/*** * * 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 "monsters.h" #include "weapons.h" #include "nodes.h" #include "player.h" #include "soundent.h" #include "shake.h" #include "gamerules.h" #include "game.h" #define GAUSS_PRIMARY_CHARGE_VOLUME 256// how loud gauss is while charging #define GAUSS_PRIMARY_FIRE_VOLUME 450// how loud gauss is when discharged enum gauss_e { GAUSS_IDLE = 0, GAUSS_IDLE2, GAUSS_FIDGET, GAUSS_SPINUP, GAUSS_SPIN, GAUSS_FIRE, GAUSS_FIRE2, GAUSS_HOLSTER, GAUSS_DRAW }; LINK_ENTITY_TO_CLASS( weapon_gauss, CGauss ) float CGauss::GetFullChargeTime( void ) { #ifdef CLIENT_DLL if( bIsMultiplayer() ) #else if( g_pGameRules->IsMultiplayer() ) #endif { return 1.5f; } return 4.0f; } #ifdef CLIENT_DLL extern int g_irunninggausspred; #endif void CGauss::Spawn() { Precache(); m_iId = WEAPON_GAUSS; SET_MODEL( ENT( pev ), "models/w_gauss.mdl" ); m_iDefaultAmmo = GAUSS_DEFAULT_GIVE; FallInit();// get ready to fall down. } void CGauss::Precache( void ) { PRECACHE_MODEL( "models/w_gauss.mdl" ); PRECACHE_MODEL( "models/v_gauss.mdl" ); PRECACHE_MODEL( "models/p_gauss.mdl" ); PRECACHE_SOUND( "items/9mmclip1.wav" ); PRECACHE_SOUND( "weapons/gauss2.wav" ); PRECACHE_SOUND( "weapons/electro4.wav" ); PRECACHE_SOUND( "weapons/electro5.wav" ); PRECACHE_SOUND( "weapons/electro6.wav" ); PRECACHE_SOUND( "ambience/pulsemachine.wav" ); m_iGlow = PRECACHE_MODEL( "sprites/hotglow.spr" ); m_iBalls = PRECACHE_MODEL( "sprites/hotglow.spr" ); m_iBeam = PRECACHE_MODEL( "sprites/smoke.spr" ); m_usGaussFire = PRECACHE_EVENT( 1, "events/gauss.sc" ); m_usGaussSpin = PRECACHE_EVENT( 1, "events/gaussspin.sc" ); } int CGauss::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 CGauss::GetItemInfo( ItemInfo *p ) { p->pszName = STRING( pev->classname ); p->pszAmmo1 = "uranium"; p->iMaxAmmo1 = URANIUM_MAX_CARRY; p->pszAmmo2 = NULL; p->iMaxAmmo2 = -1; p->iMaxClip = WEAPON_NOCLIP; p->iSlot = 3; p->iPosition = 1; p->iId = m_iId = WEAPON_GAUSS; p->iFlags = 0; p->iWeight = GAUSS_WEIGHT; return 1; } BOOL CGauss::IsUseable() { // Currently charging, allow the player to fire it first. - Solokiller return CBasePlayerWeapon::IsUseable() || m_fInAttack != 0; } BOOL CGauss::Deploy() { m_pPlayer->m_flPlayAftershock = 0.0; return DefaultDeploy( "models/v_gauss.mdl", "models/p_gauss.mdl", GAUSS_DRAW, "gauss" ); } void CGauss::Holster( int skiplocal /* = 0 */ ) { PLAYBACK_EVENT_FULL( FEV_RELIABLE | FEV_GLOBAL, m_pPlayer->edict(), m_usGaussFire, 0.01f, m_pPlayer->pev->origin, m_pPlayer->pev->angles, 0.0, 0.0, 0, 0, 0, 1 ); m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5f; SendWeaponAnim( GAUSS_HOLSTER ); m_fInAttack = 0; } void CGauss::PrimaryAttack() { // don't fire underwater if ( m_pPlayer->pev->waterlevel == 3 && m_pPlayer->pev->watertype > CONTENT_FLYFIELD ) { PlayEmptySound(); m_flNextSecondaryAttack = m_flNextPrimaryAttack = GetNextAttackDelay( 0.15f ); return; } if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] < 2 ) { PlayEmptySound(); m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5f; return; } m_pPlayer->m_iWeaponVolume = GAUSS_PRIMARY_FIRE_VOLUME; m_fPrimaryFire = TRUE; m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] -= 2; StartFire(); m_fInAttack = 0; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.0f; m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.2f; } void CGauss::SecondaryAttack() { // don't fire underwater if( m_pPlayer->pev->waterlevel == 3 ) { if( m_fInAttack != 0 ) { EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_WEAPON, "weapons/electro4.wav", 1.0, ATTN_NORM, 0, 80 + RANDOM_LONG( 0, 0x3f ) ); SendWeaponAnim( GAUSS_IDLE ); m_fInAttack = 0; } else { PlayEmptySound(); } m_flNextSecondaryAttack = m_flNextPrimaryAttack = GetNextAttackDelay( 0.5f ); return; } if( m_fInAttack == 0 ) { if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 ) { EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_WEAPON, "weapons/357_cock1.wav", 0.8, ATTN_NORM ); m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5f; return; } m_fPrimaryFire = FALSE; m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]--;// take one ammo just to start the spin m_pPlayer->m_flNextAmmoBurn = UTIL_WeaponTimeBase(); // spin up m_pPlayer->m_iWeaponVolume = GAUSS_PRIMARY_CHARGE_VOLUME; SendWeaponAnim( GAUSS_SPINUP ); m_fInAttack = 1; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.5f; m_pPlayer->m_flStartCharge = gpGlobals->time; m_pPlayer->m_flAmmoStartCharge = UTIL_WeaponTimeBase() + GetFullChargeTime(); PLAYBACK_EVENT_FULL( FEV_NOTHOST, m_pPlayer->edict(), m_usGaussSpin, 0.0f, g_vecZero, g_vecZero, 0.0f, 0.0f, 110, 0, 0, 0 ); m_iSoundState = SND_CHANGE_PITCH; } else if( m_fInAttack == 1 ) { if( m_flTimeWeaponIdle < UTIL_WeaponTimeBase() ) { SendWeaponAnim( GAUSS_SPIN ); m_fInAttack = 2; } } else { // Moved to before the ammo burn. // Because we drained 1 when m_InAttack == 0, then 1 again now before checking if we're out of ammo, // this resuled in the player having -1 ammo, which in turn caused CanDeploy to think it could be deployed. // This will need to be fixed further down the line by preventing negative ammo unless explicitly required (infinite ammo?), // But this check will prevent the problem for now. - Solokiller // TODO: investigate further. if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 ) { // out of ammo! force the gun to fire StartFire(); m_fInAttack = 0; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.0f; m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1; return; } // during the charging process, eat one bit of ammo every once in a while if( UTIL_WeaponTimeBase() >= m_pPlayer->m_flNextAmmoBurn && m_pPlayer->m_flNextAmmoBurn != 1000 ) { #ifdef CLIENT_DLL if( bIsMultiplayer() ) #else if( g_pGameRules->IsMultiplayer() ) #endif { m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]--; m_pPlayer->m_flNextAmmoBurn = UTIL_WeaponTimeBase() + 0.1f; } else { m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]--; m_pPlayer->m_flNextAmmoBurn = UTIL_WeaponTimeBase() + 0.3f; } } if( UTIL_WeaponTimeBase() >= m_pPlayer->m_flAmmoStartCharge ) { // don't eat any more ammo after gun is fully charged. m_pPlayer->m_flNextAmmoBurn = 1000; } int pitch = (int)( ( gpGlobals->time - m_pPlayer->m_flStartCharge ) * ( 150 / GetFullChargeTime() ) + 100 ); if( pitch > 250 ) pitch = 250; // ALERT( at_console, "%d %d %d\n", m_fInAttack, m_iSoundState, pitch ); const bool overcharge = m_pPlayer->m_flStartCharge < gpGlobals->time - 10.0f; if( m_iSoundState == 0 ) ALERT( at_console, "sound state %d\n", m_iSoundState ); #ifdef GAUSS_OVERCHARGE_FIX if (!overcharge) #endif PLAYBACK_EVENT_FULL( FEV_NOTHOST, m_pPlayer->edict(), m_usGaussSpin, 0.0f, g_vecZero, g_vecZero, 0.0f, 0.0f, pitch, 0, ( m_iSoundState == SND_CHANGE_PITCH ) ? 1 : 0, 0 ); m_iSoundState = SND_CHANGE_PITCH; // hack for going through level transitions m_pPlayer->m_iWeaponVolume = GAUSS_PRIMARY_CHARGE_VOLUME; // m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.1f; if( overcharge ) { // Player charged up too long. Zap him. #ifdef GAUSS_OVERCHARGE_FIX PLAYBACK_EVENT_FULL( FEV_NOTHOST, m_pPlayer->edict(), m_usGaussSpin, 0.0, g_vecZero, g_vecZero, 0.0, 0.0, pitch, 0, 0, 1 ); #endif EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_WEAPON, "weapons/electro4.wav", 1.0f, ATTN_NORM, 0, 80 + RANDOM_LONG( 0, 0x3f ) ); EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/electro6.wav", 1.0f, ATTN_NORM, 0, 75 + RANDOM_LONG( 0, 0x3f ) ); m_fInAttack = 0; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.0f; m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.0f; #ifndef CLIENT_DLL m_pPlayer->TakeDamage( VARS( eoNullEntity ), VARS( eoNullEntity ), 50, DMG_SHOCK ); UTIL_ScreenFade( m_pPlayer, Vector( 255, 128, 0 ), 2, 0.5f, 128, FFADE_IN ); #endif SendWeaponAnim( GAUSS_IDLE ); // Player may have been killed and this weapon dropped, don't execute any more code after this! return; } } } //========================================================= // StartFire- since all of this code has to run and then // call Fire(), it was easier at this point to rip it out // of weaponidle() and make its own function then to try to // merge this into Fire(), which has some identical variable names //========================================================= void CGauss::StartFire( void ) { float flDamage; UTIL_MakeVectors( m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle ); Vector vecAiming = gpGlobals->v_forward; Vector vecSrc = m_pPlayer->GetGunPosition(); // + gpGlobals->v_up * -8 + gpGlobals->v_right * 8; if( gpGlobals->time - m_pPlayer->m_flStartCharge > GetFullChargeTime() ) { flDamage = 200.0f; } else { flDamage = 200.0f * ( ( gpGlobals->time - m_pPlayer->m_flStartCharge ) / GetFullChargeTime() ); } if( m_fPrimaryFire ) { // fixed damage on primary attack #ifdef CLIENT_DLL flDamage = 20.0f; #else flDamage = gSkillData.plrDmgGauss; #endif } if( m_fInAttack != 3 ) { //ALERT( at_console, "Time:%f Damage:%f\n", gpGlobals->time - m_pPlayer->m_flStartCharge, flDamage ); #ifndef CLIENT_DLL float flZVel = m_pPlayer->pev->velocity.z; if( !m_fPrimaryFire ) { m_pPlayer->pev->velocity = m_pPlayer->pev->velocity - gpGlobals->v_forward * flDamage * 5.0f; } if( !g_pGameRules->IsMultiplayer() ) { // in deathmatch, gauss