/*** * * 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. * ****/ /* ===== quake_weapons.cpp ======================================================== Quake weaponry */ #include "extdll.h" #include "util.h" #include "cbase.h" #include "player.h" #include "weapons.h" #include "gamerules.h" #include "quake_gun.h" char gszQ_DeathType[128]; DLL_GLOBAL short g_sModelIndexNail; extern unsigned short g_usHook; extern unsigned short g_usCable; extern unsigned short g_usCarried; extern bool g_bIsThreeWave; #ifdef CLIENT_DLL #include "cl_entity.h" struct cl_entity_s *GetViewEntity( void ); extern float g_flLightTime; #endif // called by worldspawn void QuakeClassicPrecache( void ) { // Weapon sounds PRECACHE_SOUND("weapons/ax1.wav"); PRECACHE_SOUND("player/axhit2.wav"); PRECACHE_SOUND("player/axhitbod.wav"); PRECACHE_SOUND("weapons/r_exp3.wav"); // new rocket explosion PRECACHE_SOUND("weapons/rocket1i.wav");// spike gun PRECACHE_SOUND("weapons/sgun1.wav"); PRECACHE_SOUND("weapons/lhit.wav"); PRECACHE_SOUND("weapons/guncock.wav"); // player shotgun PRECACHE_SOUND("weapons/ric1.wav"); // ricochet (used in c code) PRECACHE_SOUND("weapons/ric2.wav"); // ricochet (used in c code) PRECACHE_SOUND("weapons/ric3.wav"); // ricochet (used in c code) PRECACHE_SOUND("weapons/spike2.wav"); // super spikes PRECACHE_SOUND("weapons/tink1.wav"); // spikes tink (used in c code) PRECACHE_SOUND("weapons/grenade.wav"); // grenade launcher PRECACHE_SOUND("weapons/bounce.wav"); // grenade bounce PRECACHE_SOUND("weapons/shotgn2.wav"); // super shotgun PRECACHE_SOUND("weapons/lstart.wav"); // lightning start // Weapon models PRECACHE_MODEL("models/v_crowbar.mdl"); PRECACHE_MODEL("models/v_shot.mdl"); PRECACHE_MODEL("models/v_shot2.mdl"); PRECACHE_MODEL("models/v_nail.mdl"); PRECACHE_MODEL("models/v_nail2.mdl"); PRECACHE_MODEL("models/v_rock.mdl"); PRECACHE_MODEL("models/v_rock2.mdl"); PRECACHE_MODEL("models/v_light.mdl"); // Weapon player models PRECACHE_MODEL("models/p_crowbar.mdl"); PRECACHE_MODEL("models/p_rock2.mdl"); PRECACHE_MODEL("models/p_rock.mdl"); PRECACHE_MODEL("models/p_shot2.mdl"); PRECACHE_MODEL("models/p_nail.mdl"); PRECACHE_MODEL("models/p_nail2.mdl"); PRECACHE_MODEL("models/p_light.mdl"); PRECACHE_MODEL("models/p_shot.mdl"); // Weapon effect models PRECACHE_MODEL("models/rocket.mdl"); // rocket PRECACHE_MODEL("models/grenade.mdl"); // grenade g_sModelIndexNail = PRECACHE_MODEL("models/spike.mdl"); g_sModelIndexLaser = PRECACHE_MODEL("sprites/laserbeam.spr"); PRECACHE_MODEL("sprites/smoke.spr"); // Powerup models // Powerup sounds PRECACHE_SOUND("items/damage3.wav"); PRECACHE_SOUND("items/sight1.wav"); // Teleport sounds PRECACHE_SOUND("misc/r_tele1.wav"); PRECACHE_SOUND("misc/r_tele2.wav"); PRECACHE_SOUND("misc/r_tele3.wav"); PRECACHE_SOUND("misc/r_tele4.wav"); PRECACHE_SOUND("misc/r_tele5.wav"); // Misc PRECACHE_SOUND("weapons/lock4.wav"); PRECACHE_SOUND("weapons/pkup.wav"); PRECACHE_SOUND("items/itembk2.wav"); PRECACHE_MODEL("models/backpack.mdl"); if( g_bIsThreeWave ) PRECACHE_MODEL("models/v_grapple.mdl"); } //================================================================================================ // WEAPON SELECTION //================================================================================================ // Return the