/*** * * 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 "gamerules.h" #ifndef CLIENT_DLL #define BOLT_AIR_VELOCITY 800 #define BOLT_WATER_VELOCITY 450 extern cvar_t scipgvel; int TestSpray; // UNDONE: Save/restore this? Don't forget to set classname and LINK_ENTITY_TO_CLASS() // // OVERLOADS SOME ENTVARS: // // speed - the ideal magnitude of my velocity class CSciPGBolt : public CBaseEntity { void Spawn( void ); void Precache( void ); int Classify ( void ); void EXPORT BubbleThink( void ); void EXPORT BoltTouch( CBaseEntity *pOther ); void EXPORT ExplodeThink( void ); void SprayTest( const Vector &position, const Vector &direction, int spriteModel, int count ); //int m_iTrail; public: static CSciPGBolt *BoltCreate( void ); }; LINK_ENTITY_TO_CLASS( scientist_bolt, CSciPGBolt ); CSciPGBolt *CSciPGBolt::BoltCreate( void ) { // Create a new entity with CCrossbowBolt private data CSciPGBolt *pBolt = GetClassPtr( (CSciPGBolt *)NULL ); pBolt->pev->classname = MAKE_STRING("scibolt"); pBolt->Spawn(); return pBolt; } void CSciPGBolt::Spawn( ) { Precache( ); pev->movetype = MOVETYPE_FLY; pev->solid = SOLID_BBOX; pev->gravity = 0.5; SET_MODEL( ENT(pev), "models/sci_rocket.mdl"); EMIT_SOUND( ENT(pev), CHAN_VOICE, "weapons/sci_scream.wav", 1, ATTN_NORM ); UTIL_SetOrigin( pev, pev->origin ); UTIL_SetSize(pev, Vector(0, 0, 0), Vector(0, 0, 0)); SetTouch( &CSciPGBolt::BoltTouch ); SetThink( &CSciPGBolt::BubbleThink ); pev->nextthink = gpGlobals->time + 0.2; } void CSciPGBolt::Precache( ) { PRECACHE_MODEL("models/sci_rocket.mdl"); PRECACHE_SOUND("weapons/sci_scream.wav"); PRECACHE_SOUND("misc/kill.wav"); TestSpray = PRECACHE_MODEL("sprites/spinning_coin.spr");// client side spittle of mario coins! } int CSciPGBolt :: Classify ( void ) { return CLASS_NONE; } void CSciPGBolt::BoltTouch( CBaseEntity *pOther ) { SetTouch( NULL ); SetThink( NULL ); if (pOther->pev->takedamage) { TraceResult tr = UTIL_GetGlobalTrace( ); entvars_t *pevOwner; pevOwner = VARS( pev->owner ); // UNDONE: this needs to call TraceAttack instead ClearMultiDamage( ); pOther->TraceAttack(pevOwner, gSkillData.plrDmgBow, pev->velocity.Normalize(), &tr, DMG_BULLET | DMG_ALWAYSGIB ); ApplyMultiDamage( pev, pevOwner ); pev->velocity = Vector( 0, 0, 0 ); if ( !g_pGameRules->IsMultiplayer() ) { Killed( pev, GIB_ALWAYS ); //Smokey ;D } STOP_SOUND( ENT(pev), CHAN_VOICE, "weapons/sci_scream.wav" ); //Often times this works on certain maps, others not. Fix this if you want -- GOAHEAD SetThink( &CSciPGBolt::ExplodeThink ); SprayTest( pev->origin, Vector(0,0,1), TestSpray, 24 ); UTIL_Remove( this ); } else { SetThink( &CBaseEntity::SUB_Remove ); SetThink( &CSciPGBolt::ExplodeThink ); pev->nextthink = gpGlobals->time;// this will get changed below if the bolt is allowed to stick in what it hit. if ( FClassnameIs( pOther->pev, "worldspawn" ) ) { // if what we hit is static architecture, can stay around for a while. STOP_SOUND( ENT(pev), CHAN_VOICE, "weapons/sci_scream.wav" ); SetThink( &CSciPGBolt::ExplodeThink ); SprayTest( pev->origin, Vector(0,0,1), TestSpray, 24 ); SetThink( &CBaseEntity::SUB_Remove ); } if (UTIL_PointContents(pev->origin) != CONTENTS_WATER) { STOP_SOUND( ENT(pev), CHAN_VOICE, "weapons/sci_scream.wav" ); SetThink( &CSciPGBolt::ExplodeThink ); SprayTest( pev->origin, Vector(0,0,1), TestSpray, 24 ); UTIL_Remove(this); } } } void CSciPGBolt::SprayTest( const Vector &position, const Vector &direction, int spriteModel, int count ) { EMIT_SOUND( ENT(pev), CHAN_VOICE, "misc/kill.wav", 1, ATTN_NORM ); MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, position ); WRITE_BYTE( TE_SPRITE_SPRAY ); WRITE_COORD( position.x); // pos WRITE_COORD( position.y); WRITE_COORD( position.z); WRITE_COORD( direction.x); // dir WRITE_COORD( direction.y); WRITE_COORD( direction.z); WRITE_SHORT( spriteModel ); // model WRITE_BYTE ( count ); // count WRITE_BYTE ( 130 ); // speed WRITE_BYTE ( 80 ); // noise ( client will divide by 100 ) MESSAGE_END(); } void CSciPGBolt::BubbleThink( void ) { pev->nextthink = gpGlobals->time + 0.1; if (pev->waterlevel == 0) return; UTIL_BubbleTrail( pev->origin - pev->velocity * 0.1, pev->origin, 20 ); } void CSciPGBolt::ExplodeThink( void ) { int iContents = UTIL_PointContents ( pev->origin ); int iScale; pev->dmg = 40; iScale = 10; MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, pev->origin ); WRITE_BYTE( TE_EXPLOSION); WRITE_COORD( pev->origin.x ); WRITE_COORD( pev->origin.y ); WRITE_COORD( pev->origin.z ); if (iContents != CONTENTS_WATER) { WRITE_SHORT( g_sModelIndexFireball ); } else { WRITE_SHORT( g_sModelIndexWExplosion ); } WRITE_BYTE( iScale ); // scale * 10 WRITE_BYTE( 15 ); // framerate WRITE_BYTE( TE_EXPLFLAG_NONE ); MESSAGE_END(); entvars_t *pevOwner; if ( pev->owner ) pevOwner = VARS( pev->owner ); else pevOwner = NULL; pev->owner = NULL; // can't traceline attack owner if this is set ::RadiusDamage( pev->origin, pev, pevOwner, pev->dmg, 128, CLASS_NONE, DMG_BLAST | DMG_ALWAYSGIB ); UTIL_Remove(this); } #endif enum sci_e { RPG_IDLE = 0, RPG_FIDGET, RPG_RELOAD, // to reload RPG_FIRE2, // to empty RPG_HOLSTER1, // loaded RPG_DRAW1, // loaded RPG_HOLSTER2, // unloaded RPG_DRAW_UL, // unloaded RPG_IDLE_UL, // unloaded idle RPG_FIDGET_UL, // unloaded fidget }; LINK_ENTITY_TO_CLASS( weapon_scientist, CSciPG ); LINK_ENTITY_TO_CLASS( weapon_egon, CSciPG ); void CSciPG::Spawn( ) { Precache( ); m_iId = WEAPON_SCIENTIST; SET_MODEL(ENT(pev), "models/w_rpg.mdl"); m_iDefaultAmmo = BOW_DEFAULT_GIVE; FallInit();// get ready to fall down. } int CSciPG::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 CSciPG::Precache( void ) { PRECACHE_MODEL("models/w_rpg.mdl"); PRECACHE_MODEL("models/v_rpg.mdl"); PRECACHE_MODEL("models/p_rpg.mdl"); UTIL_PrecacheOther( "scientist_bolt" ); m_usScientist = PRECACHE_EVENT( 1, "events/scientist.sc" ); } int CSciPG::GetItemInfo(ItemInfo *p) { p->pszName = STRING(pev->classname); p->pszAmmo1 = "scientist"; p->iMaxAmmo1 = BOW_MAX_CARRY; p->pszAmmo2 = NULL; p->iMaxAmmo2 = -1; p->iMaxClip = BOW_MAX_CLIP; p->iSlot = 3; p->iPosition = 2; p->iId = WEAPON_SCIENTIST; p->iFlags = 0; p->iWeight = CROWBAR_WEIGHT; return 1; } BOOL CSciPG::Deploy( ) { if (m_iClip) return DefaultDeploy( "models/v_rpg.mdl", "models/p_rpg.mdl", RPG_DRAW1, "scientist" ); return DefaultDeploy( "models/v_rpg.mdl", "models/p_rpg.mdl", RPG_DRAW_UL, "scientist" ); } void CSciPG::Holster( int skiplocal /* = 0 */ ) { m_fInReload = FALSE;// cancel any reload in