mirror of
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HL:Invasion, attempt to more-or-less restore the upstream crowbar code
This commit is contained in:
parent
6b229861a1
commit
e62bf7baec
773
dlls/crowbar.cpp
773
dlls/crowbar.cpp
@ -1,347 +1,426 @@
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/***
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*
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* Copyright (c) 1999, 2000 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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extern void ClientDecal ( TraceResult *pTrace, Vector vecSrc, Vector vecEnd, int crowbar = 0 );
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#define CROWBAR_BODYHIT_VOLUME 128
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#define CROWBAR_WALLHIT_VOLUME 512
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LINK_ENTITY_TO_CLASS( weapon_crowbar, CCrowbar );
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enum gauss_e {
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/* CROWBAR_IDLE = 0,
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CROWBAR_DRAW,
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CROWBAR_HOLSTER,
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CROWBAR_ATTACK1HIT,
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CROWBAR_ATTACK1MISS,
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CROWBAR_ATTACK2MISS,
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CROWBAR_ATTACK2HIT,
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CROWBAR_ATTACK3MISS,
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CROWBAR_ATTACK3HIT
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*/ //modif de Julien : nouveau crowbar
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CROWBAR_IDLE = 0,
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CROWBAR_DRAW,
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CROWBAR_ATTACK1HIT,
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CROWBAR_ATTACK1MISS,
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CROWBAR_ATTACK2HIT,
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CROWBAR_ATTACK2MISS,
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};
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void CCrowbar::Spawn( )
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{
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Precache( );
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m_iId = WEAPON_CROWBAR;
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SET_MODEL(ENT(pev), "models/w_crowbar.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 CCrowbar::Precache( void )
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{
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PRECACHE_MODEL("models/v_crowbar.mdl");
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PRECACHE_MODEL("models/w_crowbar.mdl");
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PRECACHE_MODEL("models/p_crowbar.mdl");
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PRECACHE_SOUND("weapons/cbar_hit1.wav");
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PRECACHE_SOUND("weapons/cbar_hit2.wav");
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PRECACHE_SOUND("weapons/cbar_hitbod1.wav");
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PRECACHE_SOUND("weapons/cbar_hitbod2.wav");
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PRECACHE_SOUND("weapons/cbar_hitbod3.wav");
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PRECACHE_SOUND("weapons/cbar_miss1.wav");
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}
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int CCrowbar::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 = 0;
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p->iId = WEAPON_CROWBAR;
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p->iWeight = CROWBAR_WEIGHT;
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return 1;
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}
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// modif de julien
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int CCrowbar::AddToPlayer( CBasePlayer *pPlayer )
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{
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if ( CBasePlayerWeapon::AddToPlayer( pPlayer ) )
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{
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MESSAGE_BEGIN( MSG_ONE, gmsgWeapPickup, NULL, pPlayer->pev );
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WRITE_BYTE( m_iId );
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MESSAGE_END();
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m_pPlayer->TextAmmo( TA_CROWBAR );
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return TRUE;
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}
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return FALSE;
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}
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BOOL CCrowbar::Deploy( )
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{
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return DefaultDeploy( "models/v_crowbar.mdl", "models/p_crowbar.mdl", CROWBAR_DRAW, "crowbar" );
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}
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void CCrowbar::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( CROWBAR_HOLSTER );
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}
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void FindHullIntersection( 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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void CCrowbar::PrimaryAttack()
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{
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if (! Swing( 1 ))
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{
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SetThink( &CCrowbar::SwingAgain );
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pev->nextthink = gpGlobals->time + 0.1;
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}
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}
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void CCrowbar::Smack( )
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{
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//modif de Julien - d
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//DecalGunshot( &m_trHit, BULLET_PLAYER_CROWBAR );
