RAINBOW2000
8 years ago
12 changed files with 54 additions and 1157 deletions
@ -1,271 +0,0 @@
@@ -1,271 +0,0 @@
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/***
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* |
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* Copyright (c) 1996-2001, 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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void FindHullIntersection(const Vector &vecSrc, TraceResult &tr, float *mins, float *maxs, edict_t *pEntity); |
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#define KNIFE_BODYHIT_VOLUME 128 |
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#define KNIFE_WALLHIT_VOLUME 512 |
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LINK_ENTITY_TO_CLASS(weapon_knife, CKnife); |
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enum knife_e { |
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KNIFE_IDLE1 = 0, |
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KNIFE_DRAW, |
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KNIFE_HOLSTER, |
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KNIFE_ATTACK1HIT, |
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KNIFE_ATTACK1MISS, |
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KNIFE_ATTACK2MISS, |
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KNIFE_ATTACK2HIT, |
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KNIFE_ATTACK3MISS, |
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KNIFE_ATTACK3HIT, |
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KNIFE_IDLE2, |
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KNIFE_IDLE3, |
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KNIFE_CHARGE, |
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KNIFE_STAB, |
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}; |
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void CKnife::Spawn() |
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{ |
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Precache(); |
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m_iId = WEAPON_KNIFE; |
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SET_MODEL(ENT(pev), "models/w_knife.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 CKnife::Precache(void) |
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{ |
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PRECACHE_MODEL("models/v_knife.mdl"); |
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PRECACHE_MODEL("models/w_knife.mdl"); |
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PRECACHE_MODEL("models/p_knife.mdl"); |
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PRECACHE_SOUND("weapons/knife_hit_flesh1.wav"); |
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PRECACHE_SOUND("weapons/knife_hit_flesh2.wav"); |
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PRECACHE_SOUND("weapons/knife_hit_wall1.wav"); |
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PRECACHE_SOUND("weapons/knife_hit_wall2.wav"); |
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PRECACHE_SOUND("weapons/knife1.wav"); |
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PRECACHE_SOUND("weapons/knife2.wav"); |
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PRECACHE_SOUND("weapons/knife3.wav"); |
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m_usKnife = PRECACHE_EVENT(1, "events/knife.sc"); |
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} |
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int CKnife::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_KNIFE; |
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p->iWeight = KNIFE_WEIGHT; |
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return 1; |
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} |
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BOOL CKnife::Deploy() |
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{ |
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return DefaultDeploy("models/v_knife.mdl", "models/p_knife.mdl", KNIFE_DRAW, "knife"); |
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} |
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void CKnife::Holster(int skiplocal /* = 0 */) |
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{ |
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5; |
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SendWeaponAnim(KNIFE_HOLSTER); |
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} |
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void CKnife::PrimaryAttack() |
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{ |
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if (!Swing(1)) |
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{ |
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SetThink(&CKnife::SwingAgain); |
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pev->nextthink = gpGlobals->time + 0.1; |
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} |
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} |
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void CKnife::Smack() |
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{ |
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DecalGunshot(&m_trHit, BULLET_PLAYER_CROWBAR); |
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} |
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void CKnife::SwingAgain(void) |
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{ |
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Swing(0); |
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} |
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int CKnife::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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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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PLAYBACK_EVENT_FULL(FEV_NOTHOST, m_pPlayer->edict(), m_usKnife, |
