/*** * * 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 CROWBAR_BODYHIT_VOLUME 128 #define CROWBAR_WALLHIT_VOLUME 512 LINK_ENTITY_TO_CLASS( weapon_crowbar, CCrowbar ) enum crowbar_e { CROWBAR_IDLE = 0, CROWBAR_DRAW, CROWBAR_HOLSTER, CROWBAR_ATTACK1HIT, CROWBAR_ATTACK1MISS, CROWBAR_ATTACK2MISS, CROWBAR_ATTACK2HIT, CROWBAR_ATTACK3MISS, #if !CROWBAR_IDLE_ANIM CROWBAR_ATTACK3HIT #else CROWBAR_ATTACK3HIT, CROWBAR_IDLE2, CROWBAR_IDLE3 #endif }; void CCrowbar::Spawn() { Precache(); m_iId = WEAPON_CROWBAR; SET_MODEL( ENT( pev ), "models/w_crowbar.mdl" ); m_iClip = -1; FallInit();// get ready to fall down. } void CCrowbar::Precache( void ) { PRECACHE_MODEL( "models/v_crowbar.mdl" ); PRECACHE_MODEL( "models/w_crowbar.mdl" ); PRECACHE_MODEL( "models/p_crowbar.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" ); m_usCrowbar = PRECACHE_EVENT( 1, "events/crowbar.sc" ); } int CCrowbar::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 = 0; p->iId = WEAPON_CROWBAR; p->iWeight = CROWBAR_WEIGHT; return 1; } int CCrowbar::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 CCrowbar::Deploy() { return DefaultDeploy( "models/v_crowbar.mdl", "models/p_crowbar.mdl", CROWBAR_DRAW, "crowbar" ); } void CCrowbar::Holster( int skiplocal /* = 0 */ ) { m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5f; SendWeaponAnim( CROWBAR_HOLSTER ); } void FindHullIntersection( 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 ) * 2.0f ); UTIL_TraceLine( vecSrc, vecHullEnd, dont_ignore_monsters, pEntity, &tmpTrace ); if( tmpTrace.flFraction < 1.0f ) { 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 < 1.0f ) { float thisDistance = ( tmpTrace.vecEndPos - vecSrc ).Length(); if( thisDistance < distance ) { tr = tmpTrace; distance = thisDistance; } } } } } } void CCrowbar::PrimaryAttack() { if( !Swing( 1 ) ) { #if !CLIENT_DLL SetThink( &CCrowbar::SwingAgain ); pev->nextthink = gpGlobals->time + 0.1f; #endif } } void CCrowbar::Smack() { DecalGunshot( &m_trHit, BULLET_PLAYER_CROWBAR ); } void CCrowbar::SwingAgain( void ) { Swing( 0 ); } int CCrowbar::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 * 32.0f; UTIL_TraceLine( vecSrc, vecEnd, dont_ignore_monsters, ENT( m_pPlayer->pev ), &tr ); #if !CLIENT_DLL if( tr.flFraction >= 1.0f ) { UTIL_TraceHull( vecSrc, vecEnd, dont_ignore_monsters, head_hull, ENT( m_pPlayer->pev ), &tr ); if( tr.flFraction < 1.0f ) { // 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_usCrowbar, 0.0f, g_vecZero, g_vecZero, 0, 0, 0, 0, 0, 0 ); } if( tr.flFraction >= 1.0f ) { if( fFirst ) { // miss m_flNextPrimaryAttack = GetNextAttackDelay( 0.5 ); #if 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 ) + 1 ) { case 0: SendWeaponAnim( CROWBAR_ATTACK1HIT ); break; case 1: SendWeaponAnim( CROWBAR_ATTACK2HIT ); break; case 2: SendWeaponAnim( CROWBAR_ATTACK3HIT ); break; } // player "shoot" animation m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); #if !CLIENT_DLL // hit fDidHit = TRUE; CBaseEntity *pEntity = CBaseEntity::Instance( tr.pHit ); // play thwack, smack, or dong sound float flVol = 1.0f; int fHitWorld = TRUE; if( pEntity ) { ClearMultiDamage(); // If building with the clientside weapon prediction system, // UTIL_WeaponTimeBase() is always 0 and m_flNextPrimaryAttack is >= -1.0f, thus making // m_flNextPrimaryAttack + 1 < UTIL_WeaponTimeBase() always evaluate to false. #if CLIENT_WEAPONS if( ( m_flNextPrimaryAttack + 1.0f == UTIL_WeaponTimeBase() ) || g_pGameRules->IsMultiplayer() ) #else if( ( m_flNextPrimaryAttack + 1.0f < UTIL_WeaponTimeBase() ) || g_pGameRules->IsMultiplayer() ) #endif { // 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 * 0.5f, 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/cbar_hitbod1.wav", 1.0f, ATTN_NORM ); break; case 1: EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/cbar_hitbod2.wav", 1.0f, ATTN_NORM ); break; case 2: EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/cbar_hitbod3.wav", 1.0f, ATTN_NORM ); break; } m_pPlayer->m_iWeaponVolume = CROWBAR_BODYHIT_VOLUME; if( !pEntity->IsAlive() ) { #if CROWBAR_FIX_RAPID_CROWBAR m_flNextPrimaryAttack = GetNextAttackDelay(0.25); #endif return TRUE; } else flVol = 0.1f; 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 ) * 2.0f, 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 = 1.0f; } // 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 = (int)( flVol * CROWBAR_WALLHIT_VOLUME ); SetThink( &CCrowbar::Smack ); pev->nextthink = gpGlobals->time + 0.2f; #endif #ifdef CROWBAR_DELAY_FIX m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.25f; #else m_flNextPrimaryAttack = GetNextAttackDelay( 0.25f ); #endif } #if CROWBAR_IDLE_ANIM m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); #endif return fDidHit; } #if CROWBAR_IDLE_ANIM void CCrowbar::WeaponIdle( void ) { if( m_flTimeWeaponIdle < UTIL_WeaponTimeBase() ) { int iAnim; float flRand = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0, 1 ); if( flRand > 0.9f ) { iAnim = CROWBAR_IDLE2; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 160.0f / 30.0f; } else { if( flRand > 0.5f ) { iAnim = CROWBAR_IDLE; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 70.0f / 25.0f; } else { iAnim = CROWBAR_IDLE3; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 160.0f / 30.0f; } } SendWeaponAnim( iAnim ); } } #endif