/*** * * 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 "hornet.h" #include "gamerules.h" #include "effects.h" #include "BMOD_messaging.h" #include "decals.h" #include "BMOD_zapgunrift.h" #include "shake.h" #include "squeakgrenade.h" short iBSquidSpitSprite; extern cvar_t bm_freezetime; extern cvar_t bm_hornet_mod; enum hgun_e { HGUN_IDLE1 = 0, HGUN_FIDGETSWAY, HGUN_FIDGETSHAKE, HGUN_DOWN, HGUN_UP, HGUN_SHOOT }; enum hgun_phase { HGUN_IDLE = 0, HGUN_CHARGE, HGUN_ZAP, HGUN_ZAP_DONE, HGUN_SPIT }; enum firemode_e { FIREMODE_TRACK = 0, FIREMODE_FAST }; //========================================================= // Bullsquid's spit projectile //========================================================= class BMODSquidSpit : public CBaseEntity { public: void Spawn( void ); static void Shoot( entvars_t *Owner, Vector vecStart, Vector vecVelocity ); void Touch( CBaseEntity *pOther ); void EXPORT Animate( void ); static TYPEDESCRIPTION m_SaveData[]; int m_maxFrame; entvars_t *pevOwner; }; LINK_ENTITY_TO_CLASS( squidspit, BMODSquidSpit ); void BMODSquidSpit:: Spawn( void ) { pev->movetype = MOVETYPE_FLY; pev->classname = MAKE_STRING( "squidspit" ); pev->solid = SOLID_BBOX; pev->rendermode = kRenderTransAlpha; pev->renderamt = 255; SET_MODEL( ENT( pev ), "sprites/bigspit.spr" ); pev->frame = 0; pev->scale = 0.5; UTIL_SetSize( pev, Vector( -4, -4, -4 ), Vector( 4, 4, 4 ) ); m_maxFrame = (float)MODEL_FRAMES( pev->modelindex ) - 1; MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY ); WRITE_BYTE( TE_BEAMFOLLOW ); WRITE_SHORT( entindex() ); // entity WRITE_SHORT( g_sModelIndexLightning ); // model WRITE_BYTE( 2 ); // life WRITE_BYTE( 4 ); // width WRITE_BYTE( 128 ); // r, g, b WRITE_BYTE( 200 ); // r, g, b WRITE_BYTE( 0 ); // r, g, b WRITE_BYTE( 255 ); // brightness MESSAGE_END(); // move PHS/PVS data sending into here (SEND_ALL, SEND_PVS, SEND_PHS) } void BMODSquidSpit::Animate( void ) { pev->nextthink = gpGlobals->time + 0.1f; if( pev->frame++ ) { if( pev->frame > m_maxFrame ) { pev->frame = 0; } } } void BMODSquidSpit::Shoot( entvars_t *Owner, Vector vecStart, Vector vecVelocity ) { BMODSquidSpit *pSpit = GetClassPtr( (BMODSquidSpit *)NULL ); pSpit->Spawn(); UTIL_SetOrigin( pSpit->pev, vecStart ); pSpit->pev->velocity = vecVelocity; pSpit->pev->owner = ENT( Owner ); pSpit->pevOwner = Owner; pSpit->SetThink( &BMODSquidSpit::Animate ); pSpit->pev->nextthink = gpGlobals->time + 0.1f; } void BMODSquidSpit::Touch( CBaseEntity *pOther ) { TraceResult tr; int iPitch; // splat sound iPitch = RANDOM_FLOAT( 90, 110 ); EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "bullchicken/bc_acid1.wav", 1, ATTN_NORM, 0, iPitch ); switch( RANDOM_LONG( 0, 1 ) ) { case 0: EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, "bullchicken/bc_spithit1.wav", 1, ATTN_NORM, 0, iPitch ); break; case 1: EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, "bullchicken/bc_spithit2.wav", 1, ATTN_NORM, 0, iPitch ); break; } // make a splat on the wall UTIL_TraceLine( pev->origin, pev->origin + pev->velocity, dont_ignore_monsters, ENT( pev ), &tr ); UTIL_DecalTrace( &tr, DECAL_SPIT1 + RANDOM_LONG( 0, 1 ) ); // make some flecks MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, tr.vecEndPos ); WRITE_BYTE( TE_SPRITE_SPRAY ); WRITE_COORD( tr.vecEndPos.x ); // pos WRITE_COORD( tr.vecEndPos.y ); WRITE_COORD( tr.vecEndPos.z ); WRITE_COORD( tr.vecPlaneNormal.x ); // dir WRITE_COORD( tr.vecPlaneNormal.y ); WRITE_COORD( tr.vecPlaneNormal.z ); WRITE_SHORT( iBSquidSpitSprite ); // model WRITE_BYTE( 5 ); // count WRITE_BYTE( 30 ); // speed WRITE_BYTE( 80 ); // noise ( client will divide by 100 ) MESSAGE_END(); if( pOther->IsPlayer() ) { ClearMultiDamage(); pOther->TraceAttack( pevOwner, 30, pev->origin + pev->velocity, &tr, DMG_GENERIC ); ApplyMultiDamage( pev, pevOwner ); } SetThink( &CBaseEntity::SUB_Remove ); pev->nextthink = gpGlobals->time; } #include "BMOD_hornetgun.h" LINK_ENTITY_TO_CLASS( weapon_hornetgun, CHgun ) //========================================================= // ClearBeams - remove all beams //========================================================= void CHgun::ClearBeams() { for( int i = 0; i < HGUN_MAX_BEAMS; i++ ) { if( m_pBeam[i] ) { UTIL_Remove( m_pBeam[i] ); m_pBeam[i] = NULL; } } m_iBeams = 0; STOP_SOUND( ENT(m_pPlayer->pev), CHAN_WEAPON, "debris/zap4.wav" ); } //========================================================= // ArmBeam - small beam from arm to nearby geometry //========================================================= void CHgun::ArmBeam( Vector color ) { TraceResult tr; float flDist = 1.0; if( m_iBeams >= HGUN_MAX_BEAMS ) return; // UTIL_MakeAimVectors( pev->angles ); Vector vecSrc = m_pPlayer->GetGunPosition() + gpGlobals->v_forward * 16 + gpGlobals->v_right * 8 + gpGlobals->v_up * -12; for( int i = 0; i < 3; i++ ) { Vector vecAim = gpGlobals->v_right * RANDOM_FLOAT( -1, 1 ) + gpGlobals->v_up * RANDOM_FLOAT( -1, 1 ); TraceResult tr1; UTIL_TraceLine( vecSrc, vecSrc + vecAim * 512, dont_ignore_monsters, ENT( m_pPlayer->pev ), &tr1 ); if( flDist > tr1.flFraction ) { tr = tr1; flDist = tr.flFraction; } } // Couldn't find anything close enough if( flDist == 1.0f ) return; // DecalGunshot( &tr, BULLET_PLAYER_CROWBAR ); m_pBeam[m_iBeams] = CBeam::BeamCreate( "sprites/lgtning.spr", 30 ); if( !m_pBeam[m_iBeams] ) return; m_pBeam[m_iBeams]->PointEntInit( tr.vecEndPos, m_pPlayer->entindex() ); m_pBeam[m_iBeams]->SetEndAttachment( 1 ); // m_pBeam[m_iBeams]->SetColor( 96, 128, 16 ); m_pBeam[m_iBeams]->SetColor( color.x, color.y, color.z ); m_pBeam[m_iBeams]->SetBrightness( 64 ); m_pBeam[m_iBeams]->SetNoise( 80 ); m_pBeam[m_iBeams]->pev->spawnflags |= SF_BEAM_TEMPORARY; m_iBeams++; } //========================================================= // ZapBeam - heavy damage directly forward //========================================================= void CHgun::ZapBeam( void ) { Vector vecSrc, vecAim, vecOrig; TraceResult tr; CBaseEntity *pEntity; /* if (m_iBeams >= HGUN_MAX_BEAMS) return; */ // UTIL_MakeVectors( m_pPlayer->pev->v_angle ); vecOrig = m_pPlayer->GetGunPosition(); vecSrc = m_pPlayer->GetGunPosition() + gpGlobals->v_forward * 16 + gpGlobals->v_right * 8 + gpGlobals->v_up * -12; vecAim = gpGlobals->v_forward; UTIL_TraceLine( vecOrig, vecOrig + vecAim * 2048, dont_ignore_monsters, ENT( m_pPlayer->pev ), &tr ); for( int i = 0; i < 2; i++ ) { MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY ); WRITE_BYTE( TE_BEAMPOINTS ); WRITE_COORD( vecSrc.x ); WRITE_COORD( vecSrc.y ); WRITE_COORD( vecSrc.z ); WRITE_COORD( tr.vecEndPos.x ); WRITE_COORD( tr.vecEndPos.y ); WRITE_COORD( tr.vecEndPos.z ); WRITE_SHORT( iZapBeamSpr ); WRITE_BYTE( 0 ); // Starting frame WRITE_BYTE( 0 ); // framerate * 0.1 WRITE_BYTE( 2 ); // life * 0.1 WRITE_BYTE( 50 ); // width WRITE_BYTE( 20 ); // noise WRITE_BYTE( 180 ); // color r,g,b WRITE_BYTE( 255 ); // color r,g,b WRITE_BYTE( 96 ); // color r,g,b WRITE_BYTE( 255 ); // brightness WRITE_BYTE( 0 ); // scroll speed MESSAGE_END(); } UTIL_DecalTrace( &tr, DECAL_SMALLSCORCH1 + RANDOM_LONG( 0, 2 ) ); /* m_pBeam[m_iBeams] = CBeam::BeamCreate( "sprites/lgtning.spr", 50 ); if( !m_pBeam[m_iBeams] ) return; m_pBeam[m_iBeams]->PointEntInit( tr.vecEndPos, m_pPlayer->entindex() ); m_pBeam[m_iBeams]->SetEndAttachment( 1 ); m_pBeam[m_iBeams]->SetColor( 180, 