ID of the best weapon being carried by the player int CBasePlayer::W_BestWeapon() { if (pev->waterlevel <= 1 && m_iAmmoCells >= 1 && (m_iQuakeItems & IT_LIGHTNING) ) return IT_LIGHTNING; else if(m_iAmmoNails >= 2 && (m_iQuakeItems & IT_SUPER_NAILGUN) ) return IT_SUPER_NAILGUN; else if(m_iAmmoShells >= 2 && (m_iQuakeItems & IT_SUPER_SHOTGUN) ) return IT_SUPER_SHOTGUN; else if(m_iAmmoNails >= 1 && (m_iQuakeItems & IT_NAILGUN) ) return IT_NAILGUN; else if(m_iAmmoShells >= 1 && (m_iQuakeItems & IT_SHOTGUN) ) return IT_SHOTGUN; return IT_AXE; } // Weapon setup after weapon switch void CBasePlayer::W_SetCurrentAmmo( int sendanim /* = 1 */ ) { m_iQuakeItems &= ~(IT_SHELLS | IT_NAILS | IT_ROCKETS | IT_CELLS); int iszViewModel = 0; const char *viewmodel = ""; int iszWeaponModel = 0; const char *szAnimExt = ""; // Find out what weapon the player's using if (m_iQuakeWeapon == IT_AXE) { m_pCurrentAmmo = NULL; viewmodel = "models/v_crowbar.mdl"; iszViewModel = MAKE_STRING(viewmodel); szAnimExt = "crowbar"; iszWeaponModel = MAKE_STRING("models/p_crowbar.mdl"); } else if (m_iQuakeWeapon == IT_SHOTGUN) { m_pCurrentAmmo = &m_iAmmoShells; viewmodel = "models/v_shot.mdl"; iszViewModel = MAKE_STRING(viewmodel); iszWeaponModel = MAKE_STRING("models/p_shot.mdl"); m_iQuakeItems |= IT_SHELLS; szAnimExt = "shotgun"; } else if (m_iQuakeWeapon == IT_SUPER_SHOTGUN) { m_pCurrentAmmo = &m_iAmmoShells; viewmodel = "models/v_shot2.mdl"; iszViewModel = MAKE_STRING(viewmodel); iszWeaponModel = MAKE_STRING("models/p_shot2.mdl"); m_iQuakeItems |= IT_SHELLS; szAnimExt = "shotgun"; } else if (m_iQuakeWeapon == IT_NAILGUN) { m_pCurrentAmmo = &m_iAmmoNails; viewmodel = "models/v_nail.mdl"; iszViewModel = MAKE_STRING(viewmodel); iszWeaponModel = MAKE_STRING("models/p_nail.mdl"); m_iQuakeItems |= IT_NAILS; szAnimExt = "mp5"; } else if (m_iQuakeWeapon == IT_SUPER_NAILGUN) { m_pCurrentAmmo = &m_iAmmoNails; viewmodel = "models/v_nail2.mdl"; iszViewModel = MAKE_STRING(viewmodel); iszWeaponModel = MAKE_STRING("models/p_nail2.mdl"); m_iQuakeItems |= IT_NAILS; szAnimExt = "mp5"; } else if (m_iQuakeWeapon == IT_GRENADE_LAUNCHER) { m_pCurrentAmmo = &m_iAmmoRockets; viewmodel = "models/v_rock.mdl"; iszViewModel = MAKE_STRING(viewmodel); m_iQuakeItems |= IT_ROCKETS; iszWeaponModel = MAKE_STRING("models/p_rock.mdl"); szAnimExt = "gauss"; } else if (m_iQuakeWeapon == IT_ROCKET_LAUNCHER) { m_pCurrentAmmo = &m_iAmmoRockets; viewmodel = "models/v_rock2.mdl"; iszViewModel = MAKE_STRING(viewmodel); m_iQuakeItems |= IT_ROCKETS; iszWeaponModel = MAKE_STRING("models/p_rock2.mdl"); szAnimExt = "gauss"; } else if (m_iQuakeWeapon == IT_LIGHTNING) { m_pCurrentAmmo = &m_iAmmoCells; viewmodel = "models/v_light.mdl"; iszViewModel = MAKE_STRING(viewmodel); iszWeaponModel = MAKE_STRING("models/p_light.mdl"); m_iQuakeItems |= IT_CELLS; szAnimExt = "gauss"; } else if( m_iQuakeWeapon == IT_EXTRA_WEAPON ) { m_pCurrentAmmo = NULL; viewmodel = "models/v_grapple.mdl"; iszViewModel = MAKE_STRING( viewmodel ); szAnimExt = "crowbar"; } else { m_pCurrentAmmo = NULL; } #if !defined( CLIENT_DLL ) pev->viewmodel = iszViewModel; pev->weaponmodel = iszWeaponModel; m_pszAnimExtention = szAnimExt; #else { extern int HUD_GetModelIndex( const char *modelname ); pev->viewmodel = HUD_GetModelIndex( viewmodel ); cl_entity_t *view; view = GetViewEntity(); //Adrian - The actual "magic" is done in the //Studio drawing code. if ( m_iQuakeItems & IT_INVISIBILITY ) { if( view ) { view->curstate.renderfx = kRenderFxGlowShell; view->curstate.renderamt = 5; view->curstate.rendercolor.r = 125; view->curstate.rendercolor.g = 125; view->curstate.rendercolor.b = 125; } } else { if ( m_iQuakeItems & IT_INVULNERABILITY ) { if( view ) { view->curstate.renderfx = kRenderFxGlowShell; view->curstate.renderamt = 15; view->curstate.rendercolor.r = 255; view->curstate.rendercolor.g = 125; view->curstate.rendercolor.b = 125; } } else if ( m_iQuakeItems & IT_QUAD ) { if( view ) { view->curstate.renderfx = kRenderFxGlowShell; view->curstate.renderamt = 15; view->curstate.rendercolor.r = 125; view->curstate.rendercolor.g = 125; view->curstate.rendercolor.b = 255; } } else if ( m_iQuakeItems & ( IT_INVULNERABILITY | IT_QUAD ) ) { if( view ) { view->curstate.renderfx = kRenderFxGlowShell; view->curstate.renderamt = 15; view->curstate.rendercolor.r = 255; view->curstate.rendercolor.g = 125; view->curstate.rendercolor.b = 255; } } else view->curstate.renderfx = kRenderFxNone; // Clear it. } } #endif } // Return TRUE if the weapon still has ammo BOOL CBasePlayer::W_CheckNoAmmo() { if ( m_pCurrentAmmo && *m_pCurrentAmmo > 0 ) return TRUE; if ( m_iQuakeWeapon == IT_AXE ) return TRUE; if( m_iQuakeWeapon == IT_EXTRA_WEAPON ) return TRUE; if ( m_iQuakeWeapon == IT_LIGHTNING ) { PLAYBACK_EVENT_FULL( FEV_NOTHOST, edict(), m_usLightning, 0, pev->origin, pev->angles, 0.0, 0.0, 0, 1, 0, 0 ); if ( m_pActiveItem ) ((CQuakeGun*)m_pActiveItem)->DestroyEffect(); } m_iQuakeWeapon = W_BestWeapon(); W_SetCurrentAmmo(); return FALSE; } // Change to the specified weapon void CBasePlayer::W_ChangeWeapon( int iWeaponNumber ) { if ( m_iQuakeWeapon == IT_LIGHTNING ) { PLAYBACK_EVENT_FULL( FEV_NOTHOST, edict(), m_usLightning, 0, pev->origin, pev->angles, 0.0, 0.0, 0, 1, 0, 0 ); if ( m_pActiveItem ) ((CQuakeGun*)m_pActiveItem)->DestroyEffect(); } int iWeapon = 0; BOOL bHaveAmmo = TRUE; if (iWeaponNumber == 1) { iWeapon = IT_AXE; } else if (iWeaponNumber == 2) { iWeapon = IT_SHOTGUN; if (m_iAmmoShells < 1) bHaveAmmo = FALSE; } else if (iWeaponNumber == 3) { iWeapon = IT_SUPER_SHOTGUN; if (m_iAmmoShells < 2) bHaveAmmo = FALSE; } else if (iWeaponNumber == 4) { iWeapon = IT_NAILGUN; if (m_iAmmoNails < 1) bHaveAmmo = FALSE; } else if (iWeaponNumber == 5) { iWeapon = IT_SUPER_NAILGUN; if (m_iAmmoNails < 2) bHaveAmmo = FALSE; } else if (iWeaponNumber == 6) { iWeapon = IT_GRENADE_LAUNCHER; if (m_iAmmoRockets < 1) bHaveAmmo = FALSE; } else if (iWeaponNumber == 7) { iWeapon = IT_ROCKET_LAUNCHER; if (m_iAmmoRockets < 1) bHaveAmmo = FALSE; } else if (iWeaponNumber == 8) { iWeapon = IT_LIGHTNING; if (m_iAmmoCells < 1) bHaveAmmo = FALSE; } else if (iWeaponNumber == 9) { iWeapon = IT_EXTRA_WEAPON; } // Have the weapon? if ( !(m_iQuakeItems & iWeapon) ) { ClientPrint( pev, HUD_PRINTCONSOLE, "#No_Weapon" ); return; } // Have ammo for it? if ( !bHaveAmmo ) { ClientPrint( pev, HUD_PRINTCONSOLE, "#No_Ammo" ); return; } // Set weapon, update ammo m_iQuakeWeapon = iWeapon; W_SetCurrentAmmo(); #ifdef CLIENT_DLL g_flLightTime = 0.0; #endif } // Go to the next weapon with ammo void CBasePlayer::W_CycleWeaponCommand( void ) { while (1) { BOOL bHaveAmmo = TRUE; if (m_iQuakeWeapon == IT_LIGHTNING) { m_iQuakeWeapon = IT_EXTRA_WEAPON; } else if (m_iQuakeWeapon == IT_EXTRA_WEAPON) { m_iQuakeWeapon = IT_AXE; } else if (m_iQuakeWeapon == IT_AXE) { m_iQuakeWeapon = IT_SHOTGUN; if (m_iAmmoShells < 1) bHaveAmmo = FALSE; } else if (m_iQuakeWeapon == IT_SHOTGUN) { m_iQuakeWeapon = IT_SUPER_SHOTGUN; if (m_iAmmoShells < 2) bHaveAmmo = FALSE; } else if (m_iQuakeWeapon == IT_SUPER_SHOTGUN) { m_iQuakeWeapon = IT_NAILGUN; if (m_iAmmoNails < 1) bHaveAmmo = FALSE; } else if (m_iQuakeWeapon == IT_NAILGUN) { m_iQuakeWeapon = IT_SUPER_NAILGUN; if (m_iAmmoNails < 2) bHaveAmmo = FALSE; } else if (m_iQuakeWeapon == IT_SUPER_NAILGUN) { m_iQuakeWeapon = IT_GRENADE_LAUNCHER; if (m_iAmmoRockets < 1) bHaveAmmo = FALSE; } else if (m_iQuakeWeapon == IT_GRENADE_LAUNCHER) { m_iQuakeWeapon = IT_ROCKET_LAUNCHER; if (m_iAmmoRockets < 1) bHaveAmmo = FALSE; } else if (m_iQuakeWeapon == IT_ROCKET_LAUNCHER) { m_iQuakeWeapon = IT_LIGHTNING; if (m_iAmmoCells < 1) bHaveAmmo = FALSE; } if ( (m_iQuakeItems & m_iQuakeWeapon) && bHaveAmmo ) { W_SetCurrentAmmo(); return; } } } // Go to the prev weapon with ammo void CBasePlayer::W_CycleWeaponReverseCommand() { while (1) { BOOL bHaveAmmo = TRUE; if (m_iQuakeWeapon == IT_EXTRA_WEAPON) { m_iQuakeWeapon = IT_LIGHTNING; } else if (m_iQuakeWeapon == IT_LIGHTNING) { m_iQuakeWeapon = IT_ROCKET_LAUNCHER; if (m_iAmmoRockets < 1) bHaveAmmo = FALSE; } else if (m_iQuakeWeapon == IT_ROCKET_LAUNCHER) { m_iQuakeWeapon = IT_GRENADE_LAUNCHER; if (m_iAmmoRockets < 1) bHaveAmmo = FALSE; } else if (m_iQuakeWeapon == IT_GRENADE_LAUNCHER) { m_iQuakeWeapon = IT_SUPER_NAILGUN; if (m_iAmmoNails < 2) bHaveAmmo = FALSE; } else if (m_iQuakeWeapon == IT_SUPER_NAILGUN) { m_iQuakeWeapon = IT_NAILGUN; if (m_iAmmoNails < 1) bHaveAmmo = FALSE; } else if (m_iQuakeWeapon == IT_NAILGUN) { m_iQuakeWeapon = IT_SUPER_SHOTGUN; if (m_iAmmoShells < 2) bHaveAmmo = FALSE; } else if (m_iQuakeWeapon == IT_SUPER_SHOTGUN) { m_iQuakeWeapon = IT_SHOTGUN; if (m_iAmmoShells < 1) bHaveAmmo = FALSE; } else if (m_iQuakeWeapon == IT_SHOTGUN) { m_iQuakeWeapon = IT_AXE; } else if (m_iQuakeWeapon == IT_AXE) { m_iQuakeWeapon = IT_EXTRA_WEAPON; } else if (m_iQuakeWeapon == IT_EXTRA_WEAPON) { m_iQuakeWeapon = IT_LIGHTNING; if (m_iAmmoCells < 1) bHaveAmmo = FALSE; } if ( (m_iQuakeItems & m_iQuakeWeapon) && bHaveAmmo ) { W_SetCurrentAmmo(); return; } } } //================================================================================================ // WEAPON FUNCTIONS //================================================================================================ // Returns true if the inflictor can directly damage the target. Used for explosions and melee attacks. float Q_CanDamage(CBaseEntity *pTarget, CBaseEntity *pInflictor) { TraceResult trace; // bmodels need special checking because their origin is 0,0,0 if (pTarget->pev->movetype == MOVETYPE_PUSH) { UTIL_TraceLine( pInflictor->pev->origin, 0.5 * (pTarget->pev->absmin + pTarget->pev->absmax), ignore_monsters, NULL, &trace ); if (trace.flFraction == 1) return TRUE; CBaseEntity *pEntity = CBaseEntity::Instance(trace.pHit); if (pEntity == pTarget) return TRUE; return FALSE; } UTIL_TraceLine( pInflictor->pev->origin, pTarget->pev->origin, ignore_monsters, NULL, &trace ); if (trace.flFraction == 1) return TRUE; UTIL_TraceLine( pInflictor->pev->origin, pTarget->pev->origin + Vector(15,15,0), ignore_monsters, NULL, &trace ); if (trace.flFraction == 1) return TRUE; UTIL_TraceLine( pInflictor->pev->origin, pTarget->pev->origin + Vector(-15,-15,0), ignore_monsters, NULL, &trace ); if (trace.flFraction == 1) return TRUE; UTIL_TraceLine( pInflictor->pev->origin, pTarget->pev->origin + Vector(-15,15,0), ignore_monsters, NULL, &trace ); if (trace.flFraction == 1) return TRUE; UTIL_TraceLine( pInflictor->pev->origin, pTarget->pev->origin + Vector(15,-15,0), ignore_monsters, NULL, &trace ); if (trace.flFraction == 1) return TRUE; return FALSE; } // Quake Bullet firing void CBasePlayer::Q_FireBullets(int iShots, Vector vecDir, Vector vecSpread) { TraceResult trace; UTIL_MakeVectors(pev->v_angle); Vector vecSrc = pev->origin + (gpGlobals->v_forward * 10); vecSrc.z = pev->absmin.z + (pev->size.z * 0.7f); ClearMultiDamage(); while ( iShots > 0 ) { Vector vecPath = vecDir + ( RANDOM_FLOAT( -1, 1 ) * vecSpread.x * gpGlobals->v_right ) + ( RANDOM_FLOAT( -1, 1 ) * vecSpread.y * gpGlobals->v_up ); Vector vecEnd = vecSrc + ( vecPath * 2048 ); UTIL_TraceLine( vecSrc, vecEnd, dont_ignore_monsters, ENT(pev), &trace ); if (trace.flFraction != 1.0f) { CBaseEntity *pEntity = CBaseEntity::Instance(trace.pHit); if (pEntity && pEntity->pev->takedamage && pEntity->IsPlayer() ) { pEntity->TraceAttack(pev, 4, vecPath, &trace, DMG_BULLET); //AddMultiDamage(pev, pEntity, 4, DMG_BULLET); } else if ( pEntity && pEntity->pev->takedamage ) { pEntity->TakeDamage( pev, pev, 4, DMG_BULLET ); } } iShots--; } ApplyMultiDamage( pev, pev ); } #if !defined( CLIENT_DLL ) // Quake Radius damage void Q_RadiusDamage( CBaseEntity *pInflictor, CBaseEntity *pAttacker, float flDamage, CBaseEntity *pIgnore ) { CBaseEntity *pEnt = NULL; while ( (pEnt = UTIL_FindEntityInSphere( pEnt, pInflictor->pev->origin, flDamage+40 )) != NULL ) { if (pEnt != pIgnore) { if (pEnt->pev->takedamage) { Vector vecOrg = pEnt->pev->origin + ((pEnt->pev->mins + pEnt->pev->maxs) * 0.5f); float flPoints = 0.5f * (pInflictor->pev->origin - vecOrg).Length(); if (flPoints < 0) flPoints = 0; flPoints = flDamage - flPoints; if (pEnt == pAttacker) flPoints = flPoints * 0.5f; if (flPoints > 0) { if ( Q_CanDamage( pEnt, pInflictor ) ) pEnt->TakeDamage( pInflictor->pev, pAttacker->pev, flPoints, DMG_GENERIC ); } } } } } #endif // Lightning hit a target void LightningHit(CBaseEntity *pTarget, CBaseEntity *pAttacker, Vector vecHitPos, float flDamage, TraceResult *ptr, Vector vecDir ) { #ifndef CLIENT_DLL SpawnBlood( vecHitPos, BLOOD_COLOR_RED, flDamage * 1.5f ); if ( g_pGameRules->PlayerRelationship( pTarget, pAttacker ) != GR_TEAMMATE ) { pTarget->TakeDamage( pAttacker->pev, pAttacker->pev, flDamage, DMG_GENERIC ); pTarget->TraceBleed( flDamage, vecDir, ptr, DMG_BULLET ); // have to use DMG_BULLET or it wont spawn. } #endif } // Lightning Damage void CBasePlayer::LightningDamage( Vector p1, Vector p2, CBaseEntity *pAttacker, float flDamage, Vector vecDir) { #if !defined( CLIENT_DLL ) TraceResult trace; Vector vecThru = (p2 - p1).Normalize(); vecThru.x = 0 - vecThru.y; vecThru.y = vecThru.x; vecThru.z = 0; vecThru = vecThru * 16; CBaseEntity *pEntity1 = NULL; CBaseEntity *pEntity2 = NULL; // Hit first target? UTIL_TraceLine( p1, p2, dont_ignore_monsters, ENT(pev), &trace ); CBaseEntity *pEntity = CBaseEntity::Instance(trace.pHit); if (pEntity && pEntity->pev->takedamage) { LightningHit(pEntity, pAttacker, trace.vecEndPos, flDamage, &trace, vecDir ); } pEntity1 = pEntity; // Hit second target? UTIL_TraceLine( p1 + vecThru, p2 + vecThru, dont_ignore_monsters, ENT(pev), &trace ); pEntity = CBaseEntity::Instance(trace.pHit); if (pEntity && pEntity != pEntity1 && pEntity->pev->takedamage) { LightningHit(pEntity, pAttacker, trace.vecEndPos, flDamage, &trace, vecDir ); } pEntity2 = pEntity; // Hit third target? UTIL_TraceLine( p1 - vecThru, p2 - vecThru, dont_ignore_monsters, ENT(pev), &trace ); pEntity = CBaseEntity::Instance(trace.pHit); if (pEntity && pEntity != pEntity1 && pEntity != pEntity2 && pEntity->pev->takedamage) { LightningHit(pEntity, pAttacker, trace.vecEndPos, flDamage, &trace, vecDir ); } #endif } //================================================================================================ // WEAPON FIRING //================================================================================================ // Axe void CBasePlayer::W_FireAxe() { TraceResult trace; Vector vecSrc = pev->origin + Vector(0, 0, 16); // Swing forward 64 units UTIL_MakeVectors(pev->v_angle); UTIL_TraceLine( vecSrc, vecSrc + (gpGlobals->v_forward * 64), dont_ignore_monsters, ENT(pev), &trace ); if (trace.flFraction == 1.0f) return; Vector vecOrg = trace.vecEndPos - gpGlobals->v_forward * 4; CBaseEntity *pEntity = CBaseEntity::Instance(trace.pHit); if (pEntity && pEntity->pev->takedamage) { pEntity->m_bAxHitMe = TRUE; int iDmg = 20; if (gpGlobals->deathmatch > 3) iDmg = 75; pEntity->TakeDamage( pev, pev, iDmg, DMG_GENERIC ); #ifndef CLIENT_DLL if ( g_pGameRules->PlayerRelationship( this, pEntity ) != GR_TEAMMATE ) SpawnBlood( vecOrg, BLOOD_COLOR_RED, iDmg * 4 ); // Make a lot of Blood! #endif } } // Single barrel shotgun void CBasePlayer::W_FireShotgun( int iQuadSound ) { PLAYBACK_EVENT_FULL( FEV_NOTHOST, edict(), m_usShotgunSingle, 0, g_vecZero, g_vecZero, 0.0, 0.0, iQuadSound, 0, 0, 0 ); if (gpGlobals->deathmatch != 4 ) *m_pCurrentAmmo -= 1; Vector vecDir = GetAutoaimVector( AUTOAIM_5DEGREES ); Q_FireBullets(6, vecDir, Vector(0.04, 0.04, 0) ); } void CBasePlayer::W_FireHook( void ) { PLAYBACK_EVENT_FULL( FEV_NOTHOST | FEV_GLOBAL, edict(), g_usHook, 0, pev->origin, pev->angles, 0.0, 0.0, 0, 0, 0, 0 ); Throw_Grapple(); } #ifdef CLIENT_DLL unsigned short g_usCable; unsigned short g_usHook; unsigned short g_usCarried; void CBasePlayer::Throw_Grapple( void ) { } #endif // Double barrel shotgun void CBasePlayer::W_FireSuperShotgun( int iQuadSound ) { if (*m_pCurrentAmmo == 1) { W_FireShotgun( iQuadSound ); return; } PLAYBACK_EVENT_FULL( FEV_NOTHOST, edict(), m_usShotgunDouble, 0, g_vecZero, g_vecZero, 0.0, 0.0, iQuadSound, 0, 0, 0 ); if (gpGlobals->deathmatch != 4 ) *m_pCurrentAmmo -= 2; Vector vecDir = GetAutoaimVector( AUTOAIM_5DEGREES ); Q_FireBullets(14, vecDir, Vector(0.14, 0.08, 0) ); }; // Rocket launcher void CBasePlayer::W_FireRocket( int iQuadSound ) { PLAYBACK_EVENT_FULL( FEV_NOTHOST, edict(), m_usRocket, 0, g_vecZero, g_vecZero, 0.0, 0.0, iQuadSound, 0, 0, 0 ); if (gpGlobals->deathmatch != 4 ) *m_pCurrentAmmo -= 1; // Create the rocket UTIL_MakeVectors( pev->v_angle ); Vector vecOrg = pev->origin + (gpGlobals->v_forward * 8) + Vector(0,0,16); Vector vecDir = GetAutoaimVector( AUTOAIM_5DEGREES ); CQuakeRocket *pRocket = CQuakeRocket::CreateRocket( vecOrg, vecDir, this ); } // Grenade launcher void CBasePlayer::W_FireGrenade( int iQuadSound ) { PLAYBACK_EVENT_FULL( FEV_NOTHOST, edict(), m_usGrenade, 0, g_vecZero, g_vecZero, 0.0, 0.0, iQuadSound, 0, 0, 0 ); if (gpGlobals->deathmatch != 4 ) *m_pCurrentAmmo -= 1; // Get initial velocity UTIL_MakeVectors( pev->v_angle ); Vector vecVelocity; if ( pev->v_angle.x ) { vecVelocity = gpGlobals->v_forward * 600 + gpGlobals->v_up * 200 + RANDOM_FLOAT(-1,1) * gpGlobals->v_right * 10 + RANDOM_FLOAT(-1,1) * gpGlobals->v_up * 10; } else { vecVelocity = GetAutoaimVector( AUTOAIM_5DEGREES ); vecVelocity = vecVelocity * 600; vecVelocity.z = 200; } // Create the grenade CQuakeRocket *pRocket = CQuakeRocket::CreateGrenade( pev->origin, vecVelocity, this ); } // Lightning Gun void CBasePlayer::W_FireLightning( int iQuadSound ) { if (*m_pCurrentAmmo < 1) { //This should already be IT_LIGHTNING but what the heck. if ( m_iQuakeWeapon == IT_LIGHTNING ) { PLAYBACK_EVENT_FULL( FEV_NOTHOST, edict(), m_usLightning, 0, pev->origin, pev->angles, 0.0, 0.0, 0, 1, 0, 0 ); if ( m_pActiveItem ) ((CQuakeGun*)m_pActiveItem)->DestroyEffect(); } m_iQuakeWeapon = W_BestWeapon (); W_SetCurrentAmmo(); return; } bool playsound = false; // Make lightning sound every 0.6 seconds if ( m_flLightningTime <= gpGlobals->time ) { playsound = true; m_flLightningTime = gpGlobals->time + 0.6f; } // explode if under water if (pev->waterlevel > 1) { if ( (gpGlobals->deathmatch > 3) && (RANDOM_FLOAT(0, 1) <= 0.5f) ) { strcpy( gszQ_DeathType, "selfwater" ); TakeDamage( pev, pev, 4000, DMG_GENERIC ); } else { float flCellsBurnt = *m_pCurrentAmmo; *m_pCurrentAmmo = 0; W_SetCurrentAmmo(); #if !defined( CLIENT_DLL ) Q_RadiusDamage( this, this, 35 * flCellsBurnt, NULL ); #endif return; } } PLAYBACK_EVENT_FULL( FEV_NOTHOST, edict(), m_usLightning, 0, pev->origin, pev->angles, 0.0, 0.0, iQuadSound, 0, playsound, 0 ); #if !defined( CLIENT_DLL ) if (gpGlobals->deathmatch != 4 ) *m_pCurrentAmmo -= 1; // Lightning bolt effect TraceResult trace; Vector vecOrg = pev->origin + Vector(0,0,16); UTIL_MakeVectors( pev->v_angle ); UTIL_TraceLine( vecOrg, vecOrg + (gpGlobals->v_forward * 600), ignore_monsters, ENT(pev), &trace ); Vector vecDir = gpGlobals->v_forward + ( 0.001f * gpGlobals->v_right ) + ( 0.001f * gpGlobals->v_up ); // Do damage LightningDamage(pev->origin, trace.vecEndPos + (gpGlobals->v_forward * 4), this, 30, vecDir ); #endif } // Super Nailgun void CBasePlayer::W_FireSuperSpikes( int iQuadSound ) { PLAYBACK_EVENT_FULL( FEV_NOTHOST, edict(), m_usSuperSpike, 0.0, g_vecZero, g_vecZero, 0.0, 0.0, iQuadSound, 0, m_iNailOffset > 0.0 ? 1 : 0, 0 ); if (gpGlobals->deathmatch != 4 ) *m_pCurrentAmmo -= 2; m_flNextAttack = UTIL_WeaponTimeBase() + 0.1f; // Fire the Nail Vector vecDir = GetAutoaimVector( AUTOAIM_5DEGREES ); CQuakeNail *pNail = CQuakeNail::CreateSuperNail( pev->origin + Vector(0,0,16), vecDir, this ); } // Nailgun void CBasePlayer::W_FireSpikes( int iQuadSound ) { // If we're wielding the Super nailgun and we've got ammo for it, fire Super nails if (*m_pCurrentAmmo >= 2 && m_iQuakeWeapon == IT_SUPER_NAILGUN) { W_FireSuperSpikes( iQuadSound ); return; } // Swap to next best weapon if this one just ran out if (*m_pCurrentAmmo < 1) { m_iQuakeWeapon = W_BestWeapon (); W_SetCurrentAmmo(); return; } PLAYBACK_EVENT_FULL( FEV_NOTHOST, edict(), m_usSpike, 0.0, g_vecZero, g_vecZero, 0.0, 0.0, iQuadSound, 0, m_iNailOffset > 0.0f ? 