can pop you up into the air. Not in single play. m_pPlayer->pev->velocity.z = flZVel; } #endif // player "shoot" animation m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); } // time until aftershock 'static discharge' sound m_pPlayer->m_flPlayAftershock = gpGlobals->time + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0.3f, 0.8f ); Fire( vecSrc, vecAiming, flDamage ); } void CGauss::Fire( Vector vecOrigSrc, Vector vecDir, float flDamage ) { m_pPlayer->m_iWeaponVolume = GAUSS_PRIMARY_FIRE_VOLUME; TraceResult tr, beam_tr; #ifndef CLIENT_DLL Vector vecSrc = vecOrigSrc; Vector vecDest = vecSrc + vecDir * 8192.0f; edict_t *pentIgnore; float flMaxFrac = 1.0f; int nTotal = 0; int fHasPunched = 0; int fFirstBeam = 1; int nMaxHits = 10; pentIgnore = ENT( m_pPlayer->pev ); #else if( m_fPrimaryFire == false ) g_irunninggausspred = true; #endif // The main firing event is sent unreliably so it won't be delayed. PLAYBACK_EVENT_FULL( FEV_NOTHOST, m_pPlayer->edict(), m_usGaussFire, 0.0f, m_pPlayer->pev->origin, m_pPlayer->pev->angles, flDamage, 0.0, 0, 0, m_fPrimaryFire ? 1 : 0, 0 ); // This reliable event is used to stop the spinning sound // It's delayed by a fraction of second to make sure it is delayed by 1 frame on the client // It's sent reliably anyway, which could lead to other delays PLAYBACK_EVENT_FULL( FEV_NOTHOST | FEV_RELIABLE, m_pPlayer->edict(), m_usGaussFire, 0.01f, m_pPlayer->pev->origin, m_pPlayer->pev->angles, 0.0, 0.0, 0, 0, 0, 1 ); /*ALERT( at_console, "%f %f %f\n%f %f %f\n", vecSrc.x, vecSrc.y, vecSrc.z, vecDest.x, vecDest.y, vecDest.z );*/ //ALERT( at_console, "%f %f\n", tr.flFraction, flMaxFrac ); #ifndef CLIENT_DLL while( flDamage > 10 && nMaxHits > 0 ) { nMaxHits--; // ALERT( at_console, "." ); UTIL_TraceLine( vecSrc, vecDest, dont_ignore_monsters, pentIgnore, &tr ); if( tr.fAllSolid ) break; CBaseEntity *pEntity = CBaseEntity::Instance( tr.pHit ); if( pEntity == NULL ) break; if( fFirstBeam ) { m_pPlayer->pev->effects |= EF_MUZZLEFLASH; fFirstBeam = 0; nTotal += 26; } if( pEntity->pev->takedamage ) { ClearMultiDamage(); pEntity->TraceAttack( m_pPlayer->pev, flDamage, vecDir, &tr, DMG_BULLET ); ApplyMultiDamage( m_pPlayer->pev, m_pPlayer->pev ); } if( pEntity->ReflectGauss() ) { float n; pentIgnore = NULL; n = -DotProduct( tr.vecPlaneNormal, vecDir ); if( n < 0.5f ) // 60 degrees { // ALERT( at_console, "reflect %f\n", n ); // reflect Vector r; r = 2.0 * tr.vecPlaneNormal * n + vecDir; flMaxFrac = flMaxFrac - tr.flFraction; vecDir = r; vecSrc = tr.vecEndPos + vecDir * 8.0f; vecDest = vecSrc + vecDir * 8192.0f; // explode a bit m_pPlayer->RadiusDamage( tr.vecEndPos, pev, m_pPlayer->pev, flDamage * n, CLASS_NONE, DMG_BLAST ); nTotal += 34; // lose energy if( n == 0.0f ) n = 0.1f; flDamage = flDamage * ( 1.0f - n ); } else { nTotal += 13; // limit it to one hole punch if( fHasPunched ) break; fHasPunched = 1; // try punching through wall if secondary attack (primary is incapable of breaking through) if( !m_fPrimaryFire ) { UTIL_TraceLine( tr.vecEndPos + vecDir * 8, vecDest, dont_ignore_monsters, pentIgnore, &beam_tr ); if( !beam_tr.fAllSolid ) { // trace backwards to find exit point UTIL_TraceLine( beam_tr.vecEndPos, tr.vecEndPos, dont_ignore_monsters, pentIgnore, &beam_tr ); n = ( beam_tr.vecEndPos - tr.vecEndPos ).Length(); if( n < flDamage ) { if( n == 0.0f ) n = 1.0f; flDamage -= n; // ALERT( at_console, "punch %f\n", n ); nTotal += 21; // exit blast damage //m_pPlayer->RadiusDamage( beam_tr.vecEndPos + vecDir * 8, pev, m_pPlayer->pev, flDamage, CLASS_NONE, DMG_BLAST ); float damage_radius; if( g_pGameRules->IsMultiplayer() ) { damage_radius = flDamage * 1.75f; // Old code == 2.5 } else { damage_radius = flDamage * 2.5f; } ::RadiusDamage( beam_tr.vecEndPos + vecDir * 8, pev, m_pPlayer->pev, flDamage, damage_radius, CLASS_NONE, DMG_BLAST ); CSoundEnt::InsertSound( bits_SOUND_COMBAT, pev->origin, NORMAL_EXPLOSION_VOLUME, 3.0f ); nTotal += 53; vecSrc = beam_tr.vecEndPos + vecDir; } else if( !selfgauss.value ) { flDamage = 0; } } else { //ALERT( at_console, "blocked %f\n", n ); flDamage = 0; } } else { //ALERT( at_console, "blocked solid\n" ); flDamage = 0; } } } else { vecSrc = tr.vecEndPos + vecDir; pentIgnore = ENT( pEntity->pev ); } } #endif // ALERT( at_console, "%d bytes\n", nTotal ); } void CGauss::WeaponIdle( void ) { ResetEmptySound(); // play aftershock static discharge if( m_pPlayer->m_flPlayAftershock && m_pPlayer->m_flPlayAftershock < gpGlobals->time ) { switch( RANDOM_LONG( 0, 3 ) ) { case 0: EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_WEAPON, "weapons/electro4.wav", RANDOM_FLOAT( 0.7f, 0.8f ), ATTN_NORM ); break; case 1: EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_WEAPON, "weapons/electro5.wav", RANDOM_FLOAT( 0.7f, 0.8f ), ATTN_NORM ); break; case 2: EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_WEAPON, "weapons/electro6.wav", RANDOM_FLOAT( 0.7f, 0.8f ), ATTN_NORM ); break; case 3: break; // no sound } m_pPlayer->m_flPlayAftershock = 0.0f; } if( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() ) return; if( m_fInAttack != 0 ) { StartFire(); m_fInAttack = 0; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.0f; // Need to set m_flNextPrimaryAttack so the weapon gets a chance to complete its secondary fire animation. - Solokiller if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 ) m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.5f; } else { int iAnim; float flRand = RANDOM_FLOAT( 0.0f, 1.0f ); if( flRand <= 0.5f ) { iAnim = GAUSS_IDLE; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10.0f, 15.0f ); } else if( flRand <= 0.75f ) { iAnim = GAUSS_IDLE2; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10.0f, 15.0f ); } else { iAnim = GAUSS_FIDGET; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 3.0f; } #ifndef CLIENT_DLL SendWeaponAnim( iAnim ); #endif } } class CGaussAmmo : public CBasePlayerAmmo { void Spawn( void ) { Precache(); SET_MODEL( ENT( pev ), "models/w_gaussammo.mdl" ); CBasePlayerAmmo::Spawn(); } void Precache( void ) { PRECACHE_MODEL( "models/w_gaussammo.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_gaussclip, CGaussAmmo ) #endif