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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 = GetNextAttackDelay(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(KNIFE_ATTACK1HIT); break; |
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case 1: |
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SendWeaponAnim(KNIFE_ATTACK2HIT); break; |
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case 2: |
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SendWeaponAnim(KNIFE_ATTACK3HIT); 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 < UTIL_WeaponTimeBase()) || 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.plrDmgKnife, 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.plrDmgKnife / 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, 1)) |
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{ |
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case 0: |
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EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/knife_hit_flesh1.wav", 1, ATTN_NORM); break; |
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case 1: |
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EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/knife_hit_flesh2.wav", 1, ATTN_NORM); break; |
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} |
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m_pPlayer->m_iWeaponVolume = KNIFE_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/knife_hit_wall1.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/knife_hit_wall2.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 * KNIFE_WALLHIT_VOLUME; |
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#endif |
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m_flNextPrimaryAttack = GetNextAttackDelay(0.25); |
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SetThink(&CKnife::Smack); |
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pev->nextthink = UTIL_WeaponTimeBase() + 0.2; |
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} |
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return fDidHit; |
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} |
@ -1,601 +0,0 @@
@@ -1,601 +0,0 @@
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/***
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* |
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* Copyright (c) 1996-2001, 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. |
||||
* All Rights Reserved. |
||||
* |
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* Use, distribution, and modification of this source code and/or resulting |
||||
* object code is restricted to non-commercial enhancements to products from |
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* Valve LLC. All other use, distribution, or modification is prohibited |
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* without written permission from Valve LLC. |
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* |
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****/ |
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#if !defined( OEM_BUILD ) && !defined( HLDEMO_BUILD ) |
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#include "extdll.h" |
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#include "util.h" |
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#include "cbase.h" |
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#include "monsters.h" |
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#include "weapons.h" |
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#include "nodes.h" |
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#include "player.h" |
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#include "soundent.h" |
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#include "gamerules.h" |
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enum w_penguin_e { |
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WPENGUIN_IDLE1 = 0, |
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WPENGUIN_FIDGET, |
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WPENGUIN_JUMP, |
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WPENGUIN_RUN, |
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}; |
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enum penguin_e { |
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PENGUIN_IDLE1 = 0, |
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PENGUIN_FIDGETFIT, |
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PENGUIN_FIDGETNIP, |
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PENGUIN_DOWN, |
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PENGUIN_UP, |
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PENGUIN_THROW |
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}; |
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#ifndef CLIENT_DLL |
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class CPenguinGrenade : public CGrenade |
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{ |
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void Spawn(void); |
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void Precache(void); |
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int Classify(void); |
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void EXPORT SuperBounceTouch(CBaseEntity *pOther); |
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void EXPORT HuntThink(void); |
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int BloodColor(void) { return BLOOD_COLOR_YELLOW; } |
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void Killed(entvars_t *pevAttacker, int iGib); |
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void GibMonster(void); |
