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486 lines
12 KiB
486 lines
12 KiB
/*** |
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* |
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* Copyright (c) 1996-2002, Valve LLC. All rights reserved. |
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* |
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* This product contains software technology licensed from Id |
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. |
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* All Rights Reserved. |
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* |
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* Use, distribution, and modification of this source code and/or resulting |
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* object code is restricted to non-commercial enhancements to products from |
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* Valve LLC. All other use, distribution, or modification is prohibited |
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* without written permission from Valve LLC. |
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* |
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****/ |
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#if !OEM_BUILD && !HLDEMO_BUILD |
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#include "extdll.h" |
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#include "util.h" |
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#include "cbase.h" |
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#include "monsters.h" |
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#include "weapons.h" |
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#include "nodes.h" |
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#include "player.h" |
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#include "gamerules.h" |
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enum satchel_state |
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{ |
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SATCHEL_IDLE = 0, |
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SATCHEL_READY, |
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SATCHEL_RELOAD |
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}; |
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enum satchel_e |
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{ |
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SATCHEL_IDLE1 = 0, |
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SATCHEL_FIDGET1, |
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SATCHEL_DRAW, |
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SATCHEL_DROP |
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}; |
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enum satchel_radio_e |
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{ |
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SATCHEL_RADIO_IDLE1 = 0, |
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SATCHEL_RADIO_FIDGET1, |
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SATCHEL_RADIO_DRAW, |
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SATCHEL_RADIO_FIRE, |
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SATCHEL_RADIO_HOLSTER |
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}; |
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class CSatchelCharge : public CGrenade |
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{ |
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Vector m_lastBounceOrigin; // Used to fix a bug in engine: when object isn't moving, but its speed isn't 0 and on ground isn't set |
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void Spawn( void ); |
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void Precache( void ); |
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void BounceSound( void ); |
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void EXPORT SatchelSlide( CBaseEntity *pOther ); |
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void EXPORT SatchelThink( void ); |
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public: |
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void Deactivate( void ); |
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}; |
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LINK_ENTITY_TO_CLASS( monster_satchel, CSatchelCharge ) |
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//========================================================= |
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// Deactivate - do whatever it is we do to an orphaned |
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// satchel when we don't want it in the world anymore. |
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//========================================================= |
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void CSatchelCharge::Deactivate( void ) |
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{ |
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pev->solid = SOLID_NOT; |
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UTIL_Remove( this ); |
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} |
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void CSatchelCharge::Spawn( void ) |
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{ |
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Precache(); |
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// motor |
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pev->movetype = MOVETYPE_BOUNCE; |
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pev->solid = SOLID_BBOX; |
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SET_MODEL( ENT( pev ), "models/w_satchel.mdl" ); |
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//UTIL_SetSize( pev, Vector( -16, -16, -4 ), Vector( 16, 16, 32 ) ); // Old box -- size of headcrab monsters/players get blocked by this |
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UTIL_SetSize( pev, Vector( -4, -4, -4 ), Vector( 4, 4, 4 ) ); // Uses point-sized, and can be stepped over |
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UTIL_SetOrigin( pev, pev->origin ); |
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SetTouch( &CSatchelCharge::SatchelSlide ); |
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SetUse( &CGrenade::DetonateUse ); |
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SetThink( &CSatchelCharge::SatchelThink ); |
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pev->nextthink = gpGlobals->time + 0.1f; |
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pev->gravity = 0.5f; |
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pev->friction = 0.8f; |
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pev->dmg = gSkillData.plrDmgSatchel; |
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// ResetSequenceInfo(); |
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pev->sequence = 1; |
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} |
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void CSatchelCharge::SatchelSlide( CBaseEntity *pOther ) |
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{ |
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//entvars_t *pevOther = pOther->pev; |
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// don't hit the guy that launched this grenade |
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if( pOther->edict() == pev->owner ) |
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return; |
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// pev->avelocity = Vector( 300, 300, 300 ); |
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pev->gravity = 1;// normal gravity now |
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// HACKHACK - On ground isn't always set, so look for ground underneath |
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TraceResult tr; |
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UTIL_TraceLine( pev->origin, pev->origin - Vector( 0, 0, 10 ), ignore_monsters, edict(), &tr ); |
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if( tr.flFraction < 1.0f ) |
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{ |
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// add a bit of static friction |
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pev->velocity = pev->velocity * 0.95; |
