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545 lines
12 KiB
545 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 !defined( OEM_BUILD ) && !defined( 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 "player.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 "effects.h" |
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#include "customentity.h" |
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#include "gamerules.h" |
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#define EGON_PRIMARY_VOLUME 450 |
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#define EGON_BEAM_SPRITE "sprites/xbeam1.spr" |
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#define EGON_FLARE_SPRITE "sprites/XSpark1.spr" |
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#define EGON_SOUND_OFF "weapons/egon_off1.wav" |
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#define EGON_SOUND_RUN "weapons/egon_run3.wav" |
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#define EGON_SOUND_STARTUP "weapons/egon_windup2.wav" |
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#define EGON_SWITCH_NARROW_TIME 0.75 // Time it takes to switch fire modes |
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#define EGON_SWITCH_WIDE_TIME 1.5 |
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enum egon_e { |
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EGON_IDLE1 = 0, |
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EGON_FIDGET1, |
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EGON_ALTFIREON, |
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EGON_ALTFIRECYCLE, |
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EGON_ALTFIREOFF, |
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EGON_FIRE1, |
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EGON_FIRE2, |
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EGON_FIRE3, |
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EGON_FIRE4, |
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EGON_DRAW, |
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EGON_HOLSTER |
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}; |
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LINK_ENTITY_TO_CLASS( weapon_railgun, CEgon ) |
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LINK_ENTITY_TO_CLASS( weapon_gauss, CEgon ) |
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void CEgon::Spawn() |
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{ |
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Precache(); |
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m_iId = WEAPON_RAILGUN; |
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SET_MODEL( ENT( pev ), "models/w_egon.mdl" ); |
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m_iDefaultAmmo = RAILGUN_DEFAULT_GIVE; |
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FallInit();// get ready to fall down. |
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} |
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void CEgon::Precache( void ) |
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{ |
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PRECACHE_MODEL( "models/w_egon.mdl" ); |
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PRECACHE_MODEL( "models/v_egon.mdl" ); |
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PRECACHE_MODEL( "models/p_egon.mdl" ); |
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PRECACHE_MODEL( "models/w_9mmclip.mdl" ); |
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PRECACHE_SOUND( "items/9mmclip1.wav" ); |
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PRECACHE_SOUND( EGON_SOUND_OFF ); |
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PRECACHE_SOUND( EGON_SOUND_RUN ); |
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PRECACHE_SOUND( EGON_SOUND_STARTUP ); |
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PRECACHE_MODEL( EGON_BEAM_SPRITE ); |
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PRECACHE_MODEL( EGON_FLARE_SPRITE ); |
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PRECACHE_SOUND( "weapons/357_cock1.wav" ); |
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m_usEgonFire = PRECACHE_EVENT( 1, "events/egon_fire.sc" ); |
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m_usEgonStop = PRECACHE_EVENT( 1, "events/egon_stop.sc" ); |
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} |
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BOOL CEgon::Deploy( void ) |
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{ |
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m_deployed = FALSE; |
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m_fireState = FIRE_OFF; |
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return DefaultDeploy( "models/v_egon.mdl", "models/p_egon.mdl", EGON_DRAW, "egon" ); |
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} |
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int CEgon::AddToPlayer( CBasePlayer *pPlayer ) |
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{ |
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if( CBasePlayerWeapon::AddToPlayer( pPlayer ) ) |
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{ |
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MESSAGE_BEGIN( MSG_ONE, gmsgWeapPickup, NULL, pPlayer->pev ); |
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WRITE_BYTE( m_iId ); |
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MESSAGE_END(); |
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return TRUE; |
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} |
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return FALSE; |
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} |
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void CEgon::Holster( int skiplocal /* = 0 */ ) |
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{ |
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5; |
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SendWeaponAnim( EGON_HOLSTER ); |
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EndAttack(); |
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} |
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int CEgon::GetItemInfo( ItemInfo *p ) |
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{ |
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p->pszName = STRING( pev->classname ); |
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p->pszAmmo1 = "slug"; |
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p->iMaxAmmo1 = RAILGUN_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 = 2; |
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p->iId = m_iId = WEAPON_RAILGUN; |
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p->iFlags = 0; |
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p->iWeight = RAILGUN_WEIGHT; |
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return 1; |
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} |
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#define EGON_PULSE_INTERVAL 0.1 |
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#define EGON_DISCHARGE_INTERVAL 0.1 |
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float CEgon::GetPulseInterval( void ) |
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{ |
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return EGON_PULSE_INTERVAL; |
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} |
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float CEgon::GetDischargeInterval( void ) |
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{ |
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return EGON_DISCHARGE_INTERVAL; |
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} |
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BOOL CEgon::HasAmmo( void ) |
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{ |
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if( m_pPlayer->ammo_uