/*** *AR2 Impulse Rifle from HALF-LIFE 2 , rewritten to hlsdk by Solexid. *Uses custom models and sounds * ****/ #include "extdll.h" #include "util.h" #include "customentity.h" #include "cbase.h" #include "monsters.h" #include "weapons.h" #include "nodes.h" #include "player.h" #include "soundent.h" #include "gamerules.h" #include "game.h" #define AR2_BEAM_SPRITE "sprites/xbeam1.spr" #define WEAPON_AR2 19 enum AR2_e { AR2_LONGIDLE = 0, AR2_IDLE1, AR2_LAUNCH, AR2_RELOAD, AR2_DEPLOY, AR2_FIRE1, AR2_FIRE2, AR2_FIRE3, }; class CAR2 : public CBasePlayerWeapon { public: void Spawn(void); void Precache(void); int iItemSlot(void) { return 3; } int GetItemInfo(ItemInfo *p); int AddToPlayer(CBasePlayer *pPlayer); CBeam* m_pBeam1; void PrimaryAttack(void); void Cleaner(void); void SecondaryAttack(void); int SecondaryAmmoIndex(void); BOOL Deploy(void); void Holster(int skiplocal); void MyAnim(int iAnim); void Reload(void); void WeaponIdle(void); float m_flNextAnimTime; int m_iShell; virtual BOOL UseDecrement(void) { return false; } }; LINK_ENTITY_TO_CLASS(weapon_ar2, CAR2); class CAR2Ball: public CBaseEntity { public: static CAR2Ball *AR2Shoot(entvars_t *pevOwner, Vector vecStart, Vector vecVelocity, float time); void AR2Touch(CBaseEntity *pOther); void Precache(); void Spawn(); void AR2Think(); void Detonate(); void Explode(TraceResult *tr, int); int TakeDamage(entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType); virtual float TouchGravGun( CBaseEntity *attacker, int stage ) { pev->owner = attacker->edict(); if( stage == 3 ) { pev->dmgtime = gpGlobals->time + 6 ; // play launch sound switch (RANDOM_LONG(0, 2)) { case 0: EMIT_SOUND(ENT(pev), CHAN_VOICE, "ar2/ar2launch1.wav", 1, ATTN_NORM); break; case 1: EMIT_SOUND(ENT(pev), CHAN_VOICE, "ar2/ar2launch2.wav", 1, ATTN_NORM); break; } m_fGravgunSound = false; } if( stage == 2 && gpGlobals->time - pev->dmgtime < 15 ) { pev->dmgtime = gpGlobals->time + 20 ; if( !m_fGravgunSound ) { EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "ar2/ar2gravgun.wav", 0.2, ATTN_NORM, 0, 70 + RANDOM_LONG(0, 34)); m_fGravgunSound = true; } } if( stage == 1 ) pev->dmgtime = gpGlobals->time + 20 ; return 1600; } float m_flNextAttack; bool m_fRegisteredSound; bool m_fGravgunSound; float m_flLastSound; int m_iShockWaveTexture; }; LINK_ENTITY_TO_CLASS(ar2grenade, CAR2Ball); //========================================================= //========================================================= int CAR2Ball::TakeDamage(entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType) { Vector r = (pevInflictor->origin - pev->origin); pev->velocity = pev->velocity + r * flDamage / -7; pev->avelocity.x = pev->avelocity.x * 0.5 + RANDOM_FLOAT(100, -100); } void CAR2Ball::Precache() { m_iShockWaveTexture = PRECACHE_MODEL( "sprites/shockwave.spr" ); PRECACHE_MODEL( "models/ar2grenade.mdl" ); } void CAR2Ball::Spawn() { Precache(); pev->movetype = MOVETYPE_BOUNCE; pev->solid = SOLID_SLIDEBOX; UTIL_SetOrigin(pev, pev->origin); SetTouch(&CAR2Ball::AR2Touch); // Bounce if touched SetThink(&CAR2Ball::AR2Think); pev->nextthink = gpGlobals->time + 0.1; pev->dmgtime = gpGlobals->time + 99999; pev->takedamage = DAMAGE_YES; pev->sequence = RANDOM_LONG(3, 6); pev->framerate = 1.0; pev->effects = EF_LIGHT; pev->rendermode = kRenderTransAdd; pev->renderfx = kRenderFxDistort; pev->renderamt = 256; pev->gravity = 0.0005; pev->friction = 0; SET_MODEL(ENT(pev), "models/ar2grenade.mdl"); pev->dmg = 60; m_fRegisteredSound = FALSE; UTIL_SetSize(pev, Vector(-8, -8, -8), Vector(8, 8, 8)); UTIL_SetOrigin(pev, pev->origin); pev->avelocity.x = RANDOM_LONG(-1000, 1000); pev->avelocity.y = RANDOM_LONG(-1000, 1000); } CAR2Ball * CAR2Ball::AR2Shoot(entvars_t *pevOwner, Vector vecStart, Vector vecVelocity, float time) { CAR2Ball *pGrenade = (CAR2Ball *)CBaseEntity::Create( "ar2grenade", vecStart, vecVelocity, ENT(pevOwner) ); pGrenade->Spawn(); UTIL_SetOrigin(pGrenade->pev, vecStart); pGrenade->pev->velocity = vecVelocity; pGrenade->pev->angles = UTIL_VecToAngles(pGrenade->pev->velocity); pGrenade->pev->owner = ENT(pevOwner); pGrenade->pev->dmgtime = gpGlobals->time + time; if (time < 0.1) { pGrenade->pev->nextthink = gpGlobals->time; pGrenade->pev->velocity = Vector(0, 0, 0); } // play launch sound switch (RANDOM_LONG(0, 2)) { case 0: EMIT_SOUND(ENT(pGrenade->pev), CHAN_VOICE, "ar2/ar2launch1.wav", 1, ATTN_NORM); break; case 1: EMIT_SOUND(ENT(pGrenade->pev), CHAN_VOICE, "ar2/ar2launch2.wav", 1, ATTN_NORM); break; } return pGrenade; } void CAR2Ball::AR2Touch(CBaseEntity *pOther) { // don't hit the guy that launched this sphere if (pOther->edict() == pev->owner) return; // only do damage if we're moving fairly fast if (m_flNextAttack < gpGlobals->time ) { entvars_t *pevOwner = VARS(pev->owner); if( !pevOwner ) pevOwner = pev; TraceResult tr = UTIL_GetGlobalTrace(); ClearMultiDamage(); pOther->TraceAttack(pevOwner, 250, gpGlobals->v_forward, &tr, DMG_CLUB); if( pOther->IsPlayer() || pOther->IsMoving() ) { pev->velocity = gpGlobals->v_forward.Normalize() * 1600; // play bounce sound switch (RANDOM_LONG(0, 2)) { case 0: EMIT_SOUND(ENT(pev), CHAN_VOICE, "ar2/ar2strike1.wav", 1, ATTN_NORM); break; case 1: EMIT_SOUND(ENT(pev), CHAN_VOICE, "ar2/ar2strike2.wav", 1, ATTN_NORM); break; } m_fGravgunSound = false; m_flLastSound = gpGlobals->time; } ApplyMultiDamage(pev, pevOwner); m_flNextAttack = gpGlobals->time + 0.03; // debounce } if( !pev->velocity.Length() ) pev->velocity.z += 100; Vector vecTestVelocity; vecTestVelocity = pev->velocity; if (!m_fRegisteredSound && vecTestVelocity.Length() <= 60) { CSoundEnt::InsertSound(bits_SOUND_DANGER, pev->origin, pev->dmg / 0.4, 0.3); m_fRegisteredSound = TRUE; } if( gpGlobals->time - m_flLastSound > 0.12 ) { // play bounce sound switch (RANDOM_LONG(0, 2)) { case 0: EMIT_SOUND(ENT(pev), CHAN_VOICE, "ar2/ar2bounce1.wav", 0.5, ATTN_NORM); break; case 1: EMIT_SOUND(ENT(pev), CHAN_VOICE, "ar2/ar2bounce2.wav", 0.5, ATTN_NORM); break; } m_fGravgunSound = false; m_flLastSound = gpGlobals->time; } pev->framerate = pev->velocity.Length() / 200.0; if( pev->framerate > 0.8 ) pev->framerate = 0.8; if( pev->framerate < 0.1 ) pev->framerate = 0.1; pev->effects |= EF_BRIGHTLIGHT; pev->velocity = pev->velocity + pOther->pev->velocity; } void CAR2Ball::AR2Think() { if (!IsInWorld()) { UTIL_Remove( this ); return; } pev->nextthink = gpGlobals->time + 0.1; if (pev->dmgtime - 1 < gpGlobals->time) { CSoundEnt::InsertSound ( bits_SOUND_DANGER, pev->origin + pev->velocity * (pev->dmgtime - gpGlobals->time), 400, 0.1 ); } if (pev->dmgtime <= gpGlobals->time) { pev->renderfx = kRenderFxExplode; SetThink( &CAR2Ball::Detonate ); } if (pev->waterlevel != 0) { SetThink( &CAR2Ball::Detonate ); } pev->effects &= ~EF_BRIGHTLIGHT; } void CAR2Ball::Detonate( void ) { TraceResult tr; Vector vecSpot;// trace starts here! vecSpot = pev->origin + Vector ( 0 , 0 , 8 ); UTIL_TraceLine ( vecSpot, vecSpot + Vector ( 0, 0, -40 ), ignore_monsters, ENT(pev), & tr); Explode( &tr, DMG_SHOCK ); } // UNDONE: temporary scorching for PreAlpha - find a less sleazy permenant solution. void CAR2Ball::Explode( TraceResult *pTrace, int bitsDamageType ) { float flRndSound;// sound randomizer pev->model = iStringNull;//invisible pev->solid = SOLID_NOT;// intangible pev->takedamage = DAMAGE_NO; // Pull out of the wall a bit if ( pTrace->flFraction != 1.0 ) { pev->origin = pTrace->vecEndPos + (pTrace->vecPlaneNormal * (pev->dmg - 24) * 0.6); } int iContents = UTIL_PointContents ( pev->origin ); // blast circles MESSAGE_BEGIN( MSG_PAS, SVC_TEMPENTITY, pev->origin ); WRITE_BYTE( TE_BEAMCYLINDER ); WRITE_COORD( pev->origin.x); WRITE_COORD( pev->origin.y); WRITE_COORD( pev->origin.z + 16); WRITE_COORD( pev->origin.x); WRITE_COORD( pev->origin.y); WRITE_COORD( pev->origin.z + 16 + 384 / .2); // reach damage radius over .3 seconds WRITE_SHORT( m_iShockWaveTexture ); WRITE_BYTE( 0 ); // startframe WRITE_BYTE( 0 ); // framerate WRITE_BYTE( 2 ); // life WRITE_BYTE( 16 ); // width WRITE_BYTE( 0 ); // noise WRITE_BYTE( 255 ); WRITE_BYTE( 255 ); WRITE_BYTE( 255 ); WRITE_BYTE( 255 ); //brightness WRITE_BYTE( 0 ); // speed MESSAGE_END(); MESSAGE_BEGIN( MSG_PAS, SVC_TEMPENTITY, pev->origin ); WRITE_BYTE( TE_BEAMCYLINDER ); WRITE_COORD( pev->origin.x); WRITE_COORD( pev->origin.y); WRITE_COORD( pev->origin.z + 16); WRITE_COORD( pev->origin.x); WRITE_COORD( pev->origin.y); WRITE_COORD( pev->origin.z + 16 + ( 384/ 2 ) / .2); // reach damage radius over .3 seconds WRITE_SHORT( m_iShockWaveTexture ); WRITE_BYTE( 0 ); // startframe WRITE_BYTE( 0 ); // framerate WRITE_BYTE( 2 ); // life WRITE_BYTE( 16 ); // width WRITE_BYTE( 0 ); // noise WRITE_BYTE( 255 ); WRITE_BYTE( 255 ); WRITE_BYTE( 255 ); WRITE_BYTE( 255 ); //brightness WRITE_BYTE( 0 ); // speed MESSAGE_END(); CSoundEnt::InsertSound ( bits_SOUND_COMBAT, pev->origin, NORMAL_EXPLOSION_VOLUME, 3.0 ); entvars_t *pevOwner; if ( pev->owner ) pevOwner = VARS( pev->owner ); else pevOwner = NULL; pev->owner = NULL; // can't traceline attack owner if this is set RadiusDamage ( pev->origin, pev, pevOwner, 30, 200, CLASS_NONE, bitsDamageType ); RadiusDamage ( pev->origin, pev, pevOwner, 200, 30, CLASS_NONE, bitsDamageType ); //flRndSound = RANDOM_FLOAT( 0 , 1 ); EMIT_SOUND(ENT(pev), CHAN_VOICE, "ar2/ar2explosion.wav", 1, ATTN_NORM); pev->effects |= EF_NODRAW; SetThink( &CAR2Ball::SUB_Remove ); SetTouch( NULL ); pev->velocity = g_vecZero; pev->nextthink = gpGlobals->time + 0.3; /* if (iContents != CONTENTS_WATER) { int sparkCount = RANDOM_LONG(0,3); for ( int i = 0; i < sparkCount; i++ ) Create( "spark_shower", pev->origin, pTrace->vecPlaneNormal, NULL ); }*/ } int CAR2::SecondaryAmmoIndex(void) { return m_iSecondaryAmmoType; } void CAR2::Spawn() { pev->classname = MAKE_STRING("weapon_ar2"); Precache(); SET_MODEL(ENT(pev), "models/w_ar2.mdl"); m_iId = WEAPON_AR2; m_iDefaultAmmo = 30; FallInit();// get ready to fall down. } void CAR2::Precache(void) { PRECACHE_MODEL("models/v_ar2.mdl"); PRECACHE_MODEL("models/w_ar2.mdl"); PRECACHE_MODEL("models/p_ar2.mdl"); m_iShell = PRECACHE_MODEL("models/shell.mdl");// brass shellTE_MODEL PRECACHE_MODEL("models/ar2grenade.mdl"); // grenade PRECACHE_MODEL("models/w_9mmARclip.mdl"); PRECACHE_SOUND("items/9mmclip1.wav"); PRECACHE_SOUND("items/clipinsert1.wav"); PRECACHE_SOUND("items/cliprelease1.wav"); PRECACHE_SOUND("ar2s1.wav");// H to the K PRECACHE_SOUND("ar2launch.wav"); PRECACHE_SOUND("weapons/357_cock1.wav"); } int CAR2::GetItemInfo(ItemInfo *p) { p->pszName = STRING(pev->classname); if( !cvar_ar2_mp5.value ) { p->pszAmmo1 = "AR2"; p->iMaxAmmo1 = 120; p->pszAmmo2 = "AR2grenades"; p->iMaxAmmo2 = 3; } else { p->pszAmmo1 = "9mm"; p->iMaxAmmo1 = _9MM_MAX_CARRY; p->pszAmmo2 = "ARgrenades"; p->iMaxAmmo2 = M203_GRENADE_MAX_CARRY; } p->iMaxClip = 30; p->iSlot = 2; p->iPosition = 3; p->iFlags = 0; p->iId = m_iId = WEAPON_AR2; p->iWeight = 25; return 1; } int CAR2::AddToPlayer(CBasePlayer *pPlayer) { if (CBasePlayerWeapon::AddToPlayer(pPlayer)) { MESSAGE_BEGIN(MSG_ONE, gmsgWeapPickup, NULL, pPlayer->pev); WRITE_BYTE(m_iId); MESSAGE_END(); return TRUE; } return FALSE; } BOOL CAR2::Deploy() { Cleaner(); return DefaultDeploy("models/v_ar2.mdl", "models/p_ar2.mdl", AR2_DEPLOY, "MP5"); } void CAR2::Holster(int skiplocal /* = 0 */) { Cleaner(); MyAnim(AR2_DEPLOY); } void CAR2::MyAnim(int iAnim) { m_pPlayer->pev->weaponanim = iAnim; MESSAGE_BEGIN(MSG_ONE, SVC_WEAPONANIM, NULL, m_pPlayer->pev); WRITE_BYTE(iAnim); // sequence number WRITE_BYTE(pev->body); // weaponmodel bodygroup. MESSAGE_END(); } void CAR2::PrimaryAttack() { // don't fire underwater if (m_pPlayer->pev->waterlevel == 3) { PlayEmptySound(); m_flNextPrimaryAttack =gpGlobals->time+0.15; return; } if (m_iClip <= 0) { PlayEmptySound(); m_flNextPrimaryAttack = gpGlobals->time + 0.15; return; } m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME; m_pPlayer->m_iWeaponFlash = NORMAL_GUN_FLASH; m_iClip--; m_pPlayer->pev->effects = (int)(m_pPlayer->pev->effects) | EF_MUZZLEFLASH; // player "shoot" animation m_pPlayer->SetAnimation(PLAYER_ATTACK1); Vector vecSrc = m_pPlayer->GetGunPosition(); Vector vecAiming = m_pPlayer->GetAutoaimVector(AUTOAIM_10DEGREES); Vector vecDir; vecDir = m_pPlayer->FireBulletsPlayer(5, vecSrc, vecAiming, VECTOR_CONE_3DEGREES, 8192, BULLET_PLAYER_MP5, 0, 3, m_pPlayer->pev, m_pPlayer->random_seed); int iAnim; switch (RANDOM_LONG(0, 2)) { case 0: iAnim = AR2_FIRE1; break; default: case 1: iAnim = AR2_FIRE2; break; case 2: iAnim = AR2_FIRE3; break; } MyAnim(iAnim); if( !m_pBeam1 ) { m_pBeam1 = CBeam::BeamCreate(AR2_BEAM_SPRITE, 40); m_pBeam1->PointEntInit(pev->origin, m_pPlayer->entindex()); m_pBeam1->SetFlags(BEAM_FSINE); m_pBeam1->pev->spawnflags |= SF_BEAM_TEMPORARY; m_pBeam1->pev->owner = m_pPlayer->edict(); m_pBeam1->SetEndAttachment(1); m_pBeam1->SetStartPos( gpGlobals->trace_endpos ); //meam1->SetEndPos(this->pev->origin + pev->view_ofs +gpGlobals->v_up*20+gpGlobals->v_right*5+gpGlobals->v_forward*30); m_pBeam1->SetWidth(15); m_pBeam1->SetBrightness(255); SetThink(&CAR2::Cleaner); pev->nextthink = gpGlobals->time + 0.05; } EMIT_SOUND(ENT(pev), CHAN_WEAPON, "ar2s1.wav", 1, ATTN_NORM); if (!m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0) // HEV