATTACK; |
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if (CanAttack(m_flNextSecondaryAttack, gpGlobals->time, UseDecrement())) |
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// miss
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if ( fFirst ) { |
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m_flNextPrimaryAttack = GetNextAttackDelay(0.7); |
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m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.7; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 5.0; |
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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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switch (m_iFirestate) |
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{ |
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case FIRESTATE_WINDUP: |
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{ |
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ALERT(at_console, "CPipeWrench::FIRESTATE_WINDUP\n"); |
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case 0: |
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SendWeaponAnim( PIPEWRENCH_ATTACK1HIT ); |
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break; |
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case 1: |
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SendWeaponAnim( PIPEWRENCH_ATTACK2HIT ); |
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break; |
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case 2: |
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SendWeaponAnim( PIPEWRENCH_ATTACK3HIT ); |
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break; |
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} |
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m_iFirestate = FIRESTATE_WINDLOOP; |
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// player "shoot" animation
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m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); |
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SendWeaponAnim(PIPEWRENCH_ATTACKBIGLOOP); |
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#ifndef CLIENT_DLL |
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m_flHoldStartTime = gpGlobals->time; |
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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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m_flNextPrimaryAttack = m_flNextSecondaryAttack = GetNextAttackDelay(0.01f); |
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pev->nextthink = UTIL_WeaponTimeBase() + 0.01f; |
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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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ClearMultiDamage(); |
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float flDamage; |
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#ifdef CLIENT_WEAPONS |
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if( ( m_flNextPrimaryAttack + 1 == UTIL_WeaponTimeBase() ) || g_pGameRules->IsMultiplayer() ) |
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#else |
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if( ( m_flNextPrimaryAttack + 1 < UTIL_WeaponTimeBase() ) || g_pGameRules->IsMultiplayer() ) |
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#endif |
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{ |
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// first swing does full damage
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flDamage = gSkillData.plrDmgPWrench; |
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} |
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break; |
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else |
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{ |
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// subsequent swings do half
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flDamage = gSkillData.plrDmgPWrench / 2; |
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} |
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// Send trace attack to player.
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pEntity->TraceAttack(m_pPlayer->pev, flDamage, gpGlobals->v_forward, &tr, DMG_CLUB); |
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ApplyMultiDamage(m_pPlayer->pev, m_pPlayer->pev); |
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case FIRESTATE_WINDLOOP: |
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if ( pEntity->Classify() != CLASS_NONE && pEntity->Classify() != CLASS_MACHINE ) |
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{ |
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ALERT(at_console, "CPipeWrench::FIRESTATE_WINDLOOP\n"); |
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if (!(m_pPlayer->pev->button & IN_ATTACK2)) |
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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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ALERT(at_console, "Releasing CPipeWrench\n"); |
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m_iFirestate = FIRESTATE_BIGHIT; |
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case 0: |