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ClientDecal ( &m_trHit, m_vecDecalSrc, m_vecDecalEnd, 1+ (m_iSwing+1) % 2 );
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}
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void CCrowbar::SwingAgain( void )
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{
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Swing( 0 );
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}
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int CCrowbar::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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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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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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switch( (m_iSwing++) % 2/*3*/ )
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{
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case 0:
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SendWeaponAnim( CROWBAR_ATTACK1MISS ); break;
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case 1:
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SendWeaponAnim( CROWBAR_ATTACK2MISS ); break;
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/* case 2:
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SendWeaponAnim( CROWBAR_ATTACK3MISS ); break;
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*/ }
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m_flNextPrimaryAttack = gpGlobals->time + 0.5;
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// play wiff or swish sound
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EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/cbar_miss1.wav", 1, ATTN_NORM, 0, 94 + RANDOM_LONG(0,0xF));
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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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// hit
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fDidHit = TRUE;
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CBaseEntity *pEntity = CBaseEntity::Instance(tr.pHit);
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switch( ((m_iSwing++) % 2) /*+ 1*/ )
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{
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case 0:
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SendWeaponAnim( CROWBAR_ATTACK1HIT ); break;
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case 1:
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SendWeaponAnim( CROWBAR_ATTACK2HIT ); break;
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/* case 2:
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SendWeaponAnim( CROWBAR_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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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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m_flNextPrimaryAttack = gpGlobals->time + 0.25;
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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_WEAPON, "weapons/cbar_hitbod1.wav", 1, ATTN_NORM); break;
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case 1:
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EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/cbar_hitbod2.wav", 1, ATTN_NORM); break;
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case 2:
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EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/cbar_hitbod3.wav", 1, ATTN_NORM); break;
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}
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m_pPlayer->m_iWeaponVolume = CROWBAR_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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//UTIL_EmitAmbientSound(ENT(0), ptr->vecEndPos, "weapons/cbar_hit1.wav", fvolbar, ATTN_NORM, 0, 98 + RANDOM_LONG(0,3));
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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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//UTIL_EmitAmbientSound(ENT(0), ptr->vecEndPos, "weapons/cbar_hit2.wav", fvolbar, ATTN_NORM, 0, 98 + RANDOM_LONG(0,3));
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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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}
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// delay the decal a bit
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m_trHit = tr;
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m_vecDecalSrc = vecSrc;
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m_vecDecalEnd = vecEnd;
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SetThink( &CCrowbar::Smack );
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pev->nextthink = gpGlobals->time + 0.2;
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m_pPlayer->m_iWeaponVolume = flVol * CROWBAR_WALLHIT_VOLUME;
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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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*
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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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extern void ClientDecal ( TraceResult *pTrace, Vector vecSrc, Vector vecEnd, int crowbar = 0 );
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#define CROWBAR_BODYHIT_VOLUME 128
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#define CROWBAR_WALLHIT_VOLUME 512
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LINK_ENTITY_TO_CLASS( weapon_crowbar, CCrowbar )
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enum crowbar_e
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{
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/* CROWBAR_IDLE = 0,
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CROWBAR_DRAW,
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CROWBAR_HOLSTER,
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CROWBAR_ATTACK1HIT,
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CROWBAR_ATTACK1MISS,
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CROWBAR_ATTACK2MISS,
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CROWBAR_ATTACK2HIT,
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CROWBAR_ATTACK3MISS,
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#if !CROWBAR_IDLE_ANIM
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CROWBAR_ATTACK3HIT