suit - indicate out of ammo condition m_pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0); SetThink(&CAR2::Cleaner); m_flNextPrimaryAttack = gpGlobals->time + 0.1; m_flTimeWeaponIdle = gpGlobals->time + UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15); } void CAR2::Cleaner(void) { if( m_pBeam1 ) UTIL_Remove(m_pBeam1); m_pBeam1 = NULL; SetThink( NULL ); } void CAR2::SecondaryAttack(void) { // don't fire underwater if (m_pPlayer->pev->waterlevel == 3) { PlayEmptySound(); m_flNextPrimaryAttack = gpGlobals->time + 0.15; return; } if (m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType] == 0) { PlayEmptySound(); return; } m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME; m_pPlayer->m_iWeaponFlash = BRIGHT_GUN_FLASH; m_pPlayer->m_iExtraSoundTypes = bits_SOUND_DANGER; m_pPlayer->m_flStopExtraSoundTime = gpGlobals->time + 0.7; m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType]--; // player "shoot" animation m_pPlayer->SetAnimation(PLAYER_ATTACK1); UTIL_MakeVectors(m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle); CAR2Ball::AR2Shoot(m_pPlayer->pev, m_pPlayer->pev->origin + m_pPlayer->pev->view_ofs + gpGlobals->v_forward * 16, gpGlobals->v_forward * 1600,5); // reload sound if( m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType] ) EMIT_SOUND(ENT(pev), CHAN_VOICE, "ar2launch.wav", 0.75, ATTN_NORM); MyAnim(AR2_LAUNCH); m_flNextPrimaryAttack = gpGlobals->time + 1; m_flNextSecondaryAttack = gpGlobals->time + 2; m_flTimeWeaponIdle = gpGlobals->time + + 5;// idle pretty soon after shooting. if (!m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType]) // HEV suit - indicate out of ammo condition m_pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0); } void CAR2::Reload(void) { ; if (m_pPlayer->ammo_9mm <= 0) return; DefaultReload(30, AR2_RELOAD, 1.0); } void CAR2::WeaponIdle(void) { ResetEmptySound(); m_pPlayer->GetAutoaimVector(AUTOAIM_5DEGREES); if (m_flTimeWeaponIdle >gpGlobals->time) return; int iAnim; switch (RANDOM_LONG(0, 1)) { case 0: iAnim = AR2_LONGIDLE; break; default: case 1: iAnim = AR2_IDLE1; break; } MyAnim(iAnim); m_flTimeWeaponIdle = gpGlobals->time+UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15); // how long till we do this again. } class CAR2Ammo : public CBasePlayerAmmo { void Spawn( void ) { Precache( ); SET_MODEL(ENT(pev), "models/w_chainammo.mdl"); CBasePlayerAmmo::Spawn( ); } void Precache( void ) { PRECACHE_MODEL ("models/w_chainammo.mdl"); PRECACHE_SOUND("items/9mmclip1.wav"); } BOOL AddAmmo( CBaseEntity *pOther ) { int bResult = (pOther->GiveAmmo( 30, "AR2", 120) != -1); if (bResult) { EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM); } return bResult; } }; LINK_ENTITY_TO_CLASS( ammo_ar2, CAR2Ammo ); class CAR2AmmoGrenade : public CBasePlayerAmmo { void Spawn( void ) { Precache( ); SET_MODEL(ENT(pev), "models/w_ARgrenade.mdl"); CBasePlayerAmmo::Spawn( ); } void Precache( void ) { PRECACHE_MODEL ("models/w_ARgrenade.mdl"); PRECACHE_SOUND("items/9mmclip1.wav"); } BOOL AddAmmo( CBaseEntity *pOther ) { int bResult = (pOther->GiveAmmo( 1, "AR2grenades", 3 ) != -1); if (bResult) { EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM); } return bResult; } }; LINK_ENTITY_TO_CLASS( ammo_ar2_altfire, CAR2AmmoGrenade );