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EMIT_SOUND( ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/pwrench_hitbod1.wav", 1, ATTN_NORM); break; |
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case 1: |
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EMIT_SOUND( ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/pwrench_hitbod2.wav", 1, ATTN_NORM); break; |
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case 2: |
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EMIT_SOUND( ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/pwrench_hitbod3.wav", 1, ATTN_NORM); break; |
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} |
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else |
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m_pPlayer->m_iWeaponVolume = MELEE_BODYHIT_VOLUME; |
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if ( !pEntity->IsAlive() ) |
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{ |
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ALERT(at_console, "Holding CPipeWrench\n"); |
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SendWeaponAnim(PIPEWRENCH_ATTACKBIGLOOP); |
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m_flNextPrimaryAttack = GetNextAttackDelay(0.5); |
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return TRUE; |
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} |
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m_flNextPrimaryAttack = m_flNextSecondaryAttack = GetNextAttackDelay(0.01f); |
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} |
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break; |
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else |
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flVol = 0.1; |
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case FIRESTATE_BIGHIT: |
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{ |
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ALERT(at_console, "CPipeWrench::FIRESTATE_BIGHIT\n"); |
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fHitWorld = FALSE; |
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} |
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} |
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Swing(1, FALSE); |
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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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m_iFirestate = FIRESTATE_NONE; |
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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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m_flHoldStartTime = 0.0f; |
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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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m_pPlayer->pev->button &= ~IN_ATTACK2; |
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fvolbar = 1; |
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} |
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break; |
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// also play pipe wrench 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/pwrench_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/pwrench_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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return; |
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} |
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if ((m_pPlayer->pev->button & IN_ATTACK2) && CanAttack(m_flNextSecondaryAttack, gpGlobals->time, UseDecrement())) |
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{ |
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#ifndef CLIENT_DLL |
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m_pPlayer->TabulateAmmo(); |
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#endif |
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SecondaryAttack(); |
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m_pPlayer->pev->button &= ~IN_ATTACK2; |
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} |
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else if ((m_pPlayer->pev->button & IN_ATTACK) && CanAttack(m_flNextPrimaryAttack, gpGlobals->time, UseDecrement())) |
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{ |
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m_pPlayer->m_iWeaponVolume = (int)( flVol * MELEE_WALLHIT_VOLUME ); |
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#ifndef CLIENT_DLL |
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m_pPlayer->TabulateAmmo(); |
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SetThink( &CPipeWrench::Smack ); |
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pev->nextthink = UTIL_WeaponTimeBase() + 0.2; |
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#endif |
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PrimaryAttack(); |
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m_pPlayer->pev->button &= ~IN_ATTACK; |
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} |
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else if (!(m_pPlayer->pev->button & (IN_ATTACK | IN_ATTACK2))) |
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{ |
