/*** * * 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" void FindHullIntersection(const Vector &vecSrc, TraceResult &tr, float *mins, float *maxs, edict_t *pEntity); #define MELEE_WALLHIT_VOLUME 512 #define MELEE_BODYHIT_VOLUME 128 #define PIPEWRENCH_ATTACK2_MIN_DAMAGE 45 #define PIPEWRENCH_ATTACK2_MAX_DAMAGE 200 LINK_ENTITY_TO_CLASS(weapon_pipewrench, CPipeWrench) enum pwrench_e { PIPEWRENCH_IDLE1 = 0, PIPEWRENCH_IDLE2, PIPEWRENCH_IDLE3, PIPEWRENCH_DRAW, PIPEWRENCH_HOLSTER, PIPEWRENCH_ATTACK1HIT, PIPEWRENCH_ATTACK1MISS, PIPEWRENCH_ATTACK2HIT, PIPEWRENCH_ATTACK2MISS, PIPEWRENCH_ATTACK3HIT, PIPEWRENCH_ATTACK3MISS, PIPEWRENCH_ATTACKBIGWIND, PIPEWRENCH_ATTACKBIGHIT, PIPEWRENCH_ATTACKBIGMISS, PIPEWRENCH_ATTACKBIGLOOP, }; void CPipeWrench::Spawn() { Precache(); m_iId = WEAPON_PIPEWRENCH; SET_MODEL(ENT(pev), "models/w_pipe_wrench.mdl"); m_iSwingMode = 0; m_iClip = -1; FallInit();// get ready to fall down. } void CPipeWrench::Precache(void) { PRECACHE_MODEL("models/v_pipe_wrench.mdl"); PRECACHE_MODEL("models/w_pipe_wrench.mdl"); PRECACHE_MODEL("models/p_pipe_wrench.mdl"); PRECACHE_SOUND("weapons/pwrench_hit1.wav"); PRECACHE_SOUND("weapons/pwrench_hit2.wav"); PRECACHE_SOUND("weapons/pwrench_hitbod1.wav"); PRECACHE_SOUND("weapons/pwrench_hitbod2.wav"); PRECACHE_SOUND("weapons/pwrench_hitbod3.wav"); PRECACHE_SOUND("weapons/pwrench_miss1.wav"); PRECACHE_SOUND("weapons/pwrench_miss2.wav"); PRECACHE_SOUND("weapons/pwrench_big_hitbod1.wav"); PRECACHE_SOUND("weapons/pwrench_big_hitbod2.wav"); PRECACHE_SOUND("weapons/pwrench_big_miss.wav"); m_usPWrench = PRECACHE_EVENT(1, "events/pipewrench.sc"); } int CPipeWrench::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 = 1; p->iId = WEAPON_PIPEWRENCH; p->iWeight = PIPEWRENCH_WEIGHT; return 1; } BOOL CPipeWrench::Deploy() { m_iSwingMode = 0; return DefaultDeploy("models/v_pipe_wrench.mdl", "models/p_pipe_wrench.mdl", PIPEWRENCH_DRAW, "pipewrench"); } void CPipeWrench::Holster(int skiplocal /* = 0 */) { m_iSwingMode = 0; m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5; SendWeaponAnim(PIPEWRENCH_HOLSTER); } void CPipeWrench::PrimaryAttack() { if (!m_iSwingMode && !Swing(1)) { #ifndef CLIENT_DLL SetThink(&CPipeWrench::SwingAgain); pev->nextthink = gpGlobals->time + 0.1; #endif } } void CPipeWrench::SecondaryAttack(void) { if (m_iSwingMode != 1) { SendWeaponAnim(PIPEWRENCH_ATTACKBIGWIND); m_flBigSwingStart = gpGlobals->time; } m_iSwingMode = 1; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.3; m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.1; } void CPipeWrench::Smack() { DecalGunshot(&m_trHit, BULLET_PLAYER_CROWBAR); } void CPipeWrench::SwingAgain(void) { Swing(0); } int CPipeWrench::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 (fFirst) { PLAYBACK_EVENT_FULL( FEV_NOTHOST, m_pPlayer->edict(), m_usPWrench, 0.0, (float*)&g_vecZero, (float*)&g_vecZero, 0, 0, 1, 0, 0, 0 ); } if ( tr.flFraction >= 1.0 ) { // miss if ( fFirst ) { m_flNextPrimaryAttack = GetNextAttackDelay(0.7); m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.7; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 5.0; // player "shoot" animation m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); } } else { switch( ((m_iSwing++) % 2) + 1 ) { case 0: SendWeaponAnim( PIPEWRENCH_ATTACK1HIT ); break; case 1: SendWeaponAnim( PIPEWRENCH_ATTACK2HIT ); break; case 2: SendWeaponAnim( PIPEWRENCH_ATTACK3HIT ); 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 ) { ClearMultiDamage(); float flDamage; #ifdef CLIENT_WEAPONS if( ( m_flNextPrimaryAttack + 1 == UTIL_WeaponTimeBase() ) || g_pGameRules->IsMultiplayer() ) #else if( ( m_flNextPrimaryAttack + 1 < UTIL_WeaponTimeBase() ) || g_pGameRules->IsMultiplayer() ) #endif { // first swing does full damage flDamage = gSkillData.plrDmgPWrench; } else { // subsequent swings do half flDamage = gSkillData.plrDmgPWrench / 2; } // Send trace attack to player. pEntity->TraceAttack(m_pPlayer->pev, flDamage, gpGlobals->v_forward, &tr, DMG_CLUB); ApplyMultiDamage(m_pPlayer->pev, m_pPlayer->pev); 