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virtual int Save(CSave &save); |
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virtual int Restore(CRestore &restore); |
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static TYPEDESCRIPTION m_SaveData[]; |
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static float m_flNextBounceSoundTime; |
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// CBaseEntity *m_pTarget;
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float m_flDie; |
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Vector m_vecTarget; |
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float m_flNextHunt; |
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float m_flNextHit; |
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Vector m_posPrev; |
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EHANDLE m_hOwner; |
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int m_iMyClass; |
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}; |
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float CPenguinGrenade::m_flNextBounceSoundTime = 0; |
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LINK_ENTITY_TO_CLASS(monster_penguin, CPenguinGrenade); |
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TYPEDESCRIPTION CPenguinGrenade::m_SaveData[] = |
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{ |
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DEFINE_FIELD(CPenguinGrenade, m_flDie, FIELD_TIME), |
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DEFINE_FIELD(CPenguinGrenade, m_vecTarget, FIELD_VECTOR), |
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DEFINE_FIELD(CPenguinGrenade, m_flNextHunt, FIELD_TIME), |
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DEFINE_FIELD(CPenguinGrenade, m_flNextHit, FIELD_TIME), |
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DEFINE_FIELD(CPenguinGrenade, m_posPrev, FIELD_POSITION_VECTOR), |
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DEFINE_FIELD(CPenguinGrenade, m_hOwner, FIELD_EHANDLE), |
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}; |
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IMPLEMENT_SAVERESTORE(CPenguinGrenade, CGrenade); |
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#define PENGUIN_DETONATE_DELAY 15.0 |
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int CPenguinGrenade::Classify(void) |
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{ |
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if (m_iMyClass != 0) |
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return m_iMyClass; // protect against recursion
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if (m_hEnemy != NULL) |
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{ |
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m_iMyClass = CLASS_INSECT; // no one cares about it
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switch (m_hEnemy->Classify()) |
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{ |
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case CLASS_PLAYER: |
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case CLASS_HUMAN_PASSIVE: |
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case CLASS_HUMAN_MILITARY: |
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m_iMyClass = 0; |
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return CLASS_ALIEN_MILITARY; // barney's get mad, grunts get mad at it
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} |
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m_iMyClass = 0; |
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} |
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return CLASS_ALIEN_BIOWEAPON; |
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} |
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void CPenguinGrenade::Spawn(void) |
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{ |
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Precache(); |
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// motor
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pev->movetype = MOVETYPE_BOUNCE; |
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pev->solid = SOLID_BBOX; |
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SET_MODEL(ENT(pev), "models/w_penguin.mdl"); |
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UTIL_SetSize(pev, Vector(-4, -4, 0), Vector(4, 4, 8)); |
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UTIL_SetOrigin(pev, pev->origin); |
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SetTouch(&CPenguinGrenade::SuperBounceTouch); |
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SetThink(&CPenguinGrenade::HuntThink); |
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pev->nextthink = gpGlobals->time + 0.1; |
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m_flNextHunt = gpGlobals->time + 1E6; |
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pev->flags |= FL_MONSTER; |
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pev->takedamage = DAMAGE_AIM; |
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pev->health = gSkillData.snarkHealth; |
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pev->gravity = 0.5; |
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pev->friction = 0.5; |
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pev->dmg = gSkillData.snarkDmgPop; |
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m_flDie = gpGlobals->time + PENGUIN_DETONATE_DELAY; |
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m_flFieldOfView = 0; // 180 degrees
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if (pev->owner) |
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m_hOwner = Instance(pev->owner); |
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m_flNextBounceSoundTime = gpGlobals->time;// reset each time a snark is spawned.
