/*** * * 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" void FindHullIntersection(const Vector &vecSrc, TraceResult &tr, float *mins, float *maxs, edict_t *pEntity); #define PIPE_BODYHIT_VOLUME 128 #define PIPE_WALLHIT_VOLUME 512 LINK_ENTITY_TO_CLASS(weapon_pipe, CPipe); enum pipe_e { PIPE_IDLE1 = 0, PIPE_DRAW, PIPE_HOLSTER, PIPE_ATTACK1HIT, PIPE_ATTACK1MISS, PIPE_ATTACK2MISS, PIPE_ATTACK2HIT, PIPE_ATTACK3MISS, #ifndef CROWBAR_IDLE_ANIM PIPE_ATTACK3HIT #else PIPE_ATTACK3HIT, PIPE_IDLE2, PIPE_IDLE3 #endif }; void CPipe::Spawn() { Precache(); m_iId = WEAPON_PIPE; SET_MODEL(ENT(pev), "models/w_pipe.mdl"); m_iClip = -1; FallInit();// get ready to fall down. } void CPipe::Precache(void) { PRECACHE_MODEL( "models/v_pipe.mdl" ); PRECACHE_MODEL( "models/w_pipe.mdl" ); PRECACHE_MODEL( "models/p_pipe.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" ); m_usPipe = PRECACHE_EVENT( 1, "events/pipe.sc" ); } int CPipe::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 = 1; p->iId = WEAPON_PIPE; p->iWeight = CROWBAR_WEIGHT; return 1; } int CPipe::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 CPipe::Deploy() { return DefaultDeploy("models/v_pipe.mdl", "models/p_pipe.mdl", PIPE_DRAW, "pipe"); } void CPipe::Holster(int skiplocal /* = 0 */) { m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5; SendWeaponAnim(PIPE_HOLSTER); } void CPipe::PrimaryAttack() { if (!Swing(1)) { #ifndef CLIENT_DLL SetThink(&CPipe::SwingAgain); pev->nextthink = gpGlobals->time + 0.5f; #endif } } void CPipe::Smack() { DecalGunshot( &m_trHit, BULLET_PLAYER_CROWBAR ); } void CPipe::SwingAgain( void ) { Swing( 0 ); } int CPipe::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_usPipe, 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(0.5); #ifdef 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) { case 0: SendWeaponAnim(PIPE_ATTACK1HIT); break; case 1: SendWeaponAnim(PIPE_ATTACK2HIT); break; case 2: SendWeaponAnim(PIPE_ATTACK3HIT); break; } // player "shoot" animation m_pPlayer->SetAnimation(PLAYER_ATTACK1); #ifndef CLIENT_DLL // hit fDidHit = TRUE; CBaseEntity *pEntity = CBaseEntity::Instance(tr.pHit); 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. #ifdef CLIENT_WEAPONS if( ( m_flNextPrimaryAttack + 1 == UTIL_WeaponTimeBase() ) || g_pGameRules->IsMultiplayer() ) #else if( ( m_flNextPrimaryAttack + 1 < UTIL_WeaponTimeBase() ) || g_pGameRules->IsMultiplayer() ) #endif { // first swing does full damage pEntity->TraceAttack(m_pPlayer->pev, gSkillData.plrDmgCrowbar * 2, gpGlobals->v_forward, &tr, DMG_CLUB); } else { // subsequent swings do half pEntity->TraceAttack(m_pPlayer->pev, gSkillData.plrDmgCrowbar, 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) { // play thwack or smack sound switch (RANDOM_LONG(0, 2)) { case 0: EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/cbar_hitbod1.wav", 1, ATTN_NORM, 0, 100); break; case 1: EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/cbar_hitbod2.wav", 1, ATTN_NORM, 0, 100); break; case 2: EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/cbar_hitbod3.wav", 1, ATTN_NORM, 0, 100); break; } m_pPlayer->m_iWeaponVolume = PIPE_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, 75 + RANDOM_LONG(0, 3)); // 98 break; case 1: EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/cbar_hit2.wav", fvolbar, ATTN_NORM, 0, 75 + RANDOM_LONG(0, 3)); // 98 break; } // delay the decal a bit m_trHit = tr; } m_pPlayer->m_iWeaponVolume = flVol * PIPE_WALLHIT_VOLUME; SetThink(&CPipe::Smack); pev->nextthink = UTIL_WeaponTimeBase() + 0.48; #endif m_flNextPrimaryAttack = GetNextAttackDelay(0.5f); // 0.25f } #ifdef CROWBAR_IDLE_ANIM m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); #endif return fDidHit; } #ifdef CROWBAR_IDLE_ANIM void CPipe::WeaponIdle() { if( m_flTimeWeaponIdle < UTIL_WeaponTimeBase() ) { int iAnim; float flRand = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0, 1 ); if( flRand > 0.9 ) { iAnim = PIPE_IDLE2; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 160.0 / 30.0; } else { if( flRand > 0.5 ) { iAnim = PIPE_IDLE1; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 70.0 / 30.0; } else { iAnim = PIPE_IDLE3; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 160.0 / 30.0; } } SendWeaponAnim( iAnim ); } } #endif