1 : 0, 0 ); // Fire left then right if (m_iNailOffset == 2) m_iNailOffset = -2; else m_iNailOffset = 2; if (gpGlobals->deathmatch != 4 ) *m_pCurrentAmmo -= 1; m_flNextAttack = UTIL_WeaponTimeBase() + 0.1f; // Fire the nail UTIL_MakeVectors( pev->v_angle ); Vector vecDir = GetAutoaimVector( AUTOAIM_5DEGREES ); CQuakeNail *pNail = CQuakeNail::CreateNail( pev->origin + Vector(0,0,10) + (gpGlobals->v_right * m_iNailOffset), vecDir, this ); } //=============================================================================== // PLAYER WEAPON USE //=============================================================================== void CBasePlayer::W_Attack( int iQuadSound ) { // Out of ammo? if ( !W_CheckNoAmmo() ) return; if ( m_iQuakeWeapon != IT_LIGHTNING ) ((CBasePlayerWeapon*)m_pActiveItem)->SendWeaponAnim( 1, 1 ); if (m_iQuakeWeapon == IT_AXE) { if( m_iRuneStatus == ITEM_RUNE3_FLAG ) m_flNextAttack = UTIL_WeaponTimeBase() + 0.3f; else m_flNextAttack = UTIL_WeaponTimeBase() + 0.5f; PLAYBACK_EVENT_FULL( FEV_NOTHOST, edict(), m_usAxeSwing, 0, g_vecZero, g_vecZero, 0.0, 0.0, iQuadSound, 0, 0, 0 ); // Delay attack for 0.3 m_flAxeFire = gpGlobals->time + 0.3f; PLAYBACK_EVENT_FULL( FEV_NOTHOST, edict(), m_usAxe, 0.3, g_vecZero, g_vecZero, 0.0, 0.0, iQuadSound, 0, 0, 0 ); } else if (m_iQuakeWeapon == IT_SHOTGUN) { if( m_iRuneStatus == ITEM_RUNE3_FLAG ) m_flNextAttack = UTIL_WeaponTimeBase() + 0.3f; else m_flNextAttack = UTIL_WeaponTimeBase() + 0.5f; W_FireShotgun( iQuadSound ); } else if (m_iQuakeWeapon == IT_SUPER_SHOTGUN) { if( m_iRuneStatus == ITEM_RUNE3_FLAG ) m_flNextAttack = UTIL_WeaponTimeBase() + 0.4f; else m_flNextAttack = UTIL_WeaponTimeBase() + 0.7f; W_FireSuperShotgun( iQuadSound ); } else if (m_iQuakeWeapon == IT_NAILGUN) { m_flNextAttack = UTIL_WeaponTimeBase() + 0.1f; W_FireSpikes( iQuadSound ); } else if (m_iQuakeWeapon == IT_SUPER_NAILGUN) { m_flNextAttack = UTIL_WeaponTimeBase() + 0.1f; W_FireSpikes( iQuadSound ); } else if (m_iQuakeWeapon == IT_GRENADE_LAUNCHER) { if( m_iRuneStatus == ITEM_RUNE3_FLAG ) m_flNextAttack = UTIL_WeaponTimeBase() + 0.3f; else m_flNextAttack = UTIL_WeaponTimeBase() + 0.6f; W_FireGrenade( iQuadSound ); } else if (m_iQuakeWeapon == IT_ROCKET_LAUNCHER) { if( m_iRuneStatus == ITEM_RUNE3_FLAG ) m_flNextAttack = UTIL_WeaponTimeBase() + 0.4f; else m_flNextAttack = UTIL_WeaponTimeBase() + 0.8f; W_FireRocket( iQuadSound ); } else if (m_iQuakeWeapon == IT_LIGHTNING) { m_flNextAttack = UTIL_WeaponTimeBase() + 0.1f; // Play the lightning start sound if gun just started firing if (m_afButtonPressed & IN_ATTACK) EMIT_SOUND(ENT(pev), CHAN_AUTO, "weapons/lstart.wav", 1, ATTN_NORM); W_FireLightning( iQuadSound ); } else if( m_iQuakeWeapon == IT_EXTRA_WEAPON ) { if( !m_bHook_Out ) W_FireHook(); m_flNextAttack = UTIL_WeaponTimeBase() + 0.1f; } // Make player attack if ( pev->health >= 0 ) SetAnimation( PLAYER_ATTACK1 ); }