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// no fire buttons down
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WeaponIdle(); |
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return; |
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} |
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// catch all
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if (ShouldWeaponIdle()) |
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{ |
|
|
|
|
WeaponIdle(); |
|
|
|
|
m_flNextPrimaryAttack = GetNextAttackDelay(0.5); |
|
|
|
|
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.5; |
|
|
|
|
} |
|
|
|
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 5.0; |
|
|
|
|
return fDidHit; |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
void CPipeWrench::Smack() |
|
|
|
|
{ |
|
|
|
|
DecalGunshot(&m_trHit, BULLET_PLAYER_CROWBAR); |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
void CPipeWrench::SwingAgain(void) |
|
|
|
|
{ |
|
|
|
|
Swing(0, TRUE); |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
#define clamp( val, min, max ) ( ((val) > (max)) ? (max) : ( ((val) < (min)) ? (min) : (val) ) ) |
|
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|
|
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|
|
int CPipeWrench::Swing(int fFirst, BOOL fIsPrimary) |
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|
|
|
void CPipeWrench::BigSwing(void) |
|
|
|
|
{ |
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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_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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|
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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|
if ( tr.flFraction >= 1.0 ) |
|
|
|
|
{ |
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|
UTIL_TraceHull(vecSrc, vecEnd, dont_ignore_monsters, head_hull, ENT(m_pPlayer->pev), &tr); |
|
|
|
|
if (tr.flFraction < 1.0) |
|
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|
|
UTIL_TraceHull( vecSrc, vecEnd, dont_ignore_monsters, head_hull, ENT( m_pPlayer->pev ), &tr ); |
|
|
|
|
if ( tr.flFraction < 1.0 ) |
|
|
|
|
{ |
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|
|
// Calculate the point of intersection of the line (or hull) and the object we hit
|
|
|
|
|
// This is and approximation of the "best" intersection
|
|
|
|
|
CBaseEntity *pHit = CBaseEntity::Instance(tr.pHit); |
|
|
|
|
if (!pHit || pHit->IsBSPModel()) |
|
|
|
|
FindHullIntersection(vecSrc, tr, VEC_DUCK_HULL_MIN, VEC_DUCK_HULL_MAX, m_pPlayer->edict()); |
|
|
|
|
CBaseEntity *pHit = CBaseEntity::Instance( tr.pHit ); |
|
|
|
|
if ( !pHit || pHit->IsBSPModel() ) |
|
|
|
|
FindHullIntersection( 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)
|
|
|
|
|
} |
|
|
|
|
} |
|
|
|
|
#endif |
|
|
|
|
|
|
|
|
|
PLAYBACK_EVENT_FULL(FEV_NOTHOST, m_pPlayer->edict(), m_usPWrench, |
|
|
|
|
0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0, 0, fIsPrimary, |
|
|
|
|
0.0, 0, 0.0); |
|
|
|
|
PLAYBACK_EVENT_FULL( FEV_NOTHOST, m_pPlayer->edict(), m_usPWrench, |
|
|
|
|
0.0, |
|
|
|
|
(float*)&g_vecZero, |
|
|
|
|
(float*)&g_vecZero, |
|
|
|
|
0, 0, 0, 0, 0, 0 ); |
|
|
|
|
|
|
|
|
|
//EMIT_SOUND( ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/pwrench_big_miss.wav", 0.8, ATTN_NORM);
|
|
|
|
|
|
|
|
|
|
if (tr.flFraction >= 1.0) |
|
|
|
|
m_pPlayer->pev->punchangle.x -= 2; |
|
|
|
|
if ( tr.flFraction >= 1.0 ) |
|
|
|
|
{ |
|
|
|
|
// miss
|
|
|
|
|
m_flNextPrimaryAttack = m_flNextSecondaryAttack = (fIsPrimary) |
|
|
|
|
? GetNextAttackDelay(0.35f) |
|
|
|
|
: GetNextAttackDelay(1.0f); |
|
|
|
|
|
|
|
|
|
// player "shoot" animation
|
|
|
|
|
m_pPlayer->SetAnimation(PLAYER_ATTACK1); |
|
|
|
|
m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); |
|
|
|
|
} |
|
|
|
|
else |
|
|
|
|
{ |
|
|
|
|
if (fIsPrimary) |
|
|
|
|
{ |
|
|
|
|
switch (((m_iSwing++) % 2) + 1) |
|
|
|
|
{ |
|
|
|
|
case 0: |
|
|
|
|
SendWeaponAnim(PIPEWRENCH_ATTACK1HIT); break; |
|
|
|
|
case 1: |
|
|
|
|
SendWeaponAnim(PIPEWRENCH_ATTACK2HIT); break; |
|
|
|
|
case 2: |
|
|
|
|
SendWeaponAnim(PIPEWRENCH_ATTACK3HIT); break; |
|
|
|
|
} |
|
|
|
|
} |
|
|
|
|
else |
|
|
|
|
{ |
|
|
|
|
SendWeaponAnim(PIPEWRENCH_ATTACKBIGHIT); |
|
|
|
|
|
|
|
|
|
m_pPlayer->pev->punchangle.x = -5; |
|
|
|
|
} |
|
|
|
|
SendWeaponAnim( PIPEWRENCH_ATTACKBIGHIT ); |
|
|
|
|
|
|
|
|
|
// player "shoot" animation
|
|
|
|
|
m_pPlayer->SetAnimation(PLAYER_ATTACK1); |
|
|
|
|
m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); |
|
|
|
|
|
|
|
|
|
#ifndef CLIENT_DLL |
|
|
|
|
|
|
|
|
|
// hit
|
|
|
|
|
fDidHit = TRUE; |
|
|
|
|
CBaseEntity *pEntity = CBaseEntity::Instance(tr.pHit); |
|
|
|
|
|
|
|
|
|
ClearMultiDamage(); |
|
|
|
|
|
|
|
|
|
float flDamage; |
|
|
|
|
|
|
|
|
|
if (!fIsPrimary) |
|
|
|
|
{ |
|
|
|
|
float flRealDamage, flTotalDamageSpan; |
|
|
|
|
float flRealHoldTimeDelta, flNormHoldTimeDelta; |
|
|
|
|
float flNormHoldTimeProp; |
|
|
|
|
|
|
|
|
|
// Get the total damge to be dealt with, excluding the starting minimum.
|
|
|
|
|
flTotalDamageSpan = PIPEWRENCH_ATTACK2_MAX_DAMAGE - PIPEWRENCH_ATTACK2_MIN_DAMAGE; |
|
|
|
|
|
|
|
|
|
// Get the time delta since we hold the secondary attack button.