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#else
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CROWBAR_ATTACK3HIT,
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CROWBAR_IDLE2,
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CROWBAR_IDLE3
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#endif
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*/
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CROWBAR_IDLE = 0, //modif de Julien : nouveau crowbar
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CROWBAR_DRAW,
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CROWBAR_ATTACK1HIT,
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CROWBAR_ATTACK1MISS,
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CROWBAR_ATTACK2HIT,
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CROWBAR_ATTACK2MISS,
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};
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void CCrowbar::Spawn()
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{
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Precache();
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m_iId = WEAPON_CROWBAR;
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SET_MODEL( ENT( pev ), "models/w_crowbar.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 CCrowbar::Precache( void )
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{
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PRECACHE_MODEL( "models/v_crowbar.mdl" );
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PRECACHE_MODEL( "models/w_crowbar.mdl" );
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PRECACHE_MODEL( "models/p_crowbar.mdl" );
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PRECACHE_SOUND( "weapons/cbar_hit1.wav" );
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PRECACHE_SOUND( "weapons/cbar_hit2.wav" );
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PRECACHE_SOUND( "weapons/cbar_hitbod1.wav" );
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PRECACHE_SOUND( "weapons/cbar_hitbod2.wav" );
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PRECACHE_SOUND( "weapons/cbar_hitbod3.wav" );
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PRECACHE_SOUND( "weapons/cbar_miss1.wav" );
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//m_usCrowbar = PRECACHE_EVENT( 1, "events/crowbar.sc" );
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}
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int CCrowbar::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 = 0;
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p->iId = WEAPON_CROWBAR;
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p->iWeight = CROWBAR_WEIGHT;
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return 1;
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}
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// modif de julien
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int CCrowbar::AddToPlayer( CBasePlayer *pPlayer )
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{
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if ( CBasePlayerWeapon::AddToPlayer( pPlayer ) )
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{
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MESSAGE_BEGIN( MSG_ONE, gmsgWeapPickup, NULL, pPlayer->pev );
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WRITE_BYTE( m_iId );
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MESSAGE_END();
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m_pPlayer->TextAmmo( TA_CROWBAR );
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return TRUE;
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}
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return FALSE;
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}
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BOOL CCrowbar::Deploy()
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{
|
||||
return DefaultDeploy( "models/v_crowbar.mdl", "models/p_crowbar.mdl", CROWBAR_DRAW, "crowbar" );
|
||||
}
|
||||
|
||||
void CCrowbar::Holster( int skiplocal /* = 0 */ )
|
||||
{
|
||||
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5f;
|
||||
//SendWeaponAnim( CROWBAR_HOLSTER ); //modif de Roy
|
||||
}
|
||||
|
||||
void FindHullIntersection( const Vector &vecSrc, TraceResult &tr, float *mins, float *maxs, edict_t *pEntity )
|
||||
{
|
||||
int i, j, k;
|
||||
float distance;
|
||||
float *minmaxs[2] = {mins, maxs};
|
||||
TraceResult tmpTrace;
|
||||
Vector vecHullEnd = tr.vecEndPos;
|
||||
Vector vecEnd;
|
||||
|
||||
distance = 1e6f;
|
||||
|
||||
vecHullEnd = vecSrc + ( ( vecHullEnd - vecSrc ) * 2.0f );
|
||||
UTIL_TraceLine( vecSrc, vecHullEnd, dont_ignore_monsters, pEntity, &tmpTrace );
|
||||
if( tmpTrace.flFraction < 1.0f )
|
||||
{
|
||||
tr = tmpTrace;
|
||||
return;
|
||||
}
|
||||
|
||||
for( i = 0; i < 2; i++ )
|
||||
{
|
||||
for( j = 0; j < 2; j++ )
|
||||
{
|
||||
for( k = 0; k < 2; k++ )
|
||||
{
|
||||
vecEnd.x = vecHullEnd.x + minmaxs[i][0];
|
||||
vecEnd.y = vecHullEnd.y + minmaxs[j][1];
|
||||
vecEnd.z = vecHullEnd.z + minmaxs[k][2];
|
||||
|
||||
UTIL_TraceLine( vecSrc, vecEnd, dont_ignore_monsters, pEntity, &tmpTrace );
|
||||
if( tmpTrace.flFraction < 1.0f )
|
||||
{
|
||||
float thisDistance = ( tmpTrace.vecEndPos - vecSrc ).Length();
|
||||
if( thisDistance < distance )
|
||||
{
|
||||
tr = tmpTrace;
|
||||
distance = thisDistance;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void CCrowbar::PrimaryAttack()
|
||||
{
|
||||
if( !Swing( 1 ) )
|
||||
{
|
||||
#if !CLIENT_DLL
|
||||
SetThink( &CCrowbar::SwingAgain );
|
||||
pev->nextthink = gpGlobals->time + 0.1f;
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
void CCrowbar::Smack()
|
||||
{
|
||||
//DecalGunshot( &m_trHit, BULLET_PLAYER_CROWBAR ); //modif de Roy, add Julien's decal model
|
||||
ClientDecal ( &m_trHit, m_vecDecalSrc, m_vecDecalEnd, 1+ (m_iSwing+1) % 2 );
|
||||
}
|
||||
|
||||
void CCrowbar::SwingAgain( void )
|
||||
{
|
||||
Swing( 0 );
|
||||
}
|
||||
|
||||
void CCrowbar::SendWeaponAnim( int iAnim, int skiplocal, int body ) //Fix???
|
||||
{
|
||||
skiplocal = 0;
|
||||
|
||||
m_pPlayer->pev->weaponanim = iAnim;
|
||||
|
||||
#if CLIENT_WEAPONS
|
||||
if( skiplocal && ENGINE_CANSKIP( m_pPlayer->edict() ) )
|
||||
return;
|
||||
#endif
|
||||
MESSAGE_BEGIN( MSG_ONE, SVC_WEAPONANIM, NULL, m_pPlayer->pev );
|
||||
WRITE_BYTE( iAnim ); // sequence number
|
||||
WRITE_BYTE( pev->body ); // weaponmodel bodygroup.
|
||||
MESSAGE_END();
|
||||
}
|
||||
|
||||
int CCrowbar::Swing( int fFirst )
|
||||
{
|
||||
int fDidHit = FALSE;
|
||||
|
||||
TraceResult tr;
|
||||
|
||||
UTIL_MakeVectors( m_pPlayer->pev->v_angle );
|
||||
Vector vecSrc = m_pPlayer->GetGunPosition();
|
||||
Vector vecEnd = vecSrc + gpGlobals->v_forward * 32.0f;
|
||||
|
||||
UTIL_TraceLine( vecSrc, vecEnd, dont_ignore_monsters, ENT( m_pPlayer->pev ), &tr );
|
||||
|
||||
#if !CLIENT_DLL
|
||||
if( tr.flFraction >= 1.0f )
|
||||
{
|
||||
UTIL_TraceHull( vecSrc, vecEnd, dont_ignore_monsters, head_hull, ENT( m_pPlayer->pev ), &tr );
|
||||
if( tr.flFraction < 1.0f )
|
||||
{
|
||||
// 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() );
|
||||
vecEnd = tr.vecEndPos; // This is the point on the actual surface (the hull could have hit space)
|
||||
}
|
||||
}
|
||||
#endif
|
||||
if( fFirst )
|
||||
{
|
||||
/*PLAYBACK_EVENT_FULL( FEV_NOTHOST, m_pPlayer->edict(), m_usCrowbar,
|
||||
0.0f, g_vecZero, g_vecZero, 0, 0, 0,
|
||||
0, 0, 0 );*/ //Removed as suggested by nekonomicon, edit de Roy
|
||||
}
|
||||
|
||||
if( tr.flFraction >= 1.0f )
|
||||
{
|
||||
if( fFirst )
|
||||
{
|
||||
// miss
|
||||
switch( (m_iSwing++) % 2/*3*/ )
|
||||
{
|
||||
case 0:
|
||||
SendWeaponAnim( CROWBAR_ATTACK1MISS ); break;
|
||||
case 1:
|
||||
SendWeaponAnim( CROWBAR_ATTACK2MISS ); break;
|
||||
/* case 2:
|
||||
SendWeaponAnim( CROWBAR_ATTACK3MISS ); break;
|
||||
*/ }
|
||||
// miss
|
||||
m_flNextPrimaryAttack = GetNextAttackDelay( 0.5 );
|
||||
// play wiff or swish sound
|
||||
EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/cbar_miss1.wav", 1, ATTN_NORM, 0, 94 + RANDOM_LONG(0,0xF));
|
||||
#if CROWBAR_IDLE_ANIM
|
||||
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
|
||||
#endif
|
||||
// player "shoot" animation
|
||||
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
switch( ( ( m_iSwing++ ) % 2 ) /*+ 1*/ ) //modif de Roy a-la Julien, we don't have Attack3hit here.
|
||||
{
|
||||
case 0:
|
||||
SendWeaponAnim( CROWBAR_ATTACK1HIT );
|
||||
break;
|
||||
case 1:
|
||||
SendWeaponAnim( CROWBAR_ATTACK2HIT );
|
||||
break;
|
||||
/*case 2:
|
||||
SendWeaponAnim( CROWBAR_ATTACK3HIT );
|
||||
break;*/
|
||||
}
|
||||
|
||||
// player "shoot" animation
|
||||
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
|
||||
|
||||
#if !CLIENT_DLL
|
||||
// hit
|
||||
fDidHit = TRUE;
|
||||
CBaseEntity *pEntity = CBaseEntity::Instance( tr.pHit );
|
||||
|
||||
// play thwack, smack, or dong sound
|
||||
float flVol = 1.0f;
|
||||
int fHitWorld = TRUE;
|
||||
|
||||
if( pEntity )
|
||||
{
|
||||
ClearMultiDamage();
|
||||
// If building with the clientside weapon prediction system,
|
||||
// UTIL_WeaponTimeBase() is always 0 and m_flNextPrimaryAttack is >= -1.0f, thus making
|
||||
// m_flNextPrimaryAttack + 1 < UTIL_WeaponTimeBase() always evaluate to false.