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pev->sequence = WPENGUIN_RUN; |
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ResetSequenceInfo(); |
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} |
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void CPenguinGrenade::Precache(void) |
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{ |
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PRECACHE_MODEL("models/w_penguin.mdl"); |
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PRECACHE_SOUND("squeek/sqk_blast1.wav"); |
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PRECACHE_SOUND("common/bodysplat.wav"); |
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PRECACHE_SOUND("squeek/sqk_die1.wav"); |
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PRECACHE_SOUND("squeek/sqk_hunt1.wav"); |
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PRECACHE_SOUND("squeek/sqk_hunt2.wav"); |
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PRECACHE_SOUND("squeek/sqk_hunt3.wav"); |
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PRECACHE_SOUND("squeek/sqk_deploy1.wav"); |
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} |
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void CPenguinGrenade::Killed(entvars_t *pevAttacker, int iGib) |
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{ |
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pev->model = iStringNull;// make invisible
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SetThink(&CPenguinGrenade::SUB_Remove); |
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SetTouch(NULL); |
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pev->nextthink = gpGlobals->time + 0.1; |
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// since squeak grenades never leave a body behind, clear out their takedamage now.
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// Squeaks do a bit of radius damage when they pop, and that radius damage will
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// continue to call this function unless we acknowledge the Squeak's death now. (sjb)
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pev->takedamage = DAMAGE_NO; |
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// play squeek blast
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EMIT_SOUND_DYN(ENT(pev), CHAN_ITEM, "squeek/sqk_blast1.wav", 1, 0.5, 0, PITCH_NORM); |
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CSoundEnt::InsertSound(bits_SOUND_COMBAT, pev->origin, SMALL_EXPLOSION_VOLUME, 3.0); |
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UTIL_BloodDrips(pev->origin, g_vecZero, BloodColor(), 80); |
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if (m_hOwner != NULL) |
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RadiusDamage(pev, m_hOwner->pev, pev->dmg, CLASS_NONE, DMG_BLAST); |
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else |
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RadiusDamage(pev, pev, pev->dmg, CLASS_NONE, DMG_BLAST); |
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// reset owner so death message happens
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if (m_hOwner != NULL) |
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pev->owner = m_hOwner->edict(); |
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CBaseMonster::Killed(pevAttacker, GIB_ALWAYS); |
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} |
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void CPenguinGrenade::GibMonster(void) |
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{ |
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EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "common/bodysplat.wav", 0.75, ATTN_NORM, 0, 200); |
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} |
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void CPenguinGrenade::HuntThink(void) |
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{ |
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// ALERT( at_console, "think\n" );
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if (!IsInWorld()) |
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{ |
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SetTouch(NULL); |
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UTIL_Remove(this); |
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return; |
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} |
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StudioFrameAdvance(); |
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pev->nextthink = gpGlobals->time + 0.1; |
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// explode when ready
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if (gpGlobals->time >= m_flDie) |
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{ |
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g_vecAttackDir = pev->velocity.Normalize(); |
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pev->health = -1; |
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Killed(pev, 0); |
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return; |
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} |
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// float
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if (pev->waterlevel != 0) |
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{ |
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if (pev->movetype == MOVETYPE_BOUNCE) |
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{ |
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pev->movetype = MOVETYPE_FLY; |
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} |
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pev->velocity = pev->velocity * 0.9; |
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pev->velocity.z += 8.0; |
