/*** * * Copyright (c) 1996-2001, Valve LLC. All rights reserved. * * This product contains software technology licensed from Id * Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. * All Rights Reserved. * * Use, distribution, and modification of this source code and/or resulting * object code is restricted to non-commercial enhancements to products from * Valve LLC. All other use, distribution, or modification is prohibited * without written permission from Valve LLC. * ****/ #include "extdll.h" #include "util.h" #include "cbase.h" #include "monsters.h" #include "weapons.h" #include "nodes.h" #include "player.h" #include "gamerules.h" #define SPANNER_BODYHIT_VOLUME 128 #define SPANNER_WALLHIT_VOLUME 512 void FindHullIntersection(const Vector &vecSrc, TraceResult &tr, float *mins, float *maxs, edict_t *pEntity); LINK_ENTITY_TO_CLASS(weapon_th_spanner, CSpanner); enum spanner_e { SPANNER_IDLE = 0, SPANNER_ATTACK1, SPANNER_ATTACK2, SPANNER_USE, SPANNER_DRAW, SPANNER_HOLSTER, }; void CSpanner::Spawn() { Precache(); m_iId = WEAPON_SPANNER; SET_MODEL(ENT(pev), "models/backpack.mdl"); m_iClip = -1; FallInit();// get ready to fall down. } void CSpanner::Precache(void) { PRECACHE_MODEL("models/v_tfc_spanner.mdl"); PRECACHE_MODEL("models/backpack.mdl"); PRECACHE_MODEL("models/p_spanner.mdl"); PRECACHE_SOUND("weapons/cbar_hit1.wav"); PRECACHE_SOUND("weapons/cbar_hit2.wav"); PRECACHE_SOUND("weapons/cbar_hitbod1.wav"); PRECACHE_SOUND("weapons/cbar_hitbod2.wav"); PRECACHE_SOUND("weapons/cbar_hitbod3.wav"); PRECACHE_SOUND("weapons/cbar_miss1.wav"); PRECACHE_SOUND("kelly/cbar_hitkelly1.wav"); PRECACHE_SOUND("kelly/cbar_hitkelly2.wav"); PRECACHE_SOUND("kelly/cbar_hitkelly3.wav"); m_usSpanner = PRECACHE_EVENT(1, "events/spanner.sc"); } int CSpanner::GetItemInfo(ItemInfo *p) { p->pszName = STRING(pev->classname); p->pszAmmo1 = NULL; p->iMaxAmmo1 = -1; p->pszAmmo2 = NULL; p->iMaxAmmo2 = -1; p->iMaxClip = WEAPON_NOCLIP; p->iSlot = 0; p->iPosition = 2; p->iId = WEAPON_SPANNER; p->iWeight = SPANNER_WEIGHT; return 1; } BOOL CSpanner::Deploy() { return DefaultDeploy("models/v_tfc_spanner.mdl", "models/p_spanner.mdl", SPANNER_DRAW, "spanner"); } void CSpanner::Holster(int skiplocal /* = 0 */) { m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5; SendWeaponAnim(SPANNER_HOLSTER); } void CSpanner::PrimaryAttack() { if (!Swing(1)) { SetThink(&CSpanner::SwingAgain); pev->nextthink = gpGlobals->time + 0.1; } } int CSpanner::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; UTIL_TraceLine(vecSrc, vecEnd, dont_ignore_monsters, ENT(m_pPlayer->pev), &tr); #ifndef CLIENT_DLL if (tr.flFraction >= 1.0) { UTIL_TraceHull(vecSrc, vecEnd, dont_ignore_monsters, head_hull, ENT(m_pPlayer->pev), &tr); if (tr.flFraction < 1.0) { // 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 PLAYBACK_EVENT_FULL(FEV_NOTHOST, m_pPlayer->edict(), m_usSpanner, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0, 0, 0, 0.0, 0, 0.0); if (tr.flFraction >= 1.0) { if (fFirst) { // miss m_flNextPrimaryAttack = GetNextAttackDelay(0.38); // 