/*** * * 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" #include "xsbeam.h" #define XS_PRIMARY_CHARGE_VOLUME 256// how loud xen squasher is while charging #define XS_PRIMARY_FIRE_VOLUME 450// how loud xen squasher is when discharged enum xs_e { XS_IDLE = 0, XS_IDLE2, XS_FIDGET, XS_SPINUP, XS_SPIN, XS_FIRE, XS_FIRE2, XS_HOLSTER, XS_DRAW, XS_RELOAD }; LINK_ENTITY_TO_CLASS( weapon_xs, CXS ) float CXS::GetFullChargeTime( void ) { #ifdef CLIENT_DLL if( bIsMultiplayer() ) #else if( g_pGameRules->IsMultiplayer() ) #endif { return 1.5f; } return 4.0f; } void CXS::Spawn() { Precache(); m_iId = WEAPON_XS; SET_MODEL( ENT( pev ), "models/w_xs.mdl" ); m_iDefaultAmmo = XS_DEFAULT_GIVE; FallInit();// get ready to fall down. pev->sequence = 0; pev->animtime = gpGlobals->time; pev->framerate = 1; } void CXS::Precache( void ) { PRECACHE_MODEL( "models/w_xs.mdl" ); PRECACHE_MODEL( "models/v_xs.mdl" ); PRECACHE_MODEL( "models/p_gauss.mdl" ); PRECACHE_SOUND( "items/9mmclip1.wav" ); PRECACHE_SOUND( "weapons/xs_shot.wav" ); PRECACHE_SOUND( "weapons/xs_moan1.wav" ); PRECACHE_SOUND( "weapons/xs_moan2.wav" ); PRECACHE_SOUND( "weapons/xs_moan3.wav" ); PRECACHE_SOUND( "weapons/xs_windup.wav" ); PRECACHE_SOUND( "weapons/xs_reload.wav" ); m_usXSSpin = PRECACHE_EVENT( 1, "events/xsspin.sc" ); UTIL_PrecacheOther( "xs_beam" ); } int CXS::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 CXS::GetItemInfo( ItemInfo *p ) { p->pszName = STRING( pev->classname ); p->pszAmmo1 = "uranium"; p->iMaxAmmo1 = URANIUM_MAX_CARRY; p->pszAmmo2 = NULL; p->iMaxAmmo2 = -1; p->iMaxClip = XS_MAX_CLIP; p->iSlot = 3; p->iPosition = 0; p->iId = m_iId = WEAPON_XS; p->iFlags = 0; p->iWeight = XS_WEIGHT; return 1; } BOOL CXS::IsUseable() { // Currently charging, allow the player to fire it first. - Solokiller return CBasePlayerWeapon::IsUseable() || m_fInAttack != 0; } BOOL CXS::Deploy() { return DefaultDeploy( "models/v_xs.mdl", "models/p_gauss.mdl", XS_DRAW, "gauss" ); } void CXS::Holster( int skiplocal /* = 0 */ ) { m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5f; SendWeaponAnim( XS_HOLSTER ); m_fInAttack = 0; EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_WEAPON, "common/null.wav", 1.0, ATTN_NORM ); } void CXS::PrimaryAttack() { // don't fire underwater if( m_pPlayer->pev->waterlevel == 3 ) { PlayEmptySound(); m_flNextSecondaryAttack = m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.15f; return; } if( m_iClip <= 0 ) { PlayEmptySound(); m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5f; return; } m_pPlayer->m_iWeaponVolume = XS_PRIMARY_FIRE_VOLUME; m_fPrimaryFire = TRUE; --m_iClip; StartFire(); m_fInAttack = 0; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.2f; m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.4f; } void CXS::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/xs_moan1.wav", 1.0, ATTN_NORM, 0, 80 + RANDOM_LONG( 0, 0x3f ) ); SendWeaponAnim( XS_IDLE ); m_fInAttack = 0; } else { PlayEmptySound(); } m_flNextSecondaryAttack = m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.5f; return; } if( m_fInAttack == 0 ) { if( m_iClip <= 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_iClip;// take one ammo just to start the spin m_pPlayer->m_flNextAmmoBurn = UTIL_WeaponTimeBase(); // spin up m_pPlayer->m_iWeaponVolume = XS_PRIMARY_CHARGE_VOLUME; SendWeaponAnim( XS_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( 0, m_pPlayer->edict(), m_usXSSpin, 0.0, g_vecZero, g_vecZero, 0.0, 0.0, 110, 0, 0, 0 ); m_iSoundState = SND_CHANGE_PITCH; } else if( m_fInAttack == 1 ) { if( m_flTimeWeaponIdle < UTIL_WeaponTimeBase() ) { SendWeaponAnim( XS_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_iClip <= 0 ) { // out of ammo! force the gun to fire StartFire(); m_fInAttack = 0; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.2f; 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_iClip; m_pPlayer->m_flNextAmmoBurn = UTIL_WeaponTimeBase() + 0.1f; } else { --m_iClip; 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( 0, m_pPlayer->edict(), m_usXSSpin, 