/*** * * 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 NEEDLE_BODYHIT_VOLUME 128 #define NEEDLE_WALLHIT_VOLUME 512 class CNeedle : public CBasePlayerWeapon { public: void Spawn( void ); void Precache( void ); int iItemSlot( void ) { return 1; } void EXPORT SwingAgain( void ); void EXPORT Smack( void ); int GetItemInfo(ItemInfo *p); void PrimaryAttack( void ); int Swing( int fFirst ); BOOL Deploy( void ); void Holster( int skiplocal = 0 ); int m_iSwing; TraceResult m_trHit; virtual BOOL UseDecrement( void ) { return FALSE; } private: unsigned short m_usNeedle; }; LINK_ENTITY_TO_CLASS( weapon_needle, CNeedle ) enum needle_e { NEEDLE_IDLE1, NEEDLE_GIVESHOT, NEEDLE_DRAW }; void CNeedle::Spawn( ) { Precache(); m_iId = WEAPON_NEEDLE; SET_MODEL( ENT( pev ), "models/w_needle.mdl" ); m_iClip = -1; FallInit();// get ready to fall down. } void CNeedle::Precache( void ) { PRECACHE_MODEL( "models/v_needle.mdl" ); PRECACHE_MODEL( "models/w_needle.mdl" ); PRECACHE_MODEL( "models/p_needle.mdl" ); PRECACHE_SOUND( "weapons/needleshot.wav" ); m_usNeedle = PRECACHE_EVENT( 1, "events/crowbar.sc" ); } int CNeedle::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_NEEDLE; p->iWeight = CROWBAR_WEIGHT; return 1; } BOOL CNeedle::Deploy() { return DefaultDeploy( "models/v_needle.mdl", "models/p_needle.mdl", NEEDLE_DRAW, "needle" ); } void CNeedle::Holster( int skiplocal /* = 0 */ ) { m_pPlayer->m_flNextAttack = gpGlobals->time + 0.5; SendWeaponAnim( NEEDLE_IDLE1 ); } void CNeedle::PrimaryAttack() { SendWeaponAnim( NEEDLE_GIVESHOT ); switch( RANDOM_LONG( 0, 0 ) ) { case 0: EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/needleshot.wav", 1, ATTN_NORM ); break; } } void CNeedle::Smack() { DecalGunshot( &m_trHit, BULLET_PLAYER_CROWBAR ); } void CNeedle::SwingAgain( void ) { Swing( 0 ); } void FindHullIntersection2( 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 < 1.0 ) { 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 < 1.0 ) { float thisDistance = ( tmpTrace.vecEndPos - vecSrc ).Length(); if( thisDistance < distance ) { tr = tmpTrace; distance = thisDistance; } } } } } } int CNeedle::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() ) FindHullIntersection2( 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_usNeedle, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0, 0, 0, 0.0, 0, 0.0 ); if( tr.flFraction >= 1.0 ) { if( fFirst ) { // miss m_flNextPrimaryAttack = gpGlobals->time + 0.5; // player "shoot" animation m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); } } else { switch( ( ( m_iSwing++ ) % 2 ) + 1 ) { case 0: SendWeaponAnim( NEEDLE_IDLE1 ); break; case 1: SendWeaponAnim( NEEDLE_IDLE1 ); break; case 2: SendWeaponAnim( NEEDLE_IDLE1 ); break; } // player "shoot" animation m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); #ifndef CLIENT_DLL // hit fDidHit = TRUE; CBaseEntity *pEntity = CBaseEntity::Instance( tr.pHit ); ClearMultiDamage(); if( ( m_flNextPrimaryAttack + 1 < gpGlobals->time ) || g_pGameRules->IsMultiplayer() ) { // first swing does full damage pEntity->TraceAttack( m_pPlayer->pev, gSkillData.plrDmgCrowbar, gpGlobals->v_forward, &tr, DMG_CLUB ); } else { // subsequent swings do half pEntity->TraceAttack( m_pPlayer->pev, gSkillData.plrDmgCrowbar / 2, gpGlobals->v_forward, &tr, DMG_CLUB ); } ApplyMultiDamage( m_pPlayer->pev, m_pPlayer->pev ); // play thwack, smack, or dong sound float flVol = 1.0; int fHitWorld = TRUE; if( pEntity ) { if( pEntity->Classify() != CLASS_NONE && pEntity->Classify() != CLASS_MACHINE ) { // 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 = NEEDLE_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 * NEEDLE_WALLHIT_VOLUME; #endif m_flNextPrimaryAttack = gpGlobals->time + 0.25; SetThink( &CNeedle::Smack ); pev->nextthink = gpGlobals->time + 0.2; } return fDidHit; }