|
|
|
|
|
flRealHoldTimeDelta = clamp(gpGlobals->time - m_flHoldStartTime, 0, PIPEWRENCH_ATTACK2_MAX_DAMAGE_HOLD_TIME); |
|
|
|
|
|
|
|
|
|
// Normalize the value, between 0. and 1.0
|
|
|
|
|
flNormHoldTimeProp = clamp(flRealHoldTimeDelta / PIPEWRENCH_ATTACK2_MAX_DAMAGE_HOLD_TIME, 0.0f, 1.0f); |
|
|
|
|
|
|
|
|
|
// Establish a proportion between normalized value and total hold time
|
|
|
|
|
// for maximum damage.
|
|
|
|
|
flNormHoldTimeDelta = flNormHoldTimeProp * PIPEWRENCH_ATTACK2_MAX_DAMAGE_HOLD_TIME; |
|
|
|
|
|
|
|
|
|
// Convert the computed proportion relative to maximum hold time, to damage.
|
|
|
|
|
flRealDamage = (flTotalDamageSpan * flNormHoldTimeDelta) / PIPEWRENCH_ATTACK2_MAX_DAMAGE_HOLD_TIME; |
|
|
|
|
|
|
|
|
|
// Add the desired extra damage to the minimum.
|
|
|
|
|
flDamage = PIPEWRENCH_ATTACK2_MIN_DAMAGE + flRealDamage; |
|
|
|
|
|
|
|
|
|
// Clamp the new desired damage value between min and max.
|
|
|
|
|
flDamage = clamp(flDamage, PIPEWRENCH_ATTACK2_MIN_DAMAGE, PIPEWRENCH_ATTACK2_MAX_DAMAGE); |
|
|
|
|
} |
|
|
|
|
else |
|
|
|
|
if( pEntity ) |
|
|
|
|
{ |
|
|
|
|
if ((m_flNextPrimaryAttack + 1 < UTIL_WeaponTimeBase()) || g_pGameRules->IsMultiplayer()) |
|
|
|
|
{ |
|
|
|
|
// first swing does full damage
|
|
|
|
|
flDamage = gSkillData.plrDmgPWrench; |
|
|
|
|
ClearMultiDamage(); |
|
|
|
|
float flDamage = (gpGlobals->time - m_flBigSwingStart) * gSkillData.plrDmgPWrench + 25.0f; |
|
|
|
|
if (flDamage > PIPEWRENCH_ATTACK2_MAX_DAMAGE) { |
|
|
|
|
flDamage = PIPEWRENCH_ATTACK2_MAX_DAMAGE; |
|
|
|
|
} |
|
|
|
|
else |
|
|
|
|
{ |
|
|
|
|
// subsequent swings do half
|
|
|
|
|
flDamage = gSkillData.plrDmgPWrench / 2; |
|
|
|
|
} |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
ALERT(at_console, "PipeWrench damage: %f\n", flDamage); |
|
|
|
|
pEntity->TraceAttack(m_pPlayer->pev, flDamage, gpGlobals->v_forward, &tr, DMG_CLUB); |
|
|
|
|
|
|
|
|
|
// Send trace attack to player.
|
|
|
|
|
pEntity->TraceAttack(m_pPlayer->pev, flDamage, gpGlobals->v_forward, &tr, DMG_CLUB); |
|
|
|
|
|
|
|
|
|
ApplyMultiDamage(m_pPlayer->pev, m_pPlayer->pev); |
|
|
|
|
ApplyMultiDamage(m_pPlayer->pev, m_pPlayer->pev); |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
// play thwack, smack, or dong sound
|
|
|
|
|
float flVol = 1.0; |
|
|
|
@ -390,63 +384,45 @@ int CPipeWrench::Swing(int fFirst, BOOL fIsPrimary)
@@ -390,63 +384,45 @@ int CPipeWrench::Swing(int fFirst, BOOL fIsPrimary)
|
|
|
|
|
if (pEntity->Classify() != CLASS_NONE && pEntity->Classify() != CLASS_MACHINE) |
|
|
|
|
{ |
|
|
|
|
// play thwack or smack sound
|
|
|
|
|
if (fIsPrimary) |
|
|
|
|
switch( RANDOM_LONG(0,1) ) |
|
|
|
|
{ |
|
|
|
|
// Primary attack body hit sound.
