/*** * * 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" #include "shake.h" #define CROWBAR_BODYHIT_VOLUME 128 #define CROWBAR_WALLHIT_VOLUME 512 LINK_ENTITY_TO_CLASS( weapon_Spear, CSpear ); enum spear_e { SPEAR_IDLE = 0, SPEAR_STAB_START, SPEAR_STAB_MISS, SPEAR_STAB, SPEAR_DRAW, SPEAR_ELECTROCUTE }; void CSpear::Spawn( ) { Precache( ); m_iId = WEAPON_SPEAR; SET_MODEL(ENT(pev), "models/w_spear.mdl"); m_iClip = -1; FallInit();// get ready to fall down. } void CSpear::Precache( void ) { PRECACHE_MODEL("models/v_spear.mdl"); PRECACHE_MODEL("models/w_spear.mdl"); PRECACHE_MODEL("models/p_crowbar.mdl"); PRECACHE_SOUND("weapons/spear_stab.wav"); PRECACHE_SOUND("weapons/spear_hitwall.wav"); PRECACHE_SOUND("weapons/spear_swing.wav"); PRECACHE_SOUND("weapons/spear_electrocute.wav"); m_usSpear = PRECACHE_EVENT ( 1, "events/null.sc" ); } int CSpear::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; } int CSpear::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 = 4; p->iId = WEAPON_SPEAR; p->iWeight = SPEAR_WEIGHT; return 1; } BOOL CSpear::Deploy( ) { return DefaultDeploy( "models/v_spear.mdl", "models/p_crowbar.mdl", SPEAR_DRAW, "Spear" ); } void FindHullIntersection(const Vector &vecSrc, TraceResult &tr, float *mins, float *maxs, edict_t *pEntity); /* 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); UTIL_TraceLine( vecSrc, vecHullEnd, dont_ignore_monsters, pEntity, &tmpTrace ); if ( tmpTrace.flFraction < 1.0 ) { 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 < 1.0 ) { float thisDistance = (tmpTrace.vecEndPos - vecSrc).Length(); if ( thisDistance < distance ) { tr = tmpTrace; distance = thisDistance; } } } } } } */ void CSpear::PrimaryAttack() { if( FBitSet( m_pPlayer->pev->flags, FL_INWATER ) ) { SendWeaponAnim( SPEAR_ELECTROCUTE ); m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 2.34; #ifndef CLIENT_DLL UTIL_ScreenFade( m_pPlayer, Vector( 255, 255, 255 ), 0.5, 0.0, 100, FFADE_IN ); m_pPlayer->TakeDamage(m_pPlayer->pev, m_pPlayer->pev, DAMAGE_AIM, DMG_GENERIC ); EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/spear_electrocute.wav", 1, ATTN_NORM); #endif } else { SendWeaponAnim( SPEAR_STAB_START ); m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 1.0; SetThink( &CSpear::BigSpearStab ); pev->nextthink = gpGlobals->time + 0.3; } } void CSpear::UnStab() { m_pPlayer->EnableControl(TRUE); } void CSpear::BigSpearStab() { TraceResult tr; UTIL_MakeVectors (m_pPlayer->pev->v_angle); Vector vecSrc = m_pPlayer->GetGunPosition( ); Vector vecEnd = vecSrc + gpGlobals->v_forward * 72; 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( 0, m_pPlayer->edict(), m_usSpear, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0, 0, 0, 0.0, 0, 0.0 ); if ( tr.flFraction < 1.0 ) { SendWeaponAnim( SPEAR_STAB ); // player "shoot" animation m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); #ifndef CLIENT_DLL // hit CBaseEntity *pEntity = CBaseEntity::Instance(tr.pHit); // play thwack, smack, or dong sound float flVol = 1.0; int fHitWorld = TRUE; UTIL_ScreenShake( m_pPlayer->pev->origin, 5.0, 1.0, 0.7, 0.25 ); m_pPlayer->EnableControl(FALSE); SetThink( &CSpear::UnStab ); pev->nextthink = gpGlobals->time + 0.4; if (pEntity) { ClearMultiDamage( ); pEntity->TraceAttack(m_pPlayer->pev, gSkillData.plrDmgKnife * 2.2, gpGlobals->v_forward, &tr, DMG_SPEAR ); ApplyMultiDamage( m_pPlayer->pev, m_pPlayer->pev ); if ( pEntity->Classify() != CLASS_NONE && pEntity->Classify() != CLASS_MACHINE ) { // play thwack or smack sound EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/spear_stab.wav", 1, ATTN_NORM); m_pPlayer->m_iWeaponVolume = CROWBAR_BODYHIT_VOLUME; 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 spear strike EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/spear_hitwall.wav", fvolbar, ATTN_NORM); // delay the decal a bit m_trHit = tr; } m_pPlayer->m_iWeaponVolume = flVol * CROWBAR_WALLHIT_VOLUME; #endif DecalGunshot( &m_trHit, BULLET_PLAYER_CROWBAR ); } }