/*** * * Copyright (c) 1999, 2000 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" #include "shake.h" #include "BMOD_messaging.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 BUBB_SOUND_OFF "debris/flesh5.wav" #define BUBB_SOUND_RUN "debris/flesh5.wav" #define BUBB_SOUND_STARTUP "debris/flesh6.wav" #define HEAL_SOUND_OFF "debris/beamstart7.wav" #define EGON_SWITCH_NARROW_TIME 0.75 // Time it takes to switch fire modes #define EGON_SWITCH_WIDE_TIME 1.5 #define BUBBLE_HEAL_RADIUS 64 #define BUBBLE_HEAL_AMT 70 extern cvar_t bm_gluon_mod; extern cvar_t bm_thrust; 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 }; class CEgon : public CBasePlayerWeapon { public: int Save( CSave &save ); int Restore( CRestore &restore ); static TYPEDESCRIPTION m_SaveData[]; void Spawn( void ); void Precache( void ); int iItemSlot( void ) { return 4; } int GetItemInfo(ItemInfo *p); int AddToPlayer( CBasePlayer *pPlayer ); BOOL Deploy( void ); void Holster( int skiplocal = 0 ); void CreateEffect( void ); void UpdateEffect( const Vector &startPoint, const Vector &endPoint, float timeBlend ); void DestroyEffect( void ); void EndBubbleAttack( void ); void EndAttack( void ); void BubbleAttack( void ); void Attack( void ); void PrimaryAttack( void ); void SecondaryAttack( void ); void WeaponIdle( void ); static int g_fireAnims1[]; static int g_fireAnims2[]; float m_flAmmoUseTime;// since we use < 1 point of ammo per update, we subtract ammo on a timer. float GetPulseInterval( void ); float GetDischargeInterval( void ); void Fire( const Vector &vecOrigSrc, const Vector &vecDir ); void BubbleFire( const Vector &vecOrigSrc, const Vector &vecDir ); void FireHeal( void ); BOOL HasAmmo( void ) { if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0) return FALSE; return TRUE; } void 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; } enum EGON_FIRESTATE { FIRE_OFF, FIRE_CHARGE }; enum EGON_FIREMODE { FIRE_NARROW, FIRE_WIDE}; private: float m_shootTime; CBeam *m_pBeam; CBeam *m_pNoise; CSprite *m_pSprite; EGON_FIRESTATE m_fireState; EGON_FIREMODE m_fireMode; float m_shakeTime; BOOL m_deployed; float m_bubbletime; float m_healAmmoUsed; float m_healAmmoUseTime; unsigned short m_usEgonFire; unsigned short m_usEgonStop; }; LINK_ENTITY_TO_CLASS( weapon_egon, CEgon ); int CEgon::g_fireAnims1[] = { EGON_FIRE1, EGON_FIRE2, EGON_FIRE3, EGON_FIRE4 }; int CEgon::g_fireAnims2[] = { EGON_ALTFIRECYCLE }; TYPEDESCRIPTION CEgon::m_SaveData[] = { DEFINE_FIELD( CEgon, m_pBeam, FIELD_CLASSPTR ), DEFINE_FIELD( CEgon, m_pNoise, FIELD_CLASSPTR ), DEFINE_FIELD( CEgon, m_pSprite, FIELD_CLASSPTR ), DEFINE_FIELD( CEgon, m_shootTime, FIELD_TIME ), DEFINE_FIELD( CEgon, m_fireState, FIELD_INTEGER ), DEFINE_FIELD( CEgon, m_fireMode, FIELD_INTEGER ), DEFINE_FIELD( CEgon, m_shakeTime, FIELD_TIME ), DEFINE_FIELD( CEgon, m_flAmmoUseTime, FIELD_TIME ), }; IMPLEMENT_SAVERESTORE( CEgon, CBasePlayerWeapon ); void CEgon::Spawn( ) { pev->classname = MAKE_STRING("weapon_egon"); Precache( ); m_iId = WEAPON_EGON; SET_MODEL(ENT(pev), "models/w_egon.mdl"); m_iDefaultAmmo = EGON_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_SOUND( BUBB_SOUND_OFF ); PRECACHE_SOUND( BUBB_SOUND_RUN ); PRECACHE_SOUND( BUBB_SOUND_STARTUP ); PRECACHE_SOUND( HEAL_SOUND_OFF ); 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 ) { if (bm_gluon_mod.value) { PrintMessage( m_pPlayer, BMOD_CHAN_WEAPON, Vector (20,250,20), Vector (1, 4, 2), "BUBBLE GUN\nPRIMARY FIRE: Breathe bubbles underwater.