/*** * * 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. * ****/ #if !defined( OEM_BUILD ) && !defined( HLDEMO_BUILD ) #include "extdll.h" #include "util.h" #include "cbase.h" #include "player.h" #include "monsters.h" #include "weapons.h" #include "nodes.h" #include "effects.h" #include "customentity.h" #include "gamerules.h" #define EGON_PRIMARY_VOLUME 450 #define EGON_BEAM_SPRITE "sprites/xbeam1.spr" #define EGON_FLARE_SPRITE "sprites/XSpark1.spr" #define EGON_SOUND_OFF "weapons/egon_off1.wav" #define EGON_SOUND_RUN "weapons/egon_run3.wav" #define EGON_SOUND_STARTUP "weapons/egon_windup2.wav" #define EGON_SWITCH_NARROW_TIME 0.75 // Time it takes to switch fire modes #define EGON_SWITCH_WIDE_TIME 1.5 enum egon_e { EGON_IDLE1 = 0, EGON_FIDGET1, EGON_ALTFIREON, EGON_ALTFIRECYCLE, EGON_ALTFIREOFF, EGON_FIRE1, EGON_FIRE2, EGON_FIRE3, EGON_FIRE4, EGON_DRAW, EGON_HOLSTER }; LINK_ENTITY_TO_CLASS( weapon_railgun, CEgon ) LINK_ENTITY_TO_CLASS( weapon_gauss, CEgon ) void CEgon::Spawn() { Precache(); m_iId = WEAPON_EGON; SET_MODEL( ENT( pev ), "models/w_egon.mdl" ); m_iDefaultAmmo = RAILGUN_DEFAULT_GIVE; FallInit();// get ready to fall down. } void CEgon::Precache( void ) { PRECACHE_MODEL( "models/w_egon.mdl" ); PRECACHE_MODEL( "models/v_egon.mdl" ); PRECACHE_MODEL( "models/p_egon.mdl" ); PRECACHE_MODEL( "models/w_9mmclip.mdl" ); PRECACHE_SOUND( "items/9mmclip1.wav" ); PRECACHE_SOUND( EGON_SOUND_OFF ); PRECACHE_SOUND( EGON_SOUND_RUN ); PRECACHE_SOUND( EGON_SOUND_STARTUP ); PRECACHE_MODEL( EGON_BEAM_SPRITE ); PRECACHE_MODEL( EGON_FLARE_SPRITE ); PRECACHE_SOUND( "weapons/357_cock1.wav" ); m_usEgonFire = PRECACHE_EVENT( 1, "events/egon_fire.sc" ); m_usEgonStop = PRECACHE_EVENT( 1, "events/egon_stop.sc" ); } BOOL CEgon::Deploy( void ) { m_deployed = FALSE; m_fireState = FIRE_OFF; return DefaultDeploy( "models/v_egon.mdl", "models/p_egon.mdl", EGON_DRAW, "egon" ); } int CEgon::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; } void CEgon::Holster( int skiplocal /* = 0 */ ) { m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5; SendWeaponAnim( EGON_HOLSTER ); EndAttack(); } int CEgon::GetItemInfo( ItemInfo *p ) { p->pszName = STRING( pev->classname ); p->pszAmmo1 = "slug"; p->iMaxAmmo1 = RAILGUN_MAX_CARRY; p->pszAmmo2 = NULL; p->iMaxAmmo2 = -1; p->iMaxClip = WEAPON_NOCLIP; p->iSlot = 3; p->iPosition = 2; p->iId = m_iId = WEAPON_RAILGUN; p->iFlags = 0; p->iWeight = RAILGUN_WEIGHT; return 1; } #define EGON_PULSE_INTERVAL 0.1 #define EGON_DISCHARGE_INTERVAL 0.1 float CEgon::GetPulseInterval( void ) { return EGON_PULSE_INTERVAL; } float CEgon::GetDischargeInterval( void ) { return EGON_DISCHARGE_INTERVAL; } BOOL CEgon::HasAmmo( void ) { if( m_pPlayer->ammo_uranium <= 0 ) return FALSE; return TRUE; } void CEgon::UseAmmo( int count ) { if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] >= count ) m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] -= count; else m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] = 0; } void CEgon::Attack( void ) { // don't fire underwater if( m_pPlayer->pev->waterlevel == 3 ) { if( m_fireState != FIRE_OFF || m_pBeam ) { EndAttack(); } else { PlayEmptySound(); } return; } UTIL_MakeVectors( m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle ); Vector vecAiming = gpGlobals->v_forward; Vector vecSrc = m_pPlayer->GetGunPosition(); int flags; #if defined( CLIENT_WEAPONS ) flags = FEV_NOTHOST; #else flags = 0; #endif switch( m_fireState ) { case FIRE_OFF: { if( !HasAmmo() ) { m_flNextPrimaryAttack = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.25; PlayEmptySound( ); return; } m_flAmmoUseTime = gpGlobals->time;// start using ammo ASAP. PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usEgonFire, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, m_fireState, m_fireMode, 1, 0 ); m_shakeTime = 0; m_pPlayer->m_iWeaponVolume = EGON_PRIMARY_VOLUME; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.1; pev->fuser1 = UTIL_WeaponTimeBase() + 2; pev->dmgtime = gpGlobals->time + GetPulseInterval(); m_fireState = FIRE_CHARGE; break; } case FIRE_CHARGE: { Fire( vecSrc, vecAiming ); m_pPlayer->m_iWeaponVolume = EGON_PRIMARY_VOLUME; if( pev->fuser1 <= UTIL_WeaponTimeBase() ) { PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usEgonFire, 0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, m_fireState, m_fireMode, 0, 0 ); pev->fuser1 = 1000; } if( !HasAmmo() ) { EndAttack(); m_flNextPrimaryAttack = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 1.0; } break; } } } void CEgon::PrimaryAttack( void ) { m_fireMode = FIRE_WIDE; Attack(); } void CEgon::Fire( const Vector &vecOrigSrc, const Vector &vecDir ) { Vector vecDest = vecOrigSrc + vecDir * 2048; edict_t *pentIgnore; TraceResult tr; pentIgnore = m_pPlayer->edict(); Vector tmpSrc = vecOrigSrc + gpGlobals->v_up * -8 + gpGlobals->v_right * 3; // ALERT( at_console, "." ); UTIL_TraceLine( vecOrigSrc, vecDest, dont_ignore_monsters, pentIgnore, &tr ); if( tr.fAllSolid ) return; #ifndef CLIENT_DLL CBaseEntity *pEntity = CBaseEntity::Instance( tr.pHit ); if( pEntity == NULL ) return; if( g_pGameRules->IsMultiplayer() ) { if( m_pSprite && pEntity->pev->takedamage ) { m_pSprite->pev->effects &= ~EF_NODRAW; } else if( m_pSprite ) { m_pSprite->pev->effects |= EF_NODRAW; } } #endif float timedist; switch( m_fireMode ) { case FIRE_NARROW: #ifndef CLIENT_DLL if( pev->dmgtime < gpGlobals->time ) { // Narrow mode only does damage to the entity it hits ClearMultiDamage(); if( pEntity->pev->takedamage ) { pEntity->TraceAttack( m_pPlayer->pev, gSkillData.plrDmgEgonNarrow, vecDir, &tr, DMG_ENERGYBEAM ); } ApplyMultiDamage( m_pPlayer->pev, m_pPlayer->pev ); if( g_pGameRules->IsMultiplayer() ) { // multiplayer uses 1 ammo every 1/10th second if( gpGlobals->time >= m_flAmmoUseTime ) { UseAmmo( 1 ); m_flAmmoUseTime = gpGlobals->time + 0.1; } } else { // single player, use 3 ammo/second if( gpGlobals->time >= m_flAmmoUseTime ) { UseAmmo( 1 ); m_flAmmoUseTime = gpGlobals->time + 0.166; } } pev->dmgtime = gpGlobals->time + GetPulseInterval(); } #endif timedist = ( pev->dmgtime - gpGlobals->time ) / GetPulseInterval(); break; case FIRE_WIDE: #ifndef CLIENT_DLL if( pev->dmgtime < gpGlobals->time ) { // wide mode does damage to the ent, and radius damage ClearMultiDamage(); if( pEntity->pev->takedamage ) { pEntity->TraceAttack( m_pPlayer->pev, gSkillData.plrDmgEgonWide, vecDir, &tr, DMG_ENERGYBEAM | DMG_ALWAYSGIB ); } ApplyMultiDamage( m_pPlayer->pev, m_pPlayer->pev ); if( g_pGameRules->IsMultiplayer() ) { // radius damage a little more potent in multiplayer. ::RadiusDamage( tr.vecEndPos, pev, m_pPlayer->pev, gSkillData.plrDmgEgonWide/4, 128, CLASS_NONE, DMG_ENERGYBEAM | DMG_BLAST | DMG_ALWAYSGIB ); } if( !m_pPlayer->IsAlive() ) return; if( g_pGameRules->IsMultiplayer() ) { //multiplayer uses 5 ammo/second if( gpGlobals->time >= m_flAmmoUseTime ) { UseAmmo( 1 ); m_flAmmoUseTime = gpGlobals->time + 0.2; } } else { // Wide mode uses 10 charges per second in single player if( gpGlobals->time >= m_flAmmoUseTime ) { UseAmmo( 1 ); m_flAmmoUseTime = gpGlobals->time + 0.1; } } pev->dmgtime = gpGlobals->time + GetDischargeInterval(); if( m_shakeTime < gpGlobals->time ) { UTIL_ScreenShake( tr.vecEndPos, 5.0, 150.0, 0.75, 250.0 ); m_shakeTime = gpGlobals->time + 1.5; } } #endif timedist = ( pev->dmgtime - gpGlobals->time ) / GetDischargeInterval(); break; } if( timedist < 0 ) timedist = 0; else if( timedist > 1 ) timedist = 1; timedist = 1 - timedist; UpdateEffect( tmpSrc, tr.vecEndPos, timedist ); } void CEgon::UpdateEffect( const Vector &startPoint, const Vector &endPoint, float timeBlend ) { #ifndef CLIENT_DLL if( !m_pBeam ) { CreateEffect(); } m_pBeam->SetStartPos( endPoint ); m_pBeam->SetBrightness( 255 - ( timeBlend * 180 ) ); m_pBeam->SetWidth( 40 - ( timeBlend * 20 ) ); if( m_fireMode == FIRE_WIDE ) m_pBeam->SetColor( 30 + ( 25 * timeBlend ), 30 + ( 30 * timeBlend ), 64 + 80 * fabs( sin( gpGlobals->time * 10 ) ) ); else m_pBeam->SetColor( 60 + ( 25 * timeBlend ), 120 + ( 30 * timeBlend ), 64 + 80 * fabs( sin( gpGlobals->time *10 ) ) ); UTIL_SetOrigin( m_pSprite->pev, endPoint ); m_pSprite->pev->frame += 8 * gpGlobals->frametime; if( m_pSprite->pev->frame > m_pSprite->Frames() ) m_pSprite->pev->frame = 0; m_pNoise->SetStartPos( endPoint ); #endif } void CEgon::CreateEffect( void ) { #ifndef CLIENT_DLL DestroyEffect(); m_pBeam = CBeam::BeamCreate( EGON_BEAM_SPRITE, 40 ); m_pBeam->PointEntInit( pev->origin, m_pPlayer->entindex() ); m_pBeam->SetFlags( BEAM_FSINE ); m_pBeam->SetEndAttachment( 1 ); m_pBeam->pev->spawnflags |= SF_BEAM_TEMPORARY; // Flag these to be destroyed on save/restore or level transition m_pBeam->pev->flags |= FL_SKIPLOCALHOST; m_pBeam->pev->owner = m_pPlayer->edict(); m_pNoise = CBeam::BeamCreate( EGON_BEAM_SPRITE, 55 ); m_pNoise->PointEntInit( pev->origin, m_pPlayer->entindex() ); m_pNoise->SetScrollRate( 25 ); m_pNoise->SetBrightness( 100 ); m_pNoise->SetEndAttachment( 1 ); m_pNoise->pev->spawnflags |= SF_BEAM_TEMPORARY; m_pNoise->pev->flags |= FL_SKIPLOCALHOST; m_pNoise->pev->owner = m_pPlayer->edict(); m_pSprite = CSprite::SpriteCreate( EGON_FLARE_SPRITE, pev->origin, FALSE ); m_pSprite->pev->scale = 1.0; m_pSprite->SetTransparency( kRenderGlow, 255, 255, 255, 255, kRenderFxNoDissipation ); m_pSprite->pev->spawnflags |= SF_SPRITE_TEMPORARY; m_pSprite->pev->flags |= FL_SKIPLOCALHOST; m_pSprite->pev->owner = m_pPlayer->edict(); if( m_fireMode == FIRE_WIDE ) { m_pBeam->SetScrollRate( 50 ); m_pBeam->SetNoise( 20 ); m_pNoise->SetColor( 50, 50, 255 ); m_pNoise->SetNoise( 8 ); } else { m_pBeam->SetScrollRate( 110 ); m_pBeam->SetNoise( 5 ); m_pNoise->SetColor( 80, 120, 255 ); m_pNoise->SetNoise( 2 ); } #endif } void CEgon::DestroyEffect( void ) { #ifndef CLIENT_DLL if( m_pBeam ) { UTIL_Remove( m_pBeam ); m_pBeam = NULL; } if( m_pNoise ) { UTIL_Remove( m_pNoise ); m_pNoise = NULL; } if( m_pSprite ) { if( m_fireMode == FIRE_WIDE ) m_pSprite->Expand( 10, 500 ); else UTIL_Remove( m_pSprite ); m_pSprite = NULL; } #endif } void CEgon::WeaponIdle( void ) { ResetEmptySound(); if( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() ) return; if( m_fireState != FIRE_OFF ) EndAttack(); int iAnim; float flRand = RANDOM_FLOAT( 0, 1 ); if( flRand <= 0.5 ) { iAnim = EGON_IDLE1; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); } else { iAnim = EGON_FIDGET1; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 3; } SendWeaponAnim( iAnim ); m_deployed = TRUE; } void CEgon::EndAttack( void ) { bool bMakeNoise = false; if( m_fireState != FIRE_OFF ) //Checking the button just in case!. bMakeNoise = true; PLAYBACK_EVENT_FULL( FEV_GLOBAL | FEV_RELIABLE, m_pPlayer->edict(), m_usEgonStop, 0, (float *)&m_pPlayer->pev->origin, (float *)&m_pPlayer->pev->angles, 0.0, 0.0, bMakeNoise, 0, 0, 0 ); m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.0; m_flNextPrimaryAttack = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.5; m_fireState = FIRE_OFF; DestroyEffect(); } class CEgonAmmo : 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 ) { if( pOther->GiveAmmo( AMMO_URANIUMBOX_GIVE, "uranium", URANIUM_MAX_CARRY ) != -1 ) { EMIT_SOUND( ENT( pev ), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM ); return TRUE; } return FALSE; } }; LINK_ENTITY_TO_CLASS( ammo_egonclip, CEgonAmmo ) #endif