255, 96 ); m_pBeam[m_iBeams]->SetBrightness( 255 ); m_pBeam[m_iBeams]->SetNoise( 20 ); m_pBeam[m_iBeams]->pev->spawnflags |= SF_BEAM_TEMPORARY; m_iBeams++; */ pEntity = CBaseEntity::Instance(tr.pHit); if( pEntity != NULL && pEntity->pev->takedamage ) { // pEntity->TakeDamage( pev, VARS (pev->owner), 45, DMG_SHOCK ); ClearMultiDamage(); entvars_t *Owner; Owner = VARS( pev->owner ); pEntity->TraceAttack( Owner, 90, vecAim, &tr, DMG_SHOCK | DMG_ALWAYSGIB ); ApplyMultiDamage( pev, Owner ); UTIL_ScreenFade( pEntity, Vector(180,255,96), 2, 0.5, 128, FFADE_IN ); } UTIL_EmitAmbientSound( ENT( m_pPlayer->pev ), tr.vecEndPos, "weapons/electro4.wav", 0.5, ATTN_NORM, 0, RANDOM_LONG( 140, 160 ) ); if( UTIL_PointContents( tr.vecEndPos ) == CONTENTS_WATER ) { CBaseEntity *pRift = CBaseEntity::Create( "zaprift", tr.vecEndPos, UTIL_VecToAngles( tr.vecPlaneNormal ), m_pPlayer->edict() ); // UTIL_EmitAmbientSound( ENT(m_pPlayer->pev), tr.vecEndPos, "weapons/electro4.wav", 50, ATTN_NORM, 0, 300 ); } } //========================================================= // Freeze Ray - //========================================================= void CHgun::FreezeRay( void ) { Vector vecSrc, vecAim, vecOrig; TraceResult tr; CBaseEntity *pEntity; if( ( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] < 12 ) || m_pPlayer->pev->waterlevel == 3 ) { return; } vecOrig = m_pPlayer->GetGunPosition(); vecSrc = m_pPlayer->GetGunPosition() + gpGlobals->v_forward * 16 + gpGlobals->v_right * 8 + gpGlobals->v_up * -12; vecAim = gpGlobals->v_forward; UTIL_TraceLine( vecOrig, vecOrig + vecAim * 2048, dont_ignore_monsters, ENT( m_pPlayer->pev ), &tr ); MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY ); WRITE_BYTE( TE_BEAMPOINTS ); WRITE_COORD( vecSrc.x ); WRITE_COORD( vecSrc.y ); WRITE_COORD( vecSrc.z ); WRITE_COORD( tr.vecEndPos.x ); WRITE_COORD( tr.vecEndPos.y ); WRITE_COORD( tr.vecEndPos.z ); WRITE_SHORT( iZapBeamSpr ); WRITE_BYTE( 0 ); // Starting frame WRITE_BYTE( 0 ); // framerate * 0.1 WRITE_BYTE( 3 ); // life * 0.1 WRITE_BYTE( 200 ); // width WRITE_BYTE( 2 ); // noise WRITE_BYTE( 220 ); // color r,g,b WRITE_BYTE( 220 ); // color r,g,b WRITE_BYTE( 255 ); // color r,g,b WRITE_BYTE( 255 ); // brightness WRITE_BYTE( 0 ); // scroll speed MESSAGE_END(); UTIL_DecalTrace( &tr, DECAL_MOMMASPLAT ); MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY ); WRITE_BYTE( TE_SPRITETRAIL );// TE_RAILTRAIL); WRITE_COORD( vecSrc.x ); WRITE_COORD( vecSrc.y ); WRITE_COORD( vecSrc.z ); WRITE_COORD( tr.vecEndPos.x ); WRITE_COORD( tr.vecEndPos.y ); WRITE_COORD( tr.vecEndPos.z ); WRITE_SHORT( m_sGlowSpr ); // model WRITE_BYTE( 20 ); // count WRITE_BYTE( 10 ); // life * 10 WRITE_BYTE( RANDOM_LONG( 1, 2 ) ); // size * 10 WRITE_BYTE( 10 ); // amplitude * 0.1 WRITE_BYTE( 0 ); // speed * 100 MESSAGE_END(); pEntity = CBaseEntity::Instance( tr.pHit ); if( pEntity != NULL && pEntity->pev->takedamage && pEntity->IsPlayer() ) { CBasePlayer *pPlayer = (CBasePlayer *)pEntity; UTIL_ScreenFade( pPlayer, Vector( 0, 0, 255 ), 2.0, 1.0, 128, FFADE_IN ); pPlayer->pev->rendermode = kRenderNormal; pPlayer->pev->renderfx = kRenderFxGlowShell; pPlayer->pev->rendercolor.x = 240; // red pPlayer->pev->rendercolor.y = 240; // green pPlayer->pev->rendercolor.z = 255; // blue pPlayer->pev->renderamt = 60; // glow shell distance from entity float freezetime = Q_max (0.6f, bm_freezetime.value); // freeze the player and set the "unfreeze" time... pPlayer->EnableControl(FALSE); pPlayer->m_vFreezeAngle = pPlayer->pev->v_angle; // pPlayer->pev->movetype = MOVETYPE_TOSS; pPlayer->m_flFreezeTime = gpGlobals->time + freezetime; //RuneMsg( pPlayer, "YOU ARE