\nSECONDARY FIRE: Hold down 5 seconds for area effect healing."); } m_deployed = FALSE; 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; // m_flTimeWeaponIdle = gpGlobals->time + UTIL_RandomFloat ( 10, 15 ); SendWeaponAnim( EGON_HOLSTER ); if ( m_fireState != FIRE_OFF ) { if (bm_gluon_mod.value) EndBubbleAttack(); else EndAttack(); } } int CEgon::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 = 2; p->iId = m_iId = WEAPON_EGON; p->iFlags = 0; p->iWeight = EGON_WEIGHT; return 1; } //#define EGON_PULSE_INTERVAL 0.25 //#define EGON_DISCHARGE_INTERVAL 0.5 #define EGON_PULSE_INTERVAL 0.1 #define EGON_DISCHARGE_INTERVAL 0.1 float CEgon::GetPulseInterval( void ) { if ( g_pGameRules->IsMultiplayer() ) { return 0.1; } return EGON_PULSE_INTERVAL; } float CEgon::GetDischargeInterval( void ) { if ( g_pGameRules->IsMultiplayer() ) { return 0.1; } return EGON_DISCHARGE_INTERVAL; } void CEgon::BubbleAttack( void ) { UTIL_MakeVectors( m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle ); Vector vecAiming = gpGlobals->v_forward; Vector vecSrc = m_pPlayer->GetGunPosition( ); switch( m_fireState ) { case FIRE_OFF: { if ( !HasAmmo() ) { m_flNextPrimaryAttack = gpGlobals->time + 0.25; if (m_flNextSecondaryAttack <= gpGlobals->time) m_flNextSecondaryAttack = gpGlobals->time + 0.25; PlayEmptySound( ); return; } m_flAmmoUseTime = gpGlobals->time;// start using ammo ASAP. SendWeaponAnim( g_fireAnims1[ RANDOM_LONG(0,ARRAYSIZE(g_fireAnims1)-1) ] ); m_shakeTime = 0; m_pPlayer->m_iWeaponVolume = EGON_PRIMARY_VOLUME; m_flTimeWeaponIdle = gpGlobals->time + 0.1; // m_shootTime = gpGlobals->time + 2; m_shootTime = gpGlobals->time + .2; if ( m_fireMode == FIRE_WIDE ) { EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_WEAPON, BUBB_SOUND_STARTUP, 0.98, ATTN_NORM, 0, 125 ); } else { EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_WEAPON, BUBB_SOUND_STARTUP, 0.9, ATTN_NORM, 0, 80 ); m_healAmmoUsed = 0; m_healAmmoUseTime = -1; } pev->dmgtime = gpGlobals->time + GetPulseInterval(); m_fireState = FIRE_CHARGE; } break; case FIRE_CHARGE: { if ( m_fireMode == FIRE_WIDE ) BubbleFire( vecSrc, vecAiming ); else FireHeal(); m_pPlayer->m_iWeaponVolume = EGON_PRIMARY_VOLUME; if ( m_shootTime != 0 && gpGlobals->time > m_shootTime ) { if ( m_fireMode == FIRE_WIDE ) { EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_STATIC, BUBB_SOUND_RUN, 0.98, ATTN_NORM, 0, 100 + RANDOM_LONG(0, 100) ); } else { EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_STATIC, BUBB_SOUND_RUN, 0.9, ATTN_NORM, 0, 50 + (m_healAmmoUsed * 2) ); } m_shootTime += (.1 + RANDOM_FLOAT(0,.1)); } if ( !HasAmmo() ) { EndBubbleAttack(); m_fireState = FIRE_OFF; m_flNextPrimaryAttack = gpGlobals->time + 1.0; if (m_flNextSecondaryAttack <= gpGlobals->time) m_flNextSecondaryAttack = gpGlobals->time + 1.0; } } break; } } void CEgon::PrimaryAttack( void ) { if (bm_gluon_mod.value) { m_fireMode = FIRE_WIDE; BubbleAttack(); } else { m_fireMode = FIRE_WIDE; Attack(); } } void CEgon::SecondaryAttack( void ) { if (bm_gluon_mod.value) { m_fireMode = FIRE_NARROW; BubbleAttack(); } else { } } // *********************************** // Eggplant's Bubble Gun // *********************************** void CEgon::BubbleFire( const Vector &vecOrigSrc, const Vector &vecDir ) { if (!