/*** * * Copyright (c) 1996-2002, 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 FOTN_BODYHIT_VOLUME 128 #define FOTN_WALLHIT_VOLUME 512 #define FOTN_DELAY 0.5f //1.5 Seconds LINK_ENTITY_TO_CLASS( weapon_fotn, CFOTN ); enum gauss_e { FOTN_IDLE = 0, FOTN_IDLELONG, FOTN_LPUNCH, FOTN_RPUNCH, FOTN_DEPLOY, FOTN_HOLSTER, FOTN_BASEFIST }; void CFOTN::Spawn( ) { Precache( ); m_iId = WEAPON_FOTN; SET_MODEL(ENT(pev), "models/w_fotn.mdl"); m_iClip = -1; FallInit();// get ready to fall down. } void CFOTN::Precache( void ) { PRECACHE_MODEL("models/v_fotn.mdl"); PRECACHE_MODEL("models/w_fotn.mdl"); PRECACHE_MODEL("models/p_fotn.mdl"); PRECACHE_SOUND("weapons/fotn_hit1.wav"); PRECACHE_SOUND("weapons/fotn_hit2.wav"); PRECACHE_SOUND("weapons/cbar_hitbod1.wav"); PRECACHE_SOUND("weapons/cbar_hitbod2.wav"); PRECACHE_SOUND("weapons/cbar_hitbod3.wav"); PRECACHE_SOUND("weapons/fotn_start.wav"); PRECACHE_SOUND("weapons/fotn_wata.wav"); PRECACHE_SOUND("weapons/cbar_miss1.wav"); PRECACHE_SOUND("weapons/fotn_atat1.wav"); PRECACHE_SOUND("weapons/fotn_atat2.wav"); PRECACHE_SOUND("weapons/fotn_atat3.wav"); PRECACHE_SOUND("weapons/fotn_atat4.wav"); PRECACHE_SOUND("weapons/fotn_omae.wav"); flAhDelay = gpGlobals->time; //Ah immedately. m_usFOTN = PRECACHE_EVENT ( 1, "events/fotns.sc" ); } int CFOTN::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_FOTN; p->iWeight = BEAMKATANA_WEIGHT; return 1; } int CFOTN::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 CFOTN::Deploy( ) { EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/fotn_omae.wav", 1, ATTN_NORM); return DefaultDeploy( "models/v_fotn.mdl", "models/p_fotn.mdl", FOTN_DEPLOY, "crowbar" ); } void CFOTN::Holster( int skiplocal /* = 0 */ ) { m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5f; SendWeaponAnim( FOTN_HOLSTER ); } void FindGullIntersection( 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); 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 CFOTN::WeaponIdle() { if(!flWataDelay) return; if (flWataDelay < gpGlobals->time) { flWataDelay = 0; EndAttack(); } } void CFOTN::EndAttack() { EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/fotn_wata.wav", 1, ATTN_NORM); } void CFOTN::PrimaryAttack() { if (flAhDelay < gpGlobals->time) { EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/fotn_start.wav", 1, ATTN_NORM); m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.3f; flAhDelay = gpGlobals->time + FOTN_DELAY; return; } else { //Play Swing sound switch(RANDOM_LONG(0,3)) { case 0: EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/fotn_atat1.wav", 1, ATTN_NORM,0,RANDOM_LONG(90,100)); break; case 1: EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/fotn_atat2.wav", 1, ATTN_NORM,0,RANDOM_LONG(90,100)); break; case 2: EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/fotn_atat3.wav", 1, ATTN_NORM,0,RANDOM_LONG(90,100)); break; case 3: EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/fotn_atat4.wav", 1, ATTN_NORM,0,RANDOM_LONG(90,100)); break; } } flAhDelay = gpGlobals->time + FOTN_DELAY; flWataDelay = flAhDelay; if (! Swing( 1 )) { #if !CLIENT_DLL SetThink( &CFOTN::SwingAgain ); pev->nextthink = gpGlobals->time + 0.12f; #endif } } void CFOTN::SecondaryAttack() { EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/fotn_omae.wav", 1, ATTN_NORM); SendWeaponAnim( FOTN_IDLELONG ); m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 2.5f; m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 2.5f; } void CFOTN::Smack( ) { DecalGunshot( &m_trHit, BULLET_PLAYER_FOTN ); } void CFOTN::SwingAgain( void ) { Swing( 0 ); } int CFOTN::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 ); #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() ) FindGullIntersection( 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_usFOTN, 0.0, g_vecZero, g_vecZero, 0, 0, 0, 0.0, 0, 0.0 ); } if ( tr.flFraction >= 1.0f ) { if (fFirst) { // miss m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.12f; // player "shoot" animation m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); } } else { SendWeaponAnim( FOTN_LPUNCH ); // 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 = 1.0; 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. #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.plrDmgFOTN, gpGlobals->v_forward, &tr, DMG_CLUB ); } else { // subsequent swings do half pEntity->TraceAttack(m_pPlayer->pev, gSkillData.plrDmgFOTN / 2, 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", .3, ATTN_NORM); break; case 1: EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/cbar_hitbod2.wav", .3, ATTN_NORM); break; case 2: EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/cbar_hitbod3.wav", .3, ATTN_NORM); break; } m_pPlayer->m_iWeaponVolume = FOTN_BODYHIT_VOLUME; if ( !pEntity->IsAlive() ) { #if CROWBAR_FIX_RAPID_CROWBAR m_flNextPrimaryAttack = GetNextAttackDelay(0.12); #endif 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_FOTN); 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 fotn strike switch( RANDOM_LONG(0,1) ) { case 0: EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/fotn_hit1.wav", fvolbar, ATTN_NORM, 0, 98 + RANDOM_LONG(0,3)); break; case 1: EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/fotn_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 * FOTN_WALLHIT_VOLUME; SetThink( &CFOTN::Smack ); pev->nextthink = gpGlobals->time + 0.18f; #endif m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.12f; } return fDidHit; }