FROZEN!!!", Vector(100,100,255), freezetime - .5); PrintMessage( pPlayer, BMOD_CHAN_RUNE, Vector(100,100,255), Vector (.1, freezetime - 0.5f, .1), "YOU ARE FROZEN!!!"); } UTIL_EmitAmbientSound( ENT(m_pPlayer->pev), tr.vecEndPos, "weapons/electro4.wav", 0.5, ATTN_NORM, 0, RANDOM_LONG( 140, 160 )); m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] = 0; m_flNextPrimaryAttack = gpGlobals->time + 0.25f; m_flRechargeTime = gpGlobals->time + 0.5f; m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME; m_pPlayer->m_iWeaponFlash = DIM_GUN_FLASH; SendWeaponAnim( HGUN_SHOOT ); // player "shoot" animation m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); m_flTimeWeaponIdle = gpGlobals->time + RANDOM_FLOAT( 10, 15 ); m_pPlayer->pev->punchangle.x = RANDOM_FLOAT( 0, 2 ); } //========================================================= // BeamGlow - brighten all beams //========================================================= void CHgun::BeamGlow() { int b = m_iBeams * 32; if( b > 255 ) b = 255; for( int i = 0; i < m_iBeams; i++ ) { if( m_pBeam[i]->GetBrightness() != 255 ) { m_pBeam[i]->SetBrightness( b ); } } } BOOL CHgun::IsUseable( void ) { return TRUE; } void CHgun::Spawn() { Precache(); m_iId = WEAPON_HORNETGUN; SET_MODEL( ENT( pev ), "models/w_hgun.mdl" ); m_iDefaultAmmo = HIVEHAND_DEFAULT_GIVE; m_iFirePhase = 0; m_iFireMode = 0; FallInit();// get ready to fall down. } void CHgun::Precache( void ) { PRECACHE_MODEL( "models/v_hgun.mdl" ); PRECACHE_MODEL( "models/w_hgun.mdl" ); PRECACHE_MODEL( "models/p_hgun.mdl" ); m_usHornetFire = PRECACHE_EVENT( 1, "events/firehornet.sc" ); UTIL_PrecacheOther( "hornet" ); UTIL_PrecacheOther( "zaprift" ); UTIL_PrecacheOther( "zapbounce" ); PRECACHE_SOUND( "debris/zap4.wav" ); PRECACHE_SOUND( "weapons/electro4.wav" ); PRECACHE_SOUND( "hassault/hw_shoot1.wav" ); iZapBeamSpr = PRECACHE_MODEL( "sprites/lgtning.spr" ); PRECACHE_MODEL( "sprites/bigspit.spr" ); iBSquidSpitSprite = PRECACHE_MODEL( "sprites/tinyspit.spr" );// client side spittle. PRECACHE_SOUND( "bullchicken/bc_acid1.wav" ); PRECACHE_SOUND( "bullchicken/bc_spithit1.wav" ); PRECACHE_SOUND( "bullchicken/bc_spithit2.wav" ); PRECACHE_SOUND( "bullchicken/bc_attack2.wav" ); PRECACHE_SOUND( "bullchicken/bc_attack3.wav" ); PRECACHE_SOUND( "leech/leech_bite1.wav" ); m_sGlowSpr = PRECACHE_MODEL( "sprites/glow04.spr" ); } int CHgun::AddToPlayer( CBasePlayer *pPlayer ) { if( CBasePlayerWeapon::AddToPlayer( pPlayer ) ) { #ifndef CLIENT_DLL if( g_pGameRules->IsMultiplayer() ) { // in multiplayer, all hivehands come full. pPlayer->m_rgAmmo[PrimaryAmmoIndex()] = 12; } #endif MESSAGE_BEGIN( MSG_ONE, gmsgWeapPickup, NULL, pPlayer->pev ); WRITE_BYTE( m_iId ); MESSAGE_END(); return TRUE; } return FALSE; } int CHgun::GetItemInfo( ItemInfo *p ) { p->pszName = STRING( pev->classname ); p->pszAmmo1 = "Hornets"; p->iMaxAmmo1 = m_iMaxammo; p->pszAmmo2 = NULL; p->iMaxAmmo2 = -1; p->iMaxClip = WEAPON_NOCLIP; p->iSlot = 3; p->iPosition = 3; p->iId = m_iId = WEAPON_HORNETGUN; p->iFlags = ITEM_FLAG_NOAUTOSWITCHEMPTY | ITEM_FLAG_NOAUTORELOAD; p->iWeight = HORNETGUN_WEIGHT; return 1; } BOOL CHgun::Deploy() { // BMOD Edit - Modified hornet message if( bm_hornet_mod.value ) PrintMessage( m_pPlayer, BMOD_CHAN_WEAPON, Vector( 20, 250, 20 ), Vector( 1, 4, 2 ), "HORNET GUN\nACID SPIT - LIGHTNING - FREEZE RAY - SNARKS\nSECONDARY FIRE: Switches modes." ); return DefaultDeploy( "models/v_hgun.mdl", "models/p_hgun.mdl", HGUN_UP, "hive" ); } void CHgun::Holster( int skiplocal /* = 0 */ ) { ClearBeams(); m_iFirePhase = HGUN_IDLE; m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5f; SendWeaponAnim( HGUN_DOWN ); //!!!HACKHACK - can't select hornetgun