0.5 // player "shoot" animation m_pPlayer->SetAnimation(PLAYER_ATTACK1); } } else { switch ((m_iSwing++) % 2) { case 0: SendWeaponAnim(SPANNER_ATTACK1); break; case 1: SendWeaponAnim(SPANNER_ATTACK2); break; } // player "shoot" animation m_pPlayer->SetAnimation(PLAYER_ATTACK1); #ifndef CLIENT_DLL // hit fDidHit = TRUE; CBaseEntity *pEntity = CBaseEntity::Instance(tr.pHit); ClearMultiDamage(); if ((m_flNextPrimaryAttack + 1 < UTIL_WeaponTimeBase()) || g_pGameRules->IsMultiplayer()) { // first swing does full damage pEntity->TraceAttack(m_pPlayer->pev, gSkillData.plrDmgSpanner, gpGlobals->v_forward, &tr, DMG_CLUB); } else { // subsequent swings do half pEntity->TraceAttack(m_pPlayer->pev, gSkillData.plrDmgSpanner / 2, gpGlobals->v_forward, &tr, DMG_CLUB); } ApplyMultiDamage(m_pPlayer->pev, m_pPlayer->pev); // play thwack, smack, or dong sound float flVol = 1.0; int fHitWorld = TRUE; if (pEntity) { if (pEntity->Classify() != CLASS_NONE && pEntity->Classify() != CLASS_MACHINE) { // Skeletons make different hit sounds. if (pEntity->Classify() == CLASS_SKELETON) { // play thwack or smack sound switch (RANDOM_LONG(0, 2)) { case 0: EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_ITEM, "kelly/cbar_hitkelly1.wav", 1, ATTN_NORM); break; case 1: EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_ITEM, "kelly/cbar_hitkelly2.wav", 1, ATTN_NORM); break; case 2: EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_ITEM, "kelly/cbar_hitkelly3.wav", 1, ATTN_NORM); break; } } else { // play thwack or smack sound switch (RANDOM_LONG(0, 2)) { case 0: EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/cbar_hitbod1.wav", 1, ATTN_NORM); break; case 1: EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/cbar_hitbod2.wav", 1, ATTN_NORM); break; case 2: EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/cbar_hitbod3.wav", 1, ATTN_NORM); break; } } m_pPlayer->m_iWeaponVolume = SPANNER_BODYHIT_VOLUME; if (!pEntity->IsAlive()) return TRUE; else flVol = 0.1; fHitWorld = FALSE; } } // play texture hit sound // UNDONE: Calculate the correct point of intersection when we hit with the hull instead of the line if (fHitWorld) { float fvolbar = TEXTURETYPE_PlaySound(&tr, vecSrc, vecSrc + (vecEnd - vecSrc) * 2, BULLET_PLAYER_CROWBAR); if (g_pGameRules->IsMultiplayer()) { // override the volume here, cause we don't play texture sounds in multiplayer, // and fvolbar is going to be 0 from the above call. fvolbar = 1; } // also play crowbar strike switch (RANDOM_LONG(0, 1)) { case 0: EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/cbar_hit1.wav", fvolbar, ATTN_NORM, 0, 98 + RANDOM_LONG(0, 3)); break; case 1: EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/cbar_hit2.wav", fvolbar, ATTN_NORM, 0, 98 + RANDOM_LONG(0, 3)); break; } // delay the decal a bit m_trHit = tr; } m_pPlayer->m_iWeaponVolume = flVol * SPANNER_WALLHIT_VOLUME; #endif m_flNextPrimaryAttack = GetNextAttackDelay(0.2); // 0.25 SetThink(&CSpanner::Smack); pev->nextthink = UTIL_WeaponTimeBase() + 0.2; } return fDidHit; }