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pev->avelocity = pev->avelocity * 0.9; |
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// play sliding sound, volume based on velocity |
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} |
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if( !( pev->flags & FL_ONGROUND ) && pev->velocity.Length2D() > 10.0f ) |
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{ |
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// Fix for a bug in engine: when object isn't moving, but its speed isn't 0 and on ground isn't set |
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if( pev->origin != m_lastBounceOrigin ) |
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BounceSound(); |
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} |
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m_lastBounceOrigin = pev->origin; |
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// There is no model animation so commented this out to prevent net traffic |
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// StudioFrameAdvance(); |
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} |
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void CSatchelCharge::SatchelThink( void ) |
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{ |
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// There is no model animation so commented this out to prevent net traffic |
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// StudioFrameAdvance(); |
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pev->nextthink = gpGlobals->time + 0.1f; |
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if( !IsInWorld() ) |
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{ |
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UTIL_Remove( this ); |
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return; |
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} |
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if( pev->waterlevel == 3 ) |
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{ |
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pev->movetype = MOVETYPE_FLY; |
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pev->velocity = pev->velocity * 0.8f; |
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pev->avelocity = pev->avelocity * 0.9f; |
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pev->velocity.z += 8; |
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} |
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else if( pev->waterlevel == 0 ) |
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{ |
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pev->movetype = MOVETYPE_BOUNCE; |
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} |
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else |
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{ |
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pev->velocity.z -= 8.0f; |
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} |
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} |
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void CSatchelCharge::Precache( void ) |
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{ |
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PRECACHE_MODEL( "models/w_satchel.mdl" ); |
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PRECACHE_SOUND( "weapons/g_bounce1.wav" ); |
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PRECACHE_SOUND( "weapons/g_bounce2.wav" ); |
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PRECACHE_SOUND( "weapons/g_bounce3.wav" ); |
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} |
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void CSatchelCharge::BounceSound( void ) |
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{ |
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switch( RANDOM_LONG( 0, 2 ) ) |
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{ |
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case 0: |
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EMIT_SOUND( ENT( pev ), CHAN_VOICE, "weapons/g_bounce1.wav", 1, ATTN_NORM ); |
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break; |
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case 1: |
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EMIT_SOUND( ENT( pev ), CHAN_VOICE, "weapons/g_bounce2.wav", 1, ATTN_NORM ); |
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break; |
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case 2: |
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EMIT_SOUND( ENT( pev ), CHAN_VOICE, "weapons/g_bounce3.wav", 1, ATTN_NORM ); |
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break; |
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} |
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} |
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LINK_ENTITY_TO_CLASS( weapon_satchel, CSatchel ) |
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//========================================================= |
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// CALLED THROUGH the newly-touched weapon's instance. The existing player weapon is pOriginal |
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//========================================================= |
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int CSatchel::AddDuplicate( CBasePlayerItem *pOriginal ) |
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{ |
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CSatchel *pSatchel; |
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#if CLIENT_DLL |
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if( bIsMultiplayer() ) |
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#else |
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if( g_pGameRules->IsMultiplayer() ) |
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#endif |
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{ |
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pSatchel = (CSatchel *)pOriginal; |
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if( pSatchel->m_chargeReady != SATCHEL_IDLE ) |
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{ |
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// player has some satchels deployed. Refuse to add more. |
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return FALSE; |
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} |
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} |
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return CBasePlayerWeapon::AddDuplicate( pOriginal ); |
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} |
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//========================================================= |
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//========================================================= |
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int CSatchel::AddToPlayer( CBasePlayer *pPlayer ) |
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{ |
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int bResult = CBasePlayerItem::AddToPlayer( pPlayer ); |
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pPlayer->pev->weapons |= ( 1 << m_iId ); |
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m_chargeReady = SATCHEL_IDLE;// this satchel charge weapon now forgets that any satchels are deployed by it. |
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if( bResult ) |
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{ |
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return AddWeapon(); |
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} |
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return FALSE; |
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} |
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void CSatchel::Spawn() |
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{ |
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Precache(); |
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m_iId = WEAPON_SATCHEL; |
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SET_MODEL( ENT( pev ), "models/w_satchel.mdl" ); |
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m_iDefaultAmmo = SATCHEL_DEFAULT_GIVE; |
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FallInit();// get ready to fall down. |