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} |
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else if (pev->movetype = MOVETYPE_FLY) |
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{ |
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pev->movetype = MOVETYPE_BOUNCE; |
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} |
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// return if not time to hunt
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if (m_flNextHunt > gpGlobals->time) |
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return; |
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m_flNextHunt = gpGlobals->time + 2.0; |
||||
|
||||
CBaseEntity *pOther = NULL; |
||||
Vector vecDir; |
||||
TraceResult tr; |
||||
|
||||
Vector vecFlat = pev->velocity; |
||||
vecFlat.z = 0; |
||||
vecFlat = vecFlat.Normalize(); |
||||
|
||||
UTIL_MakeVectors(pev->angles); |
||||
|
||||
if (m_hEnemy == NULL || !m_hEnemy->IsAlive()) |
||||
{ |
||||
// find target, bounce a bit towards it.
|
||||
Look(512); |
||||
m_hEnemy = BestVisibleEnemy(); |
||||
} |
||||
|
||||
// squeek if it's about time blow up
|
||||
if ((m_flDie - gpGlobals->time <= 0.5) && (m_flDie - gpGlobals->time >= 0.3)) |
||||
{ |
||||
EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "squeek/sqk_die1.wav", 1, ATTN_NORM, 0, 100 + RANDOM_LONG(0, 0x3F)); |
||||
CSoundEnt::InsertSound(bits_SOUND_COMBAT, pev->origin, 256, 0.25); |
||||
} |
||||
|
||||
// higher pitch as squeeker gets closer to detonation time
|
||||
float flpitch = 155.0 - 60.0 * ((m_flDie - gpGlobals->time) / PENGUIN_DETONATE_DELAY); |
||||
if (flpitch < 80) |
||||
flpitch = 80; |
||||
|
||||
if (m_hEnemy != NULL) |
||||
{ |
||||
if (FVisible(m_hEnemy)) |
||||
{ |
||||
vecDir = m_hEnemy->EyePosition() - pev->origin; |
||||
m_vecTarget = vecDir.Normalize(); |
||||
} |
||||
|
||||
float flVel = pev->velocity.Length(); |
||||
float flAdj = 50.0 / (flVel + 10.0); |
||||
|
||||
if (flAdj > 1.2) |
||||
flAdj = 1.2; |
||||
|
||||
// ALERT( at_console, "think : enemy\n");
|
||||
|
||||
// ALERT( at_console, "%.0f %.2f %.2f %.2f\n", flVel, m_vecTarget.x, m_vecTarget.y, m_vecTarget.z );
|
||||
|
||||
pev->velocity = pev->velocity * flAdj + m_vecTarget * 300; |
||||
} |
||||
|
||||
if (pev->flags & FL_ONGROUND) |
||||
{ |
||||
pev->avelocity = Vector(0, 0, 0); |
||||
} |
||||
else |
||||
{ |
||||
if (pev->avelocity == Vector(0, 0, 0)) |
||||
{ |
||||
pev->avelocity.x = RANDOM_FLOAT(-100, 100); |
||||
pev->avelocity.z = RANDOM_FLOAT(-100, 100); |
||||
} |
||||
} |
||||
|
||||
if ((pev->origin - m_posPrev).Length() < 1.0) |
||||
{ |
||||
pev->velocity.x = RANDOM_FLOAT(-100, 100); |
||||
pev->velocity.y = RANDOM_FLOAT(-100, 100); |
||||
} |
||||
m_posPrev = pev->origin; |
||||
|
||||
pev->angles = UTIL_VecToAngles(pev->velocity); |
||||
pev->angles.z = 0; |
||||
pev->angles.x = 0; |
||||
} |
||||
|
||||
|
||||
void CPenguinGrenade::SuperBounceTouch(CBaseEntity *pOther) |
||||
{ |
||||
float flpitch; |
||||
|
||||
TraceResult tr = UTIL_GetGlobalTrace(); |
||||
|
||||
// don't hit the guy that launched this grenade
|
||||
if (pev->owner && pOther->edict() == pev->owner) |
||||
return; |
||||
|
||||
// at least until we've bounced once
|
||||
pev->owner = NULL; |
||||
|
||||
pev->angles.x = 0; |
||||
pev->angles.z = 0; |
||||
|
||||
// avoid bouncing too much
|
||||
if (m_flNextHit > gpGlobals->time) |
||||
return; |
||||
|
||||
// higher pitch as squeeker gets closer to detonation time
|
||||
flpitch = 155.0 - 60.0 * ((m_flDie - gpGlobals->time) / PENGUIN_DETONATE_DELAY); |
||||
|
||||
if (pOther->pev->takedamage && m_flNextAttack < gpGlobals->time) |
||||
{ |
||||
// attack!
|
||||
|
||||
// make sure it's me who has touched them
|
||||
if (tr.pHit == pOther->edict()) |
||||
{ |
||||
// and it's not another squeakgrenade
|
||||
if (tr.pHit->v.modelindex != pev->modelindex) |
||||
{ |
||||
// ALERT( at_console, "hit enemy\n");
|
||||
ClearMultiDamage(); |
||||
pOther->TraceAttack(pev, gSkillData.snarkDmgBite, gpGlobals->v_forward, &tr, DMG_SLASH); |
||||
if (m_hOwner != NULL) |
||||
ApplyMultiDamage(pev, m_hOwner->pev); |
||||
else |
||||
ApplyMultiDamage(pev, pev); |
||||
|
||||
pev->dmg += gSkillData.snarkDmgPop; // add more explosion damage
|
||||
// m_flDie += 2.0; // add more life
|
||||
|
||||
// make bite sound
|
||||
EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, "squeek/sqk_deploy1.wav", 1.0, ATTN_NORM, 0, (int)flpitch); |
||||
m_flNextAttack = gpGlobals->time + 0.5; |
||||
} |
||||
} |
||||
else |
||||
{ |
||||
// ALERT( at_console, "been hit\n");
|
||||
} |
||||
} |
||||
|
||||
m_flNextHit = gpGlobals->time + 0.1; |
||||
m_flNextHunt = gpGlobals->time; |
||||
|
||||
if (g_pGameRules->IsMultiplayer()) |
||||
{ |
||||
// in multiplayer, we limit how often snarks can make their bounce sounds to prevent overflows.
|
||||
if (gpGlobals->time < m_flNextBounceSoundTime) |
||||
{ |
||||
// too soon!
|
||||
return; |
||||
} |
||||
} |
||||
|
||||
if (!(pev->flags & FL_ONGROUND)) |
||||
{ |
||||
// play bounce sound
|
||||
float flRndSound = RANDOM_FLOAT(0, 1); |
||||
|
||||
if (flRndSound <= 0.33) |
||||
EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "squeek/sqk_hunt1.wav", 1, ATTN_NORM, 0, (int)flpitch); |
||||
else if (flRndSound <= 0.66) |
||||
EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "squeek/sqk_hunt2.wav", 1, ATTN_NORM, 0, (int)flpitch); |
||||
else |
||||
EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "squeek/sqk_hunt3.wav", 1, ATTN_NORM, 0, (int)flpitch); |
||||
CSoundEnt::InsertSound(bits_SOUND_COMBAT, pev->origin, 256, 0.25); |
||||
} |
||||
else |
||||
{ |
||||
// skittering sound
|
||||
CSoundEnt::InsertSound(bits_SOUND_COMBAT, pev->origin, 100, 0.1); |
||||
} |
||||
|
||||
m_flNextBounceSoundTime = gpGlobals->time + 0.5;// half second.