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/pwrench_hitbod1.wav", 1, ATTN_NORM); break; case 1: EMIT_SOUND( ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/pwrench_hitbod2.wav", 1, ATTN_NORM); break; case 2: EMIT_SOUND( ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/pwrench_hitbod3.wav", 1, ATTN_NORM); break; } m_pPlayer->m_iWeaponVolume = MELEE_BODYHIT_VOLUME; if ( !pEntity->IsAlive() ) { m_flNextPrimaryAttack = GetNextAttackDelay(0.5); 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 pipe wrench strike switch( RANDOM_LONG(0,1) ) { case 0: EMIT_SOUND_DYN( ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/pwrench_hit1.wav", fvolbar, ATTN_NORM, 0, 98 + RANDOM_LONG(0,3)); break; case 1: EMIT_SOUND_DYN( ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/pwrench_hit2.wav", fvolbar, ATTN_NORM, 0, 98 + RANDOM_LONG(0,3)); break; } // delay the decal a bit m_trHit = tr; } m_pPlayer->m_iWeaponVolume = (int)( flVol * MELEE_WALLHIT_VOLUME ); SetThink( &CPipeWrench::Smack ); pev->nextthink = UTIL_WeaponTimeBase() + 0.2; #endif m_flNextPrimaryAttack = GetNextAttackDelay(0.5); m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.5; } m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 5.0; return fDidHit; } void CPipeWrench::BigSwing(void) { 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 PLAYBACK_EVENT_FULL( FEV_NOTHOST, m_pPlayer->edict(), m_usPWrench, 0.0, (float*)&g_vecZero, (float*)&g_vecZero, 0, 0, 0, 0, 0, 0 ); //EMIT_SOUND( ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/pwrench_big_miss.wav", 0.8, ATTN_NORM); m_pPlayer->pev->punchangle.x -= 2; if ( tr.flFraction >= 1.0 ) { // player "shoot" animation m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); } else { SendWeaponAnim( PIPEWRENCH_ATTACKBIGHIT ); // player "shoot" animation m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); #ifndef CLIENT_DLL // hit CBaseEntity *pEntity = CBaseEntity::Instance(tr.pHit); if( pEntity ) { ClearMultiDamage(); float flDamage = (gpGlobals->time - m_flBigSwingStart) * gSkillData.plrDmgPWrench + 25.0f; if (flDamage > PIPEWRENCH_ATTACK2_MAX_DAMAGE) { flDamage = PIPEWRENCH_ATTACK2_MAX_DAMAGE; } pEntity->TraceAttack(m_pPlayer->pev, flDamage, 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(0,1) ) { case 0: EMIT_SOUND( ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/pwrench_big_hitbod1.wav", 1, ATTN_NORM); break; case 1: EMIT_SOUND( ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/pwrench_big_hitbod2.wav", 1, ATTN_NORM); break; } m_pPlayer->m_iWeaponVolume = MELEE_BODYHIT_VOLUME; if ( !pEntity->IsAlive() ) return; else flVol = 0.1; fHitWorld = false; } } // play texture hit sound 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; } switch( RANDOM_LONG(0,1) ) { case 0: EMIT_SOUND_DYN( ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/pwrench_hit1.wav", fvolbar, ATTN_NORM, 0, 98 + RANDOM_LONG(0,3)); break; case 1: EMIT_SOUND_DYN( ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/pwrench_hit2.wav", fvolbar, ATTN_NORM, 0, 98 + RANDOM_LONG(0,3)); break; } // delay the decal a bit m_trHit = tr; } m_pPlayer->m_iWeaponVolume = (int)( flVol * MELEE_WALLHIT_VOLUME ); #endif } } void CPipeWrench::WeaponIdle(void) { if ( m_iSwingMode == 1 ) { if ( gpGlobals->time > m_flBigSwingStart + 1.0 ) { m_iSwingMode = 2; } } else if (m_iSwingMode == 2) { m_flNextSecondaryAttack = m_flNextPrimaryAttack = m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.1; BigSwing(); m_iSwingMode = 0; return; } else { m_iSwingMode = 0; if ( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() ) return; int iAnim; float flRand = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0.0, 1.0 ); if ( flRand <= 0.3 ) { iAnim = PIPEWRENCH_IDLE1; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.0; } else if ( flRand <= 0.6 ) { iAnim = PIPEWRENCH_IDLE2; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 3.0; } else { iAnim = PIPEWRENCH_IDLE3; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 3.0; } SendWeaponAnim( iAnim ); } }