progress. m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5; if (m_iClip) SendWeaponAnim( RPG_HOLSTER1 ); else SendWeaponAnim( RPG_HOLSTER2 ); } void CSciPG::PrimaryAttack( void ) { FireBolt(); } void CSciPG::FireBolt() { TraceResult tr; if (m_iClip == 0) { PlayEmptySound( ); return; } m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME; //m_iClip--; m_pPlayer->m_rgAmmo[ m_iPrimaryAmmoType ]--; int flags; #if defined( CLIENT_WEAPONS ) flags = FEV_NOTHOST; #else flags = 0; #endif PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usScientist, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0, 0, m_iClip, m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType], 0, 0 ); // player "shoot" animation m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); Vector anglesAim = m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle; UTIL_MakeVectors( anglesAim ); anglesAim.x = -anglesAim.x; Vector vecSrc = m_pPlayer->GetGunPosition( ) - gpGlobals->v_up * 2; Vector vecDir = gpGlobals->v_forward; #ifndef CLIENT_DLL CSciPGBolt *pBolt = CSciPGBolt::BoltCreate(); pBolt->pev->origin = vecSrc; pBolt->pev->angles = anglesAim; pBolt->pev->owner = m_pPlayer->edict(); if (m_pPlayer->pev->waterlevel == 3) { pBolt->pev->velocity = vecDir * BOLT_WATER_VELOCITY; pBolt->pev->speed = BOLT_WATER_VELOCITY; } else { if (g_pGameRules->IsTest()) { pBolt->pev->velocity = vecDir * scipgvel.value; pBolt->pev->speed = scipgvel.value; } else { pBolt->pev->velocity = vecDir * BOLT_AIR_VELOCITY; pBolt->pev->speed = BOLT_AIR_VELOCITY; } } pBolt->pev->avelocity.z = 10; #endif if (!m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0) // HEV suit - indicate out of ammo condition m_pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0); m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.75; m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.75; if (m_iClip != 0) m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 5.0; else m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.75; } void CSciPG::WeaponIdle( void ) { m_pPlayer->GetAutoaimVector( AUTOAIM_2DEGREES ); // get the autoaim vector but ignore it; used for autoaim crosshair in DM ResetEmptySound( ); if ( m_flTimeWeaponIdle < UTIL_WeaponTimeBase() ) { float flRand = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0, 1 ); if (flRand <= 0.75) { if (m_iClip) { SendWeaponAnim( RPG_IDLE ); } else { SendWeaponAnim( RPG_IDLE_UL ); } m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); } else { if (m_iClip) { SendWeaponAnim( RPG_FIDGET ); m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 90.0 / 30.0; } else { SendWeaponAnim( RPG_FIDGET_UL ); m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 80.0 / 30.0; } } } } class CSciPGAmmo : public CBasePlayerAmmo { void Spawn( void ) { Precache( ); SET_MODEL(ENT(pev), "models/w_bow_clip.mdl"); CBasePlayerAmmo::Spawn( ); } void Precache( void ) { PRECACHE_MODEL ("models/w_bow_clip.mdl"); PRECACHE_SOUND("items/9mmclip1.wav"); } BOOL AddAmmo( CBaseEntity *pOther ) { if (pOther->GiveAmmo( 30, "scientist", BOW_MAX_CARRY ) != -1) { EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM); return TRUE; } return FALSE; } }; LINK_ENTITY_TO_CLASS( ammo_scientist, CSciPGAmmo ); #endif