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} |
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void CSatchel::Precache( void ) |
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{ |
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PRECACHE_MODEL( "models/v_satchel.mdl" ); |
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PRECACHE_MODEL( "models/v_satchel_radio.mdl" ); |
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PRECACHE_MODEL( "models/w_satchel.mdl" ); |
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PRECACHE_MODEL( "models/p_satchel.mdl" ); |
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PRECACHE_MODEL( "models/p_satchel_radio.mdl" ); |
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UTIL_PrecacheOther( "monster_satchel" ); |
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} |
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int CSatchel::GetItemInfo( ItemInfo *p ) |
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{ |
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p->pszName = STRING( pev->classname ); |
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p->pszAmmo1 = "Satchel Charge"; |
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p->iMaxAmmo1 = SATCHEL_MAX_CARRY; |
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p->pszAmmo2 = NULL; |
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p->iMaxAmmo2 = -1; |
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p->iMaxClip = WEAPON_NOCLIP; |
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p->iSlot = 4; |
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p->iPosition = 1; |
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p->iFlags = ITEM_FLAG_SELECTONEMPTY | ITEM_FLAG_LIMITINWORLD | ITEM_FLAG_EXHAUSTIBLE; |
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p->iId = m_iId = WEAPON_SATCHEL; |
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p->iWeight = SATCHEL_WEIGHT; |
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return 1; |
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} |
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//========================================================= |
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//========================================================= |
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BOOL CSatchel::IsUseable( void ) |
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{ |
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return CanDeploy(); |
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} |
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BOOL CSatchel::CanDeploy( void ) |
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{ |
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if( m_pPlayer->m_rgAmmo[PrimaryAmmoIndex()] > 0 ) |
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{ |
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// player is carrying some satchels |
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return TRUE; |
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} |
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if( m_chargeReady ) |
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{ |
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// player isn't carrying any satchels, but has some out |
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return TRUE; |
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} |
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return FALSE; |
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} |
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BOOL CSatchel::Deploy() |
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{ |
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.0f; |
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BOOL result; |
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if( m_chargeReady ) |
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result = DefaultDeploy( "models/v_satchel_radio.mdl", "models/p_satchel_radio.mdl", SATCHEL_RADIO_DRAW, "hive" ); |
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else |
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result = DefaultDeploy( "models/v_satchel.mdl", "models/p_satchel.mdl", SATCHEL_DRAW, "trip" ); |
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#if WEAPONS_ANIMATION_TIMES_FIX |
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if ( result ) |
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{ |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.0f; |
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} |
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#endif |
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return result; |
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} |
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void CSatchel::Holster( int skiplocal /* = 0 */ ) |
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{ |
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5f; |
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if( m_chargeReady ) |
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{ |
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SendWeaponAnim( SATCHEL_RADIO_HOLSTER ); |
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} |
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else |
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{ |
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SendWeaponAnim( SATCHEL_DROP ); |
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} |
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EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_WEAPON, "common/null.wav", 1.0f, ATTN_NORM ); |
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if( !m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] && m_chargeReady != SATCHEL_READY ) |
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{ |
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m_pPlayer->pev->weapons &= ~( 1 << WEAPON_SATCHEL ); |
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DestroyItem(); |
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} |
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} |
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void CSatchel::PrimaryAttack() |
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{ |
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switch( m_chargeReady ) |
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{ |
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case SATCHEL_IDLE: |
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{ |
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Throw(); |
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} |
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break; |
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case SATCHEL_READY: |
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{ |
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SendWeaponAnim( SATCHEL_RADIO_FIRE ); |
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edict_t *pPlayer = m_pPlayer->edict(); |
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CBaseEntity *pSatchel = NULL; |
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while( ( pSatchel = UTIL_FindEntityInSphere( pSatchel, m_pPlayer->pev->origin, 4096 ) ) != NULL ) |
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{ |
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if( FClassnameIs( pSatchel->pev, "monster_satchel" ) ) |
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{ |
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if( pSatchel->pev->owner == pPlayer ) |
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{ |
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pSatchel->Use( m_pPlayer, m_pPlayer, USE_ON, 0 ); |
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} |
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} |
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} |
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m_chargeReady = SATCHEL_RELOAD; |
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m_flNextPrimaryAttack = GetNextAttackDelay( 0.5f ); |
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m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.5f; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.5f; |
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break; |
