/*** * * 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 CROWBAR_BODYHIT_VOLUME 128 #define CROWBAR_WALLHIT_VOLUME 512 LINK_ENTITY_TO_CLASS( weapon_axe, CAxe ); enum axe_e { AXE_IDLE = 0, AXE_SLASH, AXE_DRAW }; void CAxe::Spawn( ) { Precache( ); m_iId = WEAPON_AXE; SET_MODEL(ENT(pev), "models/w_axe.mdl"); m_iClip = -1; FallInit();// get ready to fall down. } void CAxe::Precache( void ) { PRECACHE_MODEL("models/v_axe.mdl"); PRECACHE_MODEL("models/w_axe.mdl"); PRECACHE_MODEL("models/p_crowbar.mdl"); PRECACHE_SOUND("weapons/Axe_hit.wav"); PRECACHE_SOUND("weapons/Axe_hitbody.wav"); PRECACHE_SOUND("weapons/Axe_swing.wav"); m_usAxe = PRECACHE_EVENT ( 1, "events/axe.sc" ); } int CAxe::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 CAxe::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_AXE; p->iWeight = AXE_WEIGHT; return 1; } BOOL CAxe::Deploy( ) { return DefaultDeploy( "models/v_axe.mdl", "models/p_crowbar.mdl", AXE_DRAW, "Axe" ); } 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 < 1.0f ) { 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 CAxe::PrimaryAttack() { if (! Swing( 1 )) { #if !CLIENT_DLL SetThink(&CAxe:: SwingAgain ); SetNextThink( 0.1 ); #endif } } void CAxe::Smack( ) { DecalGunshot( &m_trHit, BULLET_PLAYER_CROWBAR ); } void CAxe::SwingAgain( void ) { Swing( 0 ); } int CAxe::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() ) 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_usAxe, 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() + 0.9f; // player "shoot" animation m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); } } else { SendWeaponAnim( AXE_SLASH ); // 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( ); pEntity->TraceAttack(m_pPlayer->pev, gSkillData.plrDmgAxe, 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 EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/axe_hitbody.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 axe strike EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/axe_hit.wav", fvolbar, ATTN_NORM); // delay the decal a bit m_trHit = tr; } m_pPlayer->m_iWeaponVolume = flVol * CROWBAR_WALLHIT_VOLUME; m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.9f; SetThink(&CAxe:: Smack ); SetNextThink( 0.2 ); #endif } return fDidHit; }