|
|
|
|
|
switch (RANDOM_LONG(0, 2)) |
|
|
|
|
{ |
|
|
|
|
case 0: EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/pwrench_hitbod1.wav", 1, ATTN_NORM); break; |
|
|
|
|
case 1: EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/pwrench_hitbod2.wav", 1, ATTN_NORM); break; |
|
|
|
|
case 2: EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/pwrench_hitbod3.wav", 1, ATTN_NORM); break; |
|
|
|
|
} |
|
|
|
|
case 0: |
|
|
|
|
EMIT_SOUND( ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/pwrench_big_hitbod1.wav", 1, ATTN_NORM); |
|
|
|
|
break; |
|
|
|
|
case 1: |
|
|
|
|
EMIT_SOUND( ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/pwrench_big_hitbod2.wav", 1, ATTN_NORM); |
|
|
|
|
break; |
|
|
|
|
} |
|
|
|
|
m_pPlayer->m_iWeaponVolume = MELEE_BODYHIT_VOLUME; |
|
|
|
|
if ( !pEntity->IsAlive() ) |
|
|
|
|
return; |
|
|
|
|
else |
|
|
|
|
{ |
|
|
|
|
// Secondary attack body hit sound.
|
|
|
|
|
switch (RANDOM_LONG(0, 1)) |
|
|
|
|
{ |
|
|
|
|
case 0: EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/pwrench_big_hitbod1.wav", 1, ATTN_NORM); break; |
|
|
|
|
case 1: EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/pwrench_big_hitbod2.wav", 1, ATTN_NORM); break; |
|
|
|
|
} |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
flVol = 0.1; |
|
|
|
|
|
|
|
|
|
m_pPlayer->m_iWeaponVolume = PIPEWRENCH_BODYHIT_VOLUME; |
|
|
|
|
if (!pEntity->IsAlive()) |
|
|
|
|
return TRUE; |
|
|
|
|
else |
|
|
|
|
flVol = 0.1; |
|
|
|
|
|
|
|
|
|
fHitWorld = FALSE; |
|
|
|
|
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) |
|
|
|
|
if( fHitWorld ) |
|
|
|
|
{ |
|
|
|
|
float fvolbar = TEXTURETYPE_PlaySound(&tr, vecSrc, vecSrc + (vecEnd - vecSrc) * 2, BULLET_PLAYER_CROWBAR); |
|
|
|
|
float fvolbar = TEXTURETYPE_PlaySound(&tr, vecSrc, vecSrc + (vecEnd-vecSrc)*2, BULLET_PLAYER_CROWBAR ); |
|
|
|
|
|
|
|
|
|
if (g_pGameRules->IsMultiplayer()) |
|
|
|
|
if ( g_pGameRules->IsMultiplayer() ) |
|
|
|
|
{ |
|
|
|
|
// override the volume here, cause we don't play texture sounds in multiplayer,
|
|
|
|
|
// 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
|
|
|
|
|
//
|
|
|
|
|
// Shared between both primary and secondary attack.