if it's empty! no way to get ammo for it, either. if( !m_pPlayer->m_rgAmmo[PrimaryAmmoIndex()] ) { m_pPlayer->m_rgAmmo[PrimaryAmmoIndex()] = 1; } } void CHgun::SecondaryAttack() { if( !bm_hornet_mod.value ) { OldSecondaryAttack(); return; } m_iFireMode = ( m_iFireMode + 1 ) % 5; switch( m_iFireMode ) { case 0: PrintMessage( m_pPlayer, BMOD_CHAN_WEAPON, Vector( 20, 250, 20 ), Vector( 1, 4, 2 ), "\n\nAcid Spit Mode - 3 per shot"); break; case 1: PrintMessage( m_pPlayer, BMOD_CHAN_WEAPON, Vector( 20, 250, 20 ), Vector( 1, 4, 2 ), "\n\nLightning Mode - 4 per shot"); break; case 2: PrintMessage( m_pPlayer, BMOD_CHAN_WEAPON, Vector( 20, 250, 20 ), Vector( 1, 4, 2 ), "\n\nMultizap Mode - 12 per shot"); break; case 3: PrintMessage( m_pPlayer, BMOD_CHAN_WEAPON, Vector( 20, 250, 20 ), Vector( 1, 4, 2 ), "\n\nFreeze Ray Mode - 12 per shot"); break; case 4: PrintMessage( m_pPlayer, BMOD_CHAN_WEAPON, Vector( 20, 250, 20 ), Vector( 1, 4, 2 ), "\n\nSnark Launcher Mode - 1 Snark per shot"); break; } EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_WEAPON, "leech/leech_bite1.wav", 1, ATTN_NORM ); m_flNextSecondaryAttack = gpGlobals->time + 0.5f; } void CHgun::ZapGun() { if( m_iFirePhase == HGUN_IDLE ) Reload(); if( ( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] < 4 ) || ( m_fNextPhaseTime > gpGlobals->time ) ) { return; } if( m_pPlayer->pev->waterlevel > 0 ) { // m_pPlayer->TakeDamage( VARS( eoNullEntity ), VARS( eoNullEntity ), 50, DMG_SHOCK ); UTIL_ScreenFade( this, Vector( 180, 255, 96 ), 2, 0.5, 128, FFADE_IN ); CBaseEntity *pRift = CBaseEntity::Create( "zaprift", pev->origin, pev->angles, ENT( pev ) ); m_pPlayer->TakeDamage( m_pPlayer->pev, m_pPlayer->pev, 100, DMG_SHOCK ); EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_WEAPON, "debris/zap4.wav", 1, ATTN_NORM, 0, 100 + m_iBeams * 10 ); m_flNextPrimaryAttack = m_flNextPrimaryAttack + 1.5f; return; } switch( m_iFirePhase ) { case HGUN_IDLE: m_flTimeWeaponIdle = gpGlobals->time; m_iFirePhase = HGUN_CHARGE; m_fNextPhaseTime = 0; m_pPlayer->m_iWeaponVolume = QUIET_GUN_VOLUME; m_pPlayer->m_iWeaponFlash = DIM_GUN_FLASH; case HGUN_CHARGE: if( m_fNextPhaseTime < gpGlobals->time ) { if( m_iBeams < HGUN_MAX_BEAMS ) { ArmBeam( Vector( 96, 128, 16 ) ); BeamGlow(); m_fNextPhaseTime = gpGlobals->time + HGUN_CHARGE_TIME; EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_WEAPON, "debris/zap4.wav", 1, ATTN_NORM, 0,100 + m_iBeams * 10 ); } else { m_iFirePhase = HGUN_ZAP; m_fNextPhaseTime = gpGlobals->time + 0.1f; } } break; case HGUN_ZAP: ClearBeams(); ZapBeam(); m_iFirePhase = HGUN_ZAP_DONE; m_fNextPhaseTime = gpGlobals->time + HGUN_ZAP_TIME; EMIT_SOUND_DYN( ENT(m_pPlayer->pev), CHAN_WEAPON, "hassault/hw_shoot1.wav", 1, ATTN_NORM, 0, RANDOM_LONG( 130, 160 ) ); SendWeaponAnim( HGUN_SHOOT ); // player "shoot" animation m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] -= 4; m_flRechargeTime = gpGlobals->time + 0.5f; m_pPlayer->pev->punchangle.x = RANDOM_FLOAT( 0, 2 ); break; case HGUN_ZAP_DONE: ClearBeams(); m_flNextPrimaryAttack = gpGlobals->time + 0.25f; m_flTimeWeaponIdle = gpGlobals->time + 0.1f; break; } } void CHgun::MultiZapGun() { CZapBounce *pRift = NULL; if( m_iFirePhase == HGUN_IDLE ) Reload(); if( ( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] < 12 ) || ( m_fNextPhaseTime > gpGlobals->time ) ) { return; } if( m_pPlayer->pev->waterlevel > 0 ) { UTIL_ScreenFade( this, Vector( 180, 255, 96 ), 2, 0.5, 128, FFADE_IN ); m_pPlayer->TakeDamage( m_pPlayer->pev, m_pPlayer->pev, 100, DMG_SHOCK ); EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_WEAPON, "debris/zap4.wav", 1, ATTN_NORM, 0, 100 + m_iBeams * 10 ); m_flNextPrimaryAttack = m_flNextPrimaryAttack + 1.5f; return; } switch( m_iFirePhase ) { case HGUN_IDLE: m_flTimeWeaponIdle = gpGlobals->time; m_iFirePhase = HGUN_CHARGE; m_fNextPhaseTime = 0; m_pPlayer->m_iWeaponVolume = QUIET_GUN_VOLUME; m_pPlayer->m_iWeaponFlash = DIM_GUN_FLASH; case HGUN_CHARGE: if( m_fNextPhaseTime < gpGlobals->time ) { if( m_iBeams < HGUN_MAX_BEAMS / 2 ) { ArmBeam( Vector( 16, 96, 128 ) ); BeamGlow(); m_fNextPhaseTime = gpGlobals->time + HGUN_CHARGE_TIME; EMIT_SOUND_DYN( ENT(m_pPlayer->pev), CHAN_WEAPON, "debris/zap4.wav", 1, ATTN_NORM, 0,100 + m_iBeams * 10 ); } else m_iFirePhase = HGUN_ZAP; m_fNextPhaseTime = gpGlobals->time + 0.1f; } break; case HGUN_ZAP: ClearBeams(); pRift = (CZapBounce*)CBaseEntity::Create( "zapbounce", m_pPlayer->GetGunPosition( ) + gpGlobals->v_forward * 16 + gpGlobals->v_right * 8 + gpGlobals->v_up * -12, gpGlobals->v_forward, m_pPlayer->edict() ); if( pRift ) { pRift->m_fDamage = 90; pRift->m_iBounce = 5; pRift->pentIgnore = ENT( m_pPlayer->pev ); pRift->m_bFirstZap = TRUE; pRift->BounceThink(); } m_iFirePhase = HGUN_ZAP_DONE; m_fNextPhaseTime = gpGlobals->time + HGUN_ZAP_TIME; EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_WEAPON, "hassault/hw_shoot1.wav", 1, ATTN_NORM, 0, RANDOM_LONG( 130, 160 ) ); SendWeaponAnim( HGUN_SHOOT ); // player "shoot" animation m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] -= 12; m_flRechargeTime = gpGlobals->time + 0.5f; m_pPlayer->pev->punchangle.x = RANDOM_FLOAT( 0, 2 ); break; case HGUN_ZAP_DONE: ClearBeams(); m_flNextPrimaryAttack = gpGlobals->time + 0.25f; m_flTimeWeaponIdle = gpGlobals->time + 0.1f; break; } } void CHgun::PrimaryAttack( void ) { if( !bm_hornet_mod.value ) { OldPrimaryAttack(); return; } Reload(); switch( m_iFireMode ) { case 0: SquidSpit(); break; case 1: ZapGun(); break; case 2: MultiZapGun(); break; case 3: FreezeRay(); break; case 4: LaunchSnark(); break; } } void CHgun::SquidSpit( void ) { if( ( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] < 3 ) || ( m_iFirePhase != HGUN_IDLE ) ) { return; } Vector vecSrc, vecDir, vecOrig; int iSpittle, iSpitSpeed; TraceResult tr; // UTIL_MakeVectors( m_pPlayer->pev->v_angle ); // Vector anglesAim = m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle; // UTIL_MakeVectors( anglesAim ); vecOrig = m_pPlayer->GetGunPosition(); vecSrc = m_pPlayer->GetGunPosition() + gpGlobals->v_forward * 16 + gpGlobals->v_right * 8 + gpGlobals->v_up * -12; // vecDir = m_pPlayer->pev->v_angle; // vecDir = m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES ); vecDir = gpGlobals->v_forward; UTIL_TraceLine( vecOrig, vecOrig + vecDir * 2048, dont_ignore_monsters, ENT( m_pPlayer->pev ), &tr ); vecDir = ( tr.vecEndPos - vecSrc ).Normalize(); if( m_pPlayer->pev->waterlevel == 3 ) { iSpittle = 15; iSpitSpeed = 120; } else { // CSquidSpit::Shoot( m_pPlayer->edict(), vecSrc, vecDir * 900 ); // CBaseEntity *pSpit = CBaseEntity::Create( "squidspit", vecSrc, vecDir , pev->owner ); BMODSquidSpit::Shoot( m_pPlayer->pev, vecSrc, vecDir * 1100 ); iSpittle = 5; iSpitSpeed = 80; } m_flNextPrimaryAttack = gpGlobals->time + 0.25f; // spew the spittle temporary ents. MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecSrc ); WRITE_BYTE( TE_SPRITE_SPRAY ); WRITE_COORD( vecSrc.x ); // pos WRITE_COORD( vecSrc.y ); WRITE_COORD( vecSrc.z ); WRITE_COORD( vecDir.x ); // dir WRITE_COORD( vecDir.y ); WRITE_COORD( vecDir.z ); WRITE_SHORT( iBSquidSpitSprite ); // model WRITE_BYTE( iSpittle ); // count WRITE_BYTE( iSpitSpeed ); // speed WRITE_BYTE( 25 ); // noise ( client will divide by 100 ) MESSAGE_END(); switch( RANDOM_LONG( 0, 1 ) ) { case 0: EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_WEAPON, "bullchicken/bc_attack2.wav", 1, ATTN_NORM ); break; case 1: EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_WEAPON, "bullchicken/bc_attack3.wav", 1, ATTN_NORM ); break; } m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] -= 3; m_flRechargeTime = gpGlobals->time + 0.5f; m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME; m_pPlayer->m_iWeaponFlash = DIM_GUN_FLASH; SendWeaponAnim( HGUN_SHOOT ); // player "shoot" animation m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); m_flTimeWeaponIdle = gpGlobals->time + RANDOM_FLOAT ( 10, 15 ); m_pPlayer->pev->punchangle.x = RANDOM_FLOAT( 0, 2 ); } void CHgun::LaunchSnark( void ) { if( ( m_pPlayer->m_rgAmmo[m_pPlayer->GetAmmoIndex( "Snarks" )] < 1 ) || ( m_iFirePhase != HGUN_IDLE ) ) { return; } Vector vecSrc, vecDir, vecOrig; int iSpittle, iSpitSpeed; TraceResult tr; vecOrig = m_pPlayer->GetGunPosition(); vecSrc = m_pPlayer->GetGunPosition() + gpGlobals->v_forward * 16 + gpGlobals->v_right * 8 + gpGlobals->v_up * -12; // vecDir = m_pPlayer->pev->v_angle; // vecDir = m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES ); vecDir = gpGlobals->v_forward; UTIL_TraceLine( vecSrc + gpGlobals->v_forward * 20, vecSrc + gpGlobals->v_forward * 40, dont_ignore_monsters, NULL, &tr ); vecDir = ( tr.vecEndPos - vecSrc ).Normalize(); if( m_pPlayer->pev->waterlevel == 3 ) { iSpittle = 15; iSpitSpeed = 120; } else { CBaseEntity *pSqueak = CBaseEntity::Create( "monster_snark", tr.vecEndPos, m_pPlayer->pev->v_angle, m_pPlayer->edict() ); pSqueak->pev->velocity = gpGlobals->v_forward * 1500 + m_pPlayer->pev->velocity; ( (CSqueakGrenade*)pSqueak )->m_bWasLaunched = TRUE; EMIT_SOUND_DYN( ENT( pSqueak->pev ), CHAN_VOICE, "squeek/sqk_hunt2.wav", 1, ATTN_NORM, 0, 105 ); iSpittle = 5; iSpitSpeed = 80; } m_flNextPrimaryAttack = gpGlobals->time + 0.4f; // spew the spittle temporary ents. MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecSrc ); WRITE_BYTE( TE_SPRITE_SPRAY ); WRITE_COORD( vecSrc.x ); // pos WRITE_COORD( vecSrc.y ); WRITE_COORD( vecSrc.z ); WRITE_COORD( vecDir.x ); // dir WRITE_COORD( vecDir.y ); WRITE_COORD( vecDir.z ); WRITE_SHORT( iBSquidSpitSprite ); // model WRITE_BYTE( iSpittle ); // count WRITE_BYTE( iSpitSpeed ); // speed WRITE_BYTE( 25 ); // noise ( client will divide by 100 ) MESSAGE_END(); switch( RANDOM_LONG( 0, 1 ) ) { case 0: EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_WEAPON, "bullchicken/bc_attack2.wav", 1, ATTN_NORM ); break; case 1: EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_WEAPON, "bullchicken/bc_attack3.wav", 1, ATTN_NORM ); break; } m_pPlayer->m_rgAmmo[m_pPlayer->GetAmmoIndex( "Snarks" )] -= 1; m_flRechargeTime = gpGlobals->time + 0.5f; m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME; m_pPlayer->m_iWeaponFlash = DIM_GUN_FLASH; SendWeaponAnim( HGUN_SHOOT ); // player "shoot" animation m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); m_flTimeWeaponIdle = gpGlobals->time + RANDOM_FLOAT( 10, 15 ); m_pPlayer->pev->punchangle.x = RANDOM_FLOAT( 0, 2 ); } void CHgun::OldPrimaryAttack() { Reload(); if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 ) { return; } #ifndef CLIENT_DLL UTIL_MakeVectors( m_pPlayer->pev->v_angle ); CBaseEntity *pHornet = CBaseEntity::Create( "hornet", m_pPlayer->GetGunPosition() + gpGlobals->v_forward * 16.0f + gpGlobals->v_right * 8.0f + gpGlobals->v_up * -12.0f, m_pPlayer->pev->v_angle, m_pPlayer->edict() ); pHornet->pev->velocity = gpGlobals->v_forward * 300.0f; m_flRechargeTime = gpGlobals->time + 0.5f; #endif m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]--; m_pPlayer->m_iWeaponVolume = QUIET_GUN_VOLUME; m_pPlayer->m_iWeaponFlash = DIM_GUN_FLASH; int flags; #if defined( CLIENT_WEAPONS ) flags = FEV_NOTHOST; #else flags = 0; #endif PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usHornetFire, 0.0f, g_vecZero, g_vecZero, 0.0f, 0.0f, FIREMODE_TRACK, 0, 0, 0 ); // player "shoot" animation m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); m_flNextPrimaryAttack = m_flNextPrimaryAttack + 0.25f; if( m_flNextPrimaryAttack < UTIL_WeaponTimeBase() ) { m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.25f; } m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); } void CHgun::OldSecondaryAttack( void ) { Reload(); if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 ) { return; } //Wouldn't be a bad idea to completely predict these, since they fly so fast... #ifndef CLIENT_DLL CBaseEntity *pHornet; Vector vecSrc; UTIL_MakeVectors( m_pPlayer->pev->v_angle ); vecSrc = m_pPlayer->GetGunPosition() + gpGlobals->v_forward * 16.0f + gpGlobals->v_right * 8.0f + gpGlobals->v_up * -12.0f; m_iFirePhase++; switch( m_iFirePhase ) { case 1: vecSrc = vecSrc + gpGlobals->v_up * 8.0f; break; case 2: vecSrc = vecSrc + gpGlobals->v_up * 8.0f; vecSrc = vecSrc + gpGlobals->v_right * 8.0f; break; case 3: vecSrc = vecSrc + gpGlobals->v_right * 8.0f; break; case 4: vecSrc = vecSrc + gpGlobals->v_up * -8.0f; vecSrc = vecSrc + gpGlobals->v_right * 8.0f; break; case 5: vecSrc = vecSrc + gpGlobals->v_up * -8.0f; break; case 6: vecSrc = vecSrc + gpGlobals->v_up * -8.0f; vecSrc = vecSrc + gpGlobals->v_right * -8.0f; break; case 7: vecSrc = vecSrc + gpGlobals->v_right * -8.0f; break; case 8: vecSrc = vecSrc + gpGlobals->v_up * 8.0f; vecSrc = vecSrc + gpGlobals->v_right * -8.0f; m_iFirePhase = 0; break; } pHornet = CBaseEntity::Create( "hornet", vecSrc, m_pPlayer->pev->v_angle, m_pPlayer->edict() ); pHornet->pev->velocity = gpGlobals->v_forward * 1200.0f; pHornet->pev->angles = UTIL_VecToAngles( pHornet->pev->velocity ); pHornet->SetThink( &CHornet::StartDart ); m_flRechargeTime = gpGlobals->time + 0.5f; #endif int flags; #if defined( CLIENT_WEAPONS ) flags = FEV_NOTHOST; #else flags = 0; #endif PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usHornetFire, 0.0f, g_vecZero, g_vecZero, 0.0f, 0.0f, FIREMODE_FAST, 0, 0, 0 ); m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]--; m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME; m_pPlayer->m_iWeaponFlash = DIM_GUN_FLASH; // player "shoot" animation m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); m_flNextPrimaryAttack = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.1f; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10.0f, 15.0f ); } void CHgun::Reload( void ) { m_iMaxammo = (bm_hornet_mod.value) ? 12 : 8; if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] >= m_iMaxammo ) return; while( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] < m_iMaxammo && m_flRechargeTime < gpGlobals->time ) { m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]++; m_flRechargeTime += 0.5f; } } void CHgun::WeaponIdle( void ) { Reload(); m_iFirePhase = HGUN_IDLE; if( m_iBeams ) ClearBeams(); if( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() ) return; int iAnim; float flRand = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0.0f, 1.0f ); if( flRand <= 0.75f ) { iAnim = HGUN_IDLE1; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 30.0f / 16.0f * 2.0f; } else if( flRand <= 0.875f ) { iAnim = HGUN_FIDGETSWAY; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 40.0f / 16.0f; } else { iAnim = HGUN_FIDGETSHAKE; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 35.0f / 16.0f; } SendWeaponAnim( iAnim ); } #endif