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 = XS_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/xs_moan1.wav", 1.0f, ATTN_NORM, 0, 80 + RANDOM_LONG( 0, 0x3f ) ); EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/xs_moan3.wav", 1.0f, ATTN_NORM, 0, 75 + RANDOM_LONG( 0, 0x3f ) ); m_fInAttack = 0; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.2f; m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.0f; #ifndef CLIENT_DLL m_pPlayer->TakeDamage( VARS( eoNullEntity ), VARS( eoNullEntity ), 50, DMG_POISON ); UTIL_ScreenFade( m_pPlayer, Vector( 192, 224, 0 ), 2, 0.5f, 128, FFADE_IN ); #endif SendWeaponAnim( XS_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 CXS::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_forward * 20 + gpGlobals->v_up * -6 + gpGlobals->v_right * 3; 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, xen squasher 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 CXS::Fire( Vector vecOrigSrc, Vector vecDir, float flDamage ) { m_pPlayer->m_iWeaponVolume = XS_PRIMARY_FIRE_VOLUME; CXSBeam *pXSBeam = CXSBeam::CXSBeamCreate( flDamage ); pXSBeam->pev->origin = vecOrigSrc; pXSBeam->m_vecOldOrigin = vecOrigSrc; pXSBeam->pev->angles = m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle; pXSBeam->pev->velocity = vecDir * 1250.0f; pXSBeam->pev->owner = m_pPlayer->edict(); pXSBeam->Init(); EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_WEAPON, "weapons/xs_shot.wav", flDamage * 0.0025f + 0.5f, ATTN_NORM, 0, 85 + RANDOM_LONG( 0, 16 ) ); // 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_RELIABLE, m_pPlayer->edict(), m_usXSSpin, 0.01f, m_pPlayer->pev->origin, m_pPlayer->pev->angles, 0.0f, 0.0f, 0, 0, 0, 1 ); pev->effects |= EF_MUZZLEFLASH; } void CXS::Reload() { if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 || m_iClip == XS_MAX_CLIP ) return; if( !m_fInAttack && DefaultReload( XS_MAX_CLIP, XS_RELOAD, 3.5f ) ) { EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_WEAPON, "weapons/xs_reload.wav", 0.8f, ATTN_NORM, 0, ATTN_NORM ); } } void CXS::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/xs_moan1.wav", RANDOM_FLOAT( 0.7, 0.8 ), ATTN_NORM ); break; case 1: EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_WEAPON, "weapons/xs_moan2.wav", RANDOM_FLOAT( 0.7, 0.8 ), ATTN_NORM ); break; case 2: EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_WEAPON, "weapons/xs_moan3.wav", RANDOM_FLOAT( 0.7, 0.8 ), 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() + 2.2f; // Need to set m_flNextPrimaryAttack so the weapon gets a chance to complete its secondary fire animation. - Solokiller if( m_iClip <= 0 ) m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.5f; } else { int iAnim; float flRand = RANDOM_FLOAT( 0.0f, 1.0f ); if( flRand <= 0.5f ) { iAnim = XS_IDLE; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); } else if( flRand <= 0.75f ) { iAnim = XS_IDLE2; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); } else { iAnim = XS_FIDGET; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 3; } SendWeaponAnim( iAnim ); } } class CXSAmmo : public CBasePlayerAmmo { void EXPORT FallThink() { pev->nextthink = gpGlobals->time + 0.1f; if( pev->flags & FL_ONGROUND ) { // clatter if we have an owner (i.e., dropped by someone) // don't clatter if the gun is waiting to respawn (if it's waiting, it is invisible!) if( !FNullEnt( pev->owner ) ) { EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "items/weapondrop1.wav", 1, ATTN_NORM, 0, 100 ); } // lie flat pev->angles.x = 0; pev->angles.z = 0; UTIL_SetOrigin( pev, pev->origin );// link into world. SetThink( NULL ); } } void Spawn( void ) { Precache(); SET_MODEL( ENT( pev ), "models/w_xencandy.mdl" ); CBasePlayerAmmo::Spawn(); SetThink( &CXSAmmo::FallThink ); pev->nextthink = gpGlobals->time + 0.1f; } void Precache( void ) { PRECACHE_MODEL( "models/w_xencandy.mdl" ); PRECACHE_SOUND( "items/9mmclip1.wav" ); PRECACHE_SOUND( "items/weapondrop1.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_xencandy, CXSAmmo ) #endif