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} |
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case SATCHEL_RELOAD: |
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// we're reloading, don't allow fire |
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break; |
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} |
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} |
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void CSatchel::SecondaryAttack( void ) |
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{ |
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if( m_chargeReady != SATCHEL_RELOAD ) |
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{ |
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Throw(); |
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} |
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} |
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void CSatchel::Throw( void ) |
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{ |
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if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] ) |
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{ |
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#if !CLIENT_DLL |
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Vector vecSrc = m_pPlayer->pev->origin; |
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Vector vecThrow = gpGlobals->v_forward * 274 + m_pPlayer->pev->velocity; |
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CBaseEntity *pSatchel = Create( "monster_satchel", vecSrc, Vector( 0, 0, 0 ), m_pPlayer->edict() ); |
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pSatchel->pev->velocity = vecThrow; |
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pSatchel->pev->avelocity.y = 400; |
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m_pPlayer->pev->viewmodel = MAKE_STRING( "models/v_satchel_radio.mdl" ); |
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m_pPlayer->pev->weaponmodel = MAKE_STRING( "models/p_satchel_radio.mdl" ); |
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#else |
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LoadVModel( "models/v_satchel_radio.mdl", m_pPlayer ); |
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#endif |
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SendWeaponAnim( SATCHEL_RADIO_DRAW ); |
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// player "shoot" animation |
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m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); |
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m_chargeReady = SATCHEL_READY; |
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m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]--; |
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m_flNextPrimaryAttack = GetNextAttackDelay( 1.0f ); |
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m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.5f; |
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} |
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} |
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void CSatchel::WeaponIdle( void ) |
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{ |
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if( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() ) |
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return; |
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switch( m_chargeReady ) |
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{ |
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case SATCHEL_IDLE: |
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SendWeaponAnim( SATCHEL_FIDGET1 ); |
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// use tripmine animations |
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strcpy( m_pPlayer->m_szAnimExtention, "trip" ); |
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break; |
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case SATCHEL_READY: |
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SendWeaponAnim( SATCHEL_RADIO_FIDGET1 ); |
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// use hivehand animations |
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strcpy( m_pPlayer->m_szAnimExtention, "hive" ); |
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break; |
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case SATCHEL_RELOAD: |
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if( !m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] ) |
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{ |
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m_chargeReady = 0; |
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RetireWeapon(); |
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return; |
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} |
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#if !CLIENT_DLL |
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m_pPlayer->pev->viewmodel = MAKE_STRING( "models/v_satchel.mdl" ); |
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m_pPlayer->pev->weaponmodel = MAKE_STRING( "models/p_satchel.mdl" ); |
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#else |
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LoadVModel( "models/v_satchel.mdl", m_pPlayer ); |
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#endif |
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SendWeaponAnim( SATCHEL_DRAW ); |
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// use tripmine animations |
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strcpy( m_pPlayer->m_szAnimExtention, "trip" ); |
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m_flNextPrimaryAttack = GetNextAttackDelay( 0.5f ); |
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m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.5f; |
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m_chargeReady = SATCHEL_IDLE; |
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break; |
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} |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );// how long till we do this again. |
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} |
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//========================================================= |
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// DeactivateSatchels - removes all satchels owned by |
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// the provided player. Should only be used upon death. |
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// |
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// Made this global on purpose. |
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//========================================================= |
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void DeactivateSatchels( CBasePlayer *pOwner ) |
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{ |
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edict_t *pFind; |
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pFind = FIND_ENTITY_BY_CLASSNAME( NULL, "monster_satchel" ); |
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while( !FNullEnt( pFind ) ) |
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{ |
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CBaseEntity *pEnt = CBaseEntity::Instance( pFind ); |
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CSatchelCharge *pSatchel = (CSatchelCharge *)pEnt; |
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if( pSatchel ) |
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{ |
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if( pSatchel->pev->owner == pOwner->edict() ) |
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{ |
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pSatchel->Deactivate(); |
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} |
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} |
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pFind = FIND_ENTITY_BY_CLASSNAME( pFind, "monster_satchel" ); |
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} |
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} |
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#endif
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