|
||||
} |
||||
|
||||
#endif |
||||
|
||||
LINK_ENTITY_TO_CLASS(weapon_penguin, CPenguin); |
||||
|
||||
|
||||
void CPenguin::Spawn() |
||||
{ |
||||
Precache(); |
||||
m_iId = WEAPON_PENGUIN; |
||||
SET_MODEL(ENT(pev), "models/w_penguinnest.mdl"); |
||||
|
||||
FallInit();//get ready to fall down.
|
||||
|
||||
m_iDefaultAmmo = PENGUIN_DEFAULT_GIVE; |
||||
|
||||
pev->sequence = 1; |
||||
pev->animtime = gpGlobals->time; |
||||
pev->framerate = 1.0; |
||||
} |
||||
|
||||
|
||||
void CPenguin::Precache(void) |
||||
{ |
||||
PRECACHE_MODEL("models/w_penguinnest.mdl"); |
||||
PRECACHE_MODEL("models/v_penguin.mdl"); |
||||
PRECACHE_MODEL("models/p_penguin.mdl"); |
||||
PRECACHE_SOUND("squeek/sqk_hunt2.wav"); |
||||
PRECACHE_SOUND("squeek/sqk_hunt3.wav"); |
||||
UTIL_PrecacheOther("monster_penguin"); |
||||
|
||||
m_usPenguinFire = PRECACHE_EVENT(1, "events/penguinfire.sc"); |
||||
} |
||||
|
||||
|
||||
int CPenguin::GetItemInfo(ItemInfo *p) |
||||
{ |
||||
p->pszName = STRING(pev->classname); |
||||
p->pszAmmo1 = "Penguins"; |
||||
p->iMaxAmmo1 = PENGUIN_MAX_CARRY; |
||||
p->pszAmmo2 = NULL; |
||||
p->iMaxAmmo2 = -1; |
||||
p->iMaxClip = WEAPON_NOCLIP; |
||||
p->iSlot = 4; |
||||
p->iPosition = 4; |
||||
p->iId = m_iId = WEAPON_PENGUIN; |
||||
p->iWeight = PENGUIN_WEIGHT; |
||||
p->iFlags = ITEM_FLAG_LIMITINWORLD | ITEM_FLAG_EXHAUSTIBLE; |
||||
|
||||
return 1; |
||||
} |
||||
|
||||
|
||||
|
||||
BOOL CPenguin::Deploy() |
||||
{ |
||||
// play hunt sound
|
||||
float flRndSound = RANDOM_FLOAT(0, 1); |
||||
|
||||
if (flRndSound <= 0.5) |
||||
EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "squeek/sqk_hunt2.wav", 1, ATTN_NORM, 0, 100); |
||||
else |
||||
EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "squeek/sqk_hunt3.wav", 1, ATTN_NORM, 0, 100); |
||||
|
||||
m_pPlayer->m_iWeaponVolume = QUIET_GUN_VOLUME; |
||||
|
||||
return DefaultDeploy("models/v_penguin.mdl", "models/p_penguin.mdl", PENGUIN_UP, "penguin"); |
||||
} |
||||
|
||||
|
||||
void CPenguin::Holster(int skiplocal /* = 0 */) |
||||
{ |
||||
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5; |
||||
|
||||
if (!m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]) |
||||
{ |
||||
m_pPlayer->pev->weapons &= ~(1 << WEAPON_PENGUIN); |
||||
SetThink(&CPenguin::DestroyItem); |
||||
pev->nextthink = gpGlobals->time + 0.1; |
||||
return; |
||||
} |
||||
|
||||
SendWeaponAnim(PENGUIN_DOWN); |
||||
EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "common/null.wav", 1.0, ATTN_NORM); |
||||
} |
||||
|
||||
|
||||
void CPenguin::PrimaryAttack() |
||||
{ |
||||
if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]) |
||||
{ |
||||
UTIL_MakeVectors(m_pPlayer->pev->v_angle); |
||||
TraceResult tr; |
||||
Vector trace_origin; |
||||
|
||||
// HACK HACK: Ugly hacks to handle change in origin based on new physics code for players
|
||||
// Move origin up if crouched and start trace a bit outside of body ( 20 units instead of 16 )