|
||||
#if CLIENT_WEAPONS
|
||||
if( ( m_flNextPrimaryAttack + 1.0f == UTIL_WeaponTimeBase() ) || g_pGameRules->IsMultiplayer() )
|
||||
#else
|
||||
if( ( m_flNextPrimaryAttack + 1.0f < UTIL_WeaponTimeBase() ) || g_pGameRules->IsMultiplayer() )
|
||||
#endif
|
||||
{
|
||||
// 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 * 0.5f, gpGlobals->v_forward, &tr, DMG_CLUB );
|
||||
}
|
||||
ApplyMultiDamage( m_pPlayer->pev, m_pPlayer->pev );
|
||||
|
||||
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", 1.0f, ATTN_NORM );
|
||||
break;
|
||||
case 1:
|
||||
EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/cbar_hitbod2.wav", 1.0f, ATTN_NORM );
|
||||
break;
|
||||
case 2:
|
||||
EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/cbar_hitbod3.wav", 1.0f, ATTN_NORM );
|
||||
break;
|
||||
}
|
||||
|
||||
m_pPlayer->m_iWeaponVolume = CROWBAR_BODYHIT_VOLUME;
|
||||
|
||||
if( !pEntity->IsAlive() )
|
||||
{
|
||||
#if CROWBAR_FIX_RAPID_CROWBAR
|
||||
m_flNextPrimaryAttack = GetNextAttackDelay(0.25);
|
||||
#endif
|
||||
return TRUE;
|
||||
}
|
||||
else
|
||||
flVol = 0.1f;
|
||||
|
||||
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 ) * 2.0f, 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 = 1.0f;
|
||||
}
|
||||
|
||||
// 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 = (int)( flVol * CROWBAR_WALLHIT_VOLUME );
|
||||
|
||||
// delay the decal a bit, modif de Roy
|
||||
m_trHit = tr;
|
||||
m_vecDecalSrc = vecSrc;
|
||||
m_vecDecalEnd = vecEnd;
|
||||
SetThink( &CCrowbar::Smack );
|
||||
pev->nextthink = gpGlobals->time + 0.2f;
|
||||
#endif
|
||||
#if CROWBAR_DELAY_FIX
|
||||
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.25f;
|
||||
#else
|
||||
m_flNextPrimaryAttack = GetNextAttackDelay( 0.25f );
|
||||
#endif
|
||||
}
|
||||
#if CROWBAR_IDLE_ANIM
|
||||
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
|
||||
#endif
|
||||
return fDidHit;
|
||||
}
|
||||
|
||||
#if CROWBAR_IDLE_ANIM
|
||||
void CCrowbar::WeaponIdle( void )
|
||||
{
|
||||
if( m_flTimeWeaponIdle < UTIL_WeaponTimeBase() )
|
||||
{
|
||||
int iAnim;
|
||||
float flRand = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0, 1 );
|
||||
if( flRand > 0.9f )
|
||||
{
|
||||
iAnim = CROWBAR_IDLE2;
|
||||
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 160.0f / 30.0f;
|
||||
}
|
||||
else
|
||||
{
|
||||
if( flRand > 0.5f )
|
||||
{
|
||||
iAnim = CROWBAR_IDLE;
|
||||
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 70.0f / 30.0f;
|
||||
}
|
||||
else
|
||||
{
|
||||
iAnim = CROWBAR_IDLE3;
|
||||
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 160.0f / 30.0f;
|
||||
}
|
||||
}
|
||||
SendWeaponAnim( iAnim );
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
@ -571,21 +571,33 @@ public:
|
||||
int iItemSlot( void ) { return 1; }
|
||||
void EXPORT SwingAgain( void );
|
||||
void EXPORT Smack( void );
|
||||
int GetItemInfo(ItemInfo *p);
|
||||
int GetItemInfo( ItemInfo *p );
|
||||
int AddToPlayer( CBasePlayer *pPlayer );
|
||||
void SendWeaponAnim( int iAnim, int skiplocal = 1, int body = 0 ); // skiplocal is 1 if client is predicting weapon animations
|
||||
|
||||
void PrimaryAttack( void );
|
||||
int Swing( int fFirst );
|
||||
BOOL Deploy( void );
|
||||
void Holster( int skiplocal = 0 );
|
||||
#if CROWBAR_IDLE_ANIM
|
||||
void WeaponIdle();
|
||||
#endif
|
||||
int m_iSwing;
|
||||
TraceResult m_trHit;
|
||||
|
||||
Vector m_vecDecalSrc;
|
||||
Vector m_vecDecalSrc; //modif de Roy
|
||||
Vector m_vecDecalEnd;
|
||||
|
||||
// modif de julien
|
||||
int AddToPlayer( CBasePlayer *pPlayer );
|
||||
|
||||
virtual BOOL UseDecrement( void )
|
||||
{
|
||||
#if CLIENT_WEAPONS
|
||||
return TRUE;
|
||||
#else
|
||||
return FALSE;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
unsigned short m_usCrowbar;
|
||||
};
|
||||
|
||||
class CPython : public CBasePlayerWeapon
|
||||
|
Loading…
x
Reference in New Issue
Block a user