|
|
|
|
|
//
|
|
|
|
|
switch (RANDOM_LONG(0, 1)) |
|
|
|
|
switch( RANDOM_LONG(0,1) ) |
|
|
|
|
{ |
|
|
|
|
case 0: |
|
|
|
|
EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/pwrench_hit1.wav", fvolbar, ATTN_NORM, 0, 98 + RANDOM_LONG(0, 3)); |
|
|
|
|
EMIT_SOUND_DYN( ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/pwrench_hit1.wav", fvolbar, ATTN_NORM, 0, 98 + RANDOM_LONG(0,3)); |
|
|
|
|
break; |
|
|
|
|
case 1: |
|
|
|
|
EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/pwrench_hit1.wav", fvolbar, ATTN_NORM, 0, 98 + RANDOM_LONG(0, 3)); |
|
|
|
|
EMIT_SOUND_DYN( ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/pwrench_hit2.wav", fvolbar, ATTN_NORM, 0, 98 + RANDOM_LONG(0,3)); |
|
|
|
|
break; |
|
|
|
|
} |
|
|
|
|
|
|
|
|
@ -454,69 +430,50 @@ int CPipeWrench::Swing(int fFirst, BOOL fIsPrimary)
@@ -454,69 +430,50 @@ int CPipeWrench::Swing(int fFirst, BOOL fIsPrimary)
|
|
|
|
|
m_trHit = tr; |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
m_pPlayer->m_iWeaponVolume = flVol * PIPEWRENCH_WALLHIT_VOLUME; |
|
|
|
|
m_pPlayer->m_iWeaponVolume = (int)( flVol * MELEE_WALLHIT_VOLUME ); |
|
|
|
|
#endif |
|
|
|
|
|
|
|
|
|
m_flNextPrimaryAttack = m_flNextSecondaryAttack = (fIsPrimary) |
|
|
|
|
? GetNextAttackDelay(0.5f) |
|
|
|
|
: GetNextAttackDelay(1.0f); |
|
|
|
|
|
|
|
|
|
SetThink(&CPipeWrench::Smack); |
|
|
|
|
|
|
|
|
|
pev->nextthink = UTIL_WeaponTimeBase() + 0.2; |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
} |
|
|
|
|
return fDidHit; |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
void CPipeWrench::WindUp(void) |
|
|
|
|
void CPipeWrench::WeaponIdle(void) |
|
|
|
|
{ |
|
|
|
|
SendWeaponAnim(PIPEWRENCH_ATTACKBIGWIND); |
|
|
|
|
|
|
|
|
|
SetThink(&CPipeWrench::WindLoop); |
|
|
|
|
|
|
|
|
|
m_flNextSecondaryAttack = GetNextAttackDelay(1.0f); |
|
|
|
|
pev->nextthink = UTIL_WeaponTimeBase() + 1.0f; |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
void CPipeWrench::WindLoop(void) |
|
|
|
|
{ |
|
|
|
|
if (m_flNextSecondaryAttack < UTIL_WeaponTimeBase() && !(m_pPlayer->pev->button & IN_ATTACK2)) |
|
|
|
|
if ( m_iSwingMode == 1 ) |
|
|
|
|
{ |
|
|
|
|
if (!Swing(1, FALSE)) |
|
|
|
|
if ( gpGlobals->time > m_flBigSwingStart + 1.0 ) |
|
|
|
|
{ |
|
|
|
|
SetThink(&CPipeWrench::SwingAgain2); |
|
|
|
|
pev->nextthink = UTIL_WeaponTimeBase() + 0.1f; |
|
|
|
|
m_iSwingMode = 2; |
|
|
|
|
} |
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return; |
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} |
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SendWeaponAnim( PIPEWRENCH_ATTACKBIGLOOP ); |
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pev->nextthink = UTIL_WeaponTimeBase() + 0.1f; |
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} |
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void CPipeWrench::SwingAgain2(void) |
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{ |
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Swing(0, FALSE); |
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} |
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//=========================================================
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// Purpose:
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//=========================================================
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BOOL CPipeWrench::CanAttack(float attack_time, float curtime, BOOL isPredicted) |
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{ |
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#if defined( CLIENT_WEAPONS ) |
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if (!isPredicted) |
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#else |
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if (1) |
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#endif |
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else if (m_iSwingMode == 2) |
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{ |
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return (attack_time <= curtime) ? TRUE : FALSE; |
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m_flNextSecondaryAttack = m_flNextPrimaryAttack = m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.1; |
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BigSwing(); |
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m_iSwingMode = 0; |
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return; |
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} |
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else |
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{ |
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return (attack_time <= 0.0) ? TRUE : FALSE; |
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m_iSwingMode = 0; |
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if ( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() ) |
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return; |
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int iAnim; |
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float flRand = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0.0, 1.0 ); |
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if ( flRand <= 0.3 ) |
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{ |
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iAnim = PIPEWRENCH_IDLE1; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.0; |
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} |
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else if ( flRand <= 0.6 ) |
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{ |
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iAnim = PIPEWRENCH_IDLE2; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 3.0; |
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} |
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else |
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{ |
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iAnim = PIPEWRENCH_IDLE3; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 3.0; |
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} |
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SendWeaponAnim( iAnim ); |
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} |
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} |
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} |
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