|
||||
trace_origin = m_pPlayer->pev->origin; |
||||
if (m_pPlayer->pev->flags & FL_DUCKING) |
||||
{ |
||||
trace_origin = trace_origin - (VEC_HULL_MIN - VEC_DUCK_HULL_MIN); |
||||
} |
||||
|
||||
// find place to toss monster
|
||||
UTIL_TraceLine(trace_origin + gpGlobals->v_forward * 20, trace_origin + gpGlobals->v_forward * 64, dont_ignore_monsters, NULL, &tr); |
||||
|
||||
int flags; |
||||
#ifdef CLIENT_WEAPONS |
||||
flags = FEV_NOTHOST; |
||||
#else |
||||
flags = 0; |
||||
#endif |
||||
|
||||
PLAYBACK_EVENT_FULL(flags, m_pPlayer->edict(), m_usPenguinFire, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, 0, 0, 0, 0); |
||||
|
||||
if (tr.fAllSolid == 0 && tr.fStartSolid == 0 && tr.flFraction > 0.25) |
||||
{ |
||||
// player "shoot" animation
|
||||
m_pPlayer->SetAnimation(PLAYER_ATTACK1); |
||||
|
||||
#ifndef CLIENT_DLL |
||||
CBaseEntity *pSqueak = CBaseEntity::Create("monster_penguin", tr.vecEndPos, m_pPlayer->pev->v_angle, m_pPlayer->edict()); |
||||
pSqueak->pev->velocity = gpGlobals->v_forward * 200 + m_pPlayer->pev->velocity; |
||||
#endif |
||||
|
||||
// play hunt sound
|
||||
float flRndSound = RANDOM_FLOAT(0, 1); |
||||
|
||||
if (flRndSound <= 0.5) |
||||
EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "squeek/sqk_hunt2.wav", 1, ATTN_NORM, 0, 105); |
||||
else |
||||
EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "squeek/sqk_hunt3.wav", 1, ATTN_NORM, 0, 105); |
||||
|
||||
m_pPlayer->m_iWeaponVolume = QUIET_GUN_VOLUME; |
||||
|
||||
m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]--; |
||||
|
||||
m_fJustThrown = 1; |
||||
|
||||
m_flNextPrimaryAttack = GetNextAttackDelay(0.3); |
||||
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.0; |
||||
} |
||||
} |
||||
} |
||||
|
||||
|
||||
void CPenguin::SecondaryAttack(void) |
||||
{ |
||||
|
||||
} |
||||
|
||||
|
||||
void CPenguin::WeaponIdle(void) |
||||
{ |
||||
if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase()) |
||||
return; |
||||
|
||||
if (m_fJustThrown) |
||||
{ |
||||
m_fJustThrown = 0; |
||||
|
||||
if (!m_pPlayer->m_rgAmmo[PrimaryAmmoIndex()]) |
||||
{ |
||||
RetireWeapon(); |
||||
return; |
||||
} |
||||
|
||||
SendWeaponAnim(PENGUIN_UP); |
||||
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15); |
||||
return; |
||||
} |
||||
|
||||
int iAnim; |
||||
float flRand = UTIL_SharedRandomFloat(m_pPlayer->random_seed, 0, 1); |
||||
if (flRand <= 0.75) |
||||
{ |
||||
iAnim = PENGUIN_IDLE1; |
||||
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 30.0 / 16 * (2); |
||||
} |
||||
else if (flRand <= 0.875) |
||||
{ |
||||
iAnim = PENGUIN_FIDGETFIT; |
||||
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 70.0 / 16.0; |
||||
} |
||||
else |
||||
{ |
||||
iAnim = PENGUIN_FIDGETNIP; |
||||
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 80.0 / 16.0; |
||||
} |
||||
SendWeaponAnim(iAnim); |
||||
} |
||||
|
||||
#endif |
Loading…
Reference in new issue