/*** * * Copyright (c) 1996-2001, 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 SPANNER_BODYHIT_VOLUME 128 #define SPANNER_WALLHIT_VOLUME 512 extern void FindHullIntersection( const Vector &vecSrc, TraceResult &tr, float *mins, float *maxs, edict_t *pEntity ); LINK_ENTITY_TO_CLASS( weapon_th_spanner, CWeaponEinarSpanner ) enum spanner_e { SPANNER_IDLE = 0, SPANNER_ATTACK1, SPANNER_ATTACK2, SPANNER_USE, SPANNER_DRAW, SPANNER_HOLSTER }; void CWeaponEinarSpanner::Spawn() { Precache(); m_iId = WEAPON_SPANNER; SET_MODEL( ENT( pev ), "models/backpack.mdl" ); m_iClip = -1; FallInit();// get ready to fall down. } void CWeaponEinarSpanner::Precache() { PRECACHE_MODEL( "models/v_tfc_spanner.mdl" ); PRECACHE_MODEL( "models/backpack.mdl" ); PRECACHE_MODEL( "models/p_spanner.mdl" ); /* PRECACHE_SOUND( "weapons/cbar_hit1.wav" ); PRECACHE_SOUND( "weapons/cbar_hit2.wav" ); PRECACHE_SOUND( "weapons/cbar_hitbod1.wav" ); PRECACHE_SOUND( "weapons/cbar_hitbod2.wav" ); PRECACHE_SOUND( "weapons/cbar_hitbod3.wav" ); PRECACHE_SOUND( "weapons/cbar_miss1.wav" ); PRECACHE_SOUND( "kelly/cbar_hitkelly1.wav" ); PRECACHE_SOUND( "kelly/cbar_hitkelly2.wav" ); PRECACHE_SOUND( "kelly/cbar_hitkelly3.wav" ); */ } int CWeaponEinarSpanner::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_SPANNER; p->iWeight = SPANNER_WEIGHT; return 1; } int CWeaponEinarSpanner::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; } BOOL CWeaponEinarSpanner::Deploy() { return DefaultDeploy( "models/v_tfc_spanner.mdl", "models/p_spanner.mdl", SPANNER_DRAW, "crowbar" ); } void CWeaponEinarSpanner::Holster(int skiplocal /* = 0 */) { m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5; SendWeaponAnim( SPANNER_HOLSTER ); } void CWeaponEinarSpanner::PrimaryAttack() { if( !Swing( 1 ) ) { SetThink( &CWeaponEinarSpanner::SwingAgain ); pev->nextthink = gpGlobals->time + 0.1; } } void CWeaponEinarSpanner::Smack() { DecalGunshot( &m_trHit, BULLET_PLAYER_CROWBAR ); } void CWeaponEinarSpanner::SwingAgain( void ) { Swing( 0 ); } int CWeaponEinarSpanner::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 ); #ifndef CLIENT_DLL if( tr.flFraction >= 1.0 ) { UTIL_TraceHull( vecSrc, vecEnd, dont_ignore_monsters, head_hull, ENT( m_pPlayer->pev ), &tr ); if( tr.flFraction < 1.0 ) { // 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 if( tr.flFraction >= 1.0 ) { if( fFirst ) { // miss if( RANDOM_FLOAT( 0.0, 1.0 ) <= 0.25 ) ++m_iSwing; switch( ( m_iSwing++ ) % 2 ) { case 0: SendWeaponAnim( SPANNER_ATTACK1 ); break; case 1: SendWeaponAnim( SPANNER_ATTACK2 ); break; } m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.4; EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_WEAPON, "weapons/cbar_miss1.wav", 1, ATTN_NORM, 0, 94 + RANDOM_LONG( 0, 0xF ) ); #ifdef CROWBAR_IDLE_ANIM m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); #endif // player "shoot" animation m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); } } else { switch( ( m_iSwing++ ) % 2 ) { case 0: SendWeaponAnim( SPANNER_ATTACK1 ); break; case 1: SendWeaponAnim( SPANNER_ATTACK2 ); break; } // player "shoot" animation m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); #ifndef 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 ) { float flDmg; ClearMultiDamage(); if( g_pGameRules->IsMultiplayer() ) { // more damage in multiplayer flDmg = gSkillData.plrDmgCrowbar * 1.2; } else if( m_flNextPrimaryAttack + 1 < UTIL_WeaponTimeBase() ) { // first swing does full damage flDmg = gSkillData.plrDmgCrowbar * 0.8; } else { // subsequent swings do half flDmg = gSkillData.plrDmgCrowbar * 0.4; } pEntity->TraceAttack( m_pPlayer->pev, flDmg, gpGlobals->v_forward, &tr, DMG_CLUB ); ApplyMultiDamage( m_pPlayer->pev, m_pPlayer->pev ); if( pEntity->Classify() != CLASS_NONE && pEntity->Classify() != CLASS_MACHINE ) { // Skeletons make different hit sounds. if( pEntity->Classify() == CLASS_SKELETON ) { // play thwack or smack sound switch( RANDOM_LONG( 0, 2 ) ) { case 0: EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_ITEM, "kelly/cbar_hitkelly1.wav", 1, ATTN_NORM ); break; case 1: EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_ITEM, "kelly/cbar_hitkelly2.wav", 1, ATTN_NORM ); break; case 2: EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_ITEM, "kelly/cbar_hitkelly3.wav", 1, ATTN_NORM ); break; } } else { // play thwack or smack sound switch( RANDOM_LONG( 0, 2 ) ) { case 0: EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/cbar_hitbod1.wav", 1, ATTN_NORM ); break; case 1: EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/cbar_hitbod2.wav", 1, ATTN_NORM ); break; case 2: EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/cbar_hitbod3.wav", 1, ATTN_NORM ); break; } } m_pPlayer->m_iWeaponVolume = SPANNER_BODYHIT_VOLUME; if( !pEntity->IsAlive() ) return TRUE; else 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 crowbar strike switch( RANDOM_LONG( 0, 1 ) ) { case 0: EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/cbar_hit1.wav", fvolbar, ATTN_NORM, 0, 98 + RANDOM_LONG( 0, 3 ) ); break; case 1: EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/cbar_hit2.wav", fvolbar, ATTN_NORM, 0, 98 + RANDOM_LONG( 0, 3 ) ); break; } // delay the decal a bit m_trHit = tr; } m_pPlayer->m_iWeaponVolume = flVol * SPANNER_WALLHIT_VOLUME; #endif m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.2; SetThink( &CWeaponEinarSpanner::Smack ); pev->nextthink = UTIL_WeaponTimeBase() + 0.2; } #ifdef CROWBAR_IDLE_ANIM m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); #endif return fDidHit; } #ifdef CROWBAR_IDLE_ANIM void CWeaponEinarSpanner::WeaponIdle() { if( m_flTimeWeaponIdle < UTIL_WeaponTimeBase() ) { m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 5, 10 ); SendWeaponAnim( SPANNER_IDLE ); } } #endif