(m_bubbletime <= gpGlobals->time)) return; m_bubbletime = gpGlobals->time + .05; UTIL_MakeVectors( m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle ); m_pPlayer->pev->velocity = m_pPlayer->pev->velocity - gpGlobals->v_forward * bm_thrust.value; TraceResult tr; // Give player air! m_pPlayer->pev->air_finished = gpGlobals->time + 12; // First determine where the bubble will appear. It will appear in a random location // from the barrel of the gun to +128 units from the barrel. Vector tmpSrcMin = vecOrigSrc + gpGlobals->v_up * -8 + gpGlobals->v_right * 3; Vector tmpSrcMax = tmpSrcMin + gpGlobals->v_forward * RANDOM_LONG(32, 128); // We dont want to be able to shoot through walls or people, so trace the line from the barrel to the // bubble point and make sure nothing is in the way. UTIL_TraceLine(tmpSrcMin, tmpSrcMax, dont_ignore_monsters, ENT(pev), &tr); if (tr.fStartSolid) return; Vector tmpSrc1 = tmpSrcMin + gpGlobals->v_forward * 32; Vector tmpSrc2 = tr.vecEndPos; // Now trace from the bubble point up 256 units to see where the bubble should pop. Vector vecDest = tmpSrc2 + Vector ( 0, 0, 1 ) * 256; UTIL_TraceLine(tmpSrc2, vecDest, ignore_monsters, ENT(pev), &tr); float flHeight = tr.vecEndPos.z - tmpSrc2.z; // Tell the client about the new bubble. // MESSAGE_BEGIN( MSG_PAS, SVC_TEMPENTITY, tmpSrc ); // WRITE_BYTE( TE_BUBBLES ); // WRITE_COORD( vecMin.x ); // mins // WRITE_COORD( vecMin.y ); // WRITE_COORD( vecMin.z ); // WRITE_COORD( vecMax.x ); // maxz // WRITE_COORD( vecMax.y ); // WRITE_COORD( vecMax.z ); // WRITE_COORD( flHeight ); // height // WRITE_SHORT( g_sModelIndexBubbles ); // WRITE_BYTE( 3 ); // count // WRITE_COORD( 8 ); // speed // MESSAGE_END(); MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY ); WRITE_BYTE( TE_BUBBLETRAIL ); WRITE_COORD( tmpSrc1.x ); // mins WRITE_COORD( tmpSrc1.y ); WRITE_COORD( tmpSrc1.z ); WRITE_COORD( tmpSrc2.x ); // maxz WRITE_COORD( tmpSrc2.y ); WRITE_COORD( tmpSrc2.z ); WRITE_COORD( flHeight ); // height WRITE_SHORT( g_sModelIndexBubbles ); WRITE_BYTE( 5 ); // count WRITE_COORD( 8 ); // speed MESSAGE_END(); } void CEgon::FireHeal( void ) { // Only do this every once in a while to save bandwidth. if (!(m_bubbletime <= gpGlobals->time)) return; m_bubbletime = gpGlobals->time + .1; Vector vecOrigSrc = m_pPlayer->GetGunPosition( ); int bubbleRadius = 1; int numBubbles = 1; int bubbleSpeed = 8; if (m_healAmmoUseTime <= gpGlobals->time) { m_healAmmoUseTime = gpGlobals->time +.5; UseAmmo(5); m_healAmmoUsed += 5; // Runes halve the ammo needed. int healTime = 50; if (m_pPlayer->m_RuneFlags == RUNE_BATTERY || m_pPlayer->m_RuneFlags == RUNE_HEALTH) { healTime /= 2; } if (m_healAmmoUsed >= healTime) { // Heal all players within a radius. CBaseEntity *pEntity = NULL; // Find all the players inside the radius. Heal them, and make the screen flash. while ((pEntity = UTIL_FindEntityInSphere( pEntity, vecOrigSrc, BUBBLE_HEAL_RADIUS )) != NULL) { if (pEntity->IsPlayer()) if (m_pPlayer->m_RuneFlags == RUNE_BATTERY) { pEntity->pev->armorvalue += BUBBLE_HEAL_AMT; if (pEntity->pev->armorvalue > 100) pEntity->pev->armorvalue = 100; } else { pEntity->TakeHealth(BUBBLE_HEAL_AMT, DMG_GENERIC); } UTIL_ScreenFade( pEntity, Vector(0,128,255), 2, 0.5, 200, FFADE_IN ); } // Make a big bubble cloud. bubbleRadius = BUBBLE_HEAL_RADIUS; numBubbles = 1000; bubbleSpeed = -8; // Turn off the bubble gun. EndBubbleAttack(); // Make sure they can't do this again for a while. m_flNextSecondaryAttack = gpGlobals->time + 30; // Make a sound effect. EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_STATIC, HEAL_SOUND_OFF, 0.98, ATTN_NORM, 0, 100); } } // Make bubble(s) TraceResult tr; Vector vecDest = vecOrigSrc + Vector ( 0, 0, 1 ) * 256; UTIL_TraceLine(vecOrigSrc, vecDest, ignore_monsters, ENT(pev), &tr); float flHeight = tr.vecEndPos.z - vecOrigSrc.z; // Tell the client about the new bubble. MESSAGE_BEGIN( MSG_PAS, SVC_TEMPENTITY, vecOrigSrc ); WRITE_BYTE( TE_BUBBLES ); WRITE_COORD( vecOrigSrc.x - bubbleRadius ); // mins WRITE_COORD( vecOrigSrc.y - bubbleRadius ); WRITE_COORD( vecOrigSrc.z - bubbleRadius ); WRITE_COORD( vecOrigSrc.x + bubbleRadius ); // maxz WRITE_COORD( vecOrigSrc.y + bubbleRadius ); WRITE_COORD( vecOrigSrc.z + bubbleRadius ); WRITE_COORD( flHeight ); // height WRITE_SHORT( g_sModelIndexBubbles ); WRITE_BYTE( numBubbles ); // count WRITE_COORD( bubbleSpeed ); // speed MESSAGE_END(); } void CEgon::UpdateEffect( const Vector &startPoint, const Vector &endPoint, float timeBlend ) { 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 ); } void CEgon::CreateEffect( void ) { 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_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_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; 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 ); } } void CEgon::DestroyEffect( void ) { 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; } } void CEgon::WeaponIdle( void ) { ResetEmptySound( ); if ( m_flTimeWeaponIdle > gpGlobals->time ) return; if ( m_fireState != FIRE_OFF ) { if (bm_gluon_mod.value) EndBubbleAttack(); else EndAttack(); } int iAnim; float flRand = RANDOM_FLOAT(0,1); if ( flRand <= 0.5 ) { iAnim = EGON_IDLE1; m_flTimeWeaponIdle = gpGlobals->time + RANDOM_FLOAT(10,15); } else { iAnim = EGON_FIDGET1; m_flTimeWeaponIdle = gpGlobals->time + 3; } SendWeaponAnim( iAnim ); m_deployed = TRUE; } void CEgon::EndBubbleAttack( void ) { STOP_SOUND( ENT(m_pPlayer->pev), CHAN_STATIC, BUBB_SOUND_RUN ); EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_WEAPON, BUBB_SOUND_OFF, 0.98, ATTN_NORM, 0, 100); m_fireState = FIRE_OFF; m_flTimeWeaponIdle = gpGlobals->time + 2.0; m_flNextPrimaryAttack = gpGlobals->time + 0.5; // m_flNextSecondaryAttack = gpGlobals->time + 30; DestroyEffect(); } void CEgon::EndAttack( void ) { STOP_SOUND( ENT(m_pPlayer->pev), CHAN_STATIC, EGON_SOUND_RUN ); EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_WEAPON, EGON_SOUND_OFF, 0.98, ATTN_NORM, 0, 100); m_fireState = FIRE_OFF; m_flTimeWeaponIdle = gpGlobals->time + 2.0; m_flNextPrimaryAttack = gpGlobals->time + 0.5; // m_flNextSecondaryAttack = gpGlobals->time + 30; DestroyEffect(); } 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; m_shootTime = gpGlobals->time +2; if ( m_fireMode == FIRE_WIDE ) { EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_WEAPON, EGON_SOUND_STARTUP, 0.98, ATTN_NORM, 0, 125 ); } else { EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_WEAPON, EGON_SOUND_STARTUP, 0.9, ATTN_NORM, 0, 80 ); } pev->dmgtime = gpGlobals->time + GetPulseInterval(); m_fireState = FIRE_CHARGE; } break; case FIRE_CHARGE: { Fire( vecSrc, vecAiming ); m_pPlayer->m_iWeaponVolume = EGON_PRIMARY_VOLUME; if ( m_shootTime != 0 && gpGlobals->time > m_shootTime ) { EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_STATIC, EGON_SOUND_RUN, 0.98, ATTN_NORM, 0, 125 ); m_shootTime = 0; } //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::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 ); } class CEgonAmmo : public CBasePlayerAmmo { void Spawn( void ) { pev->classname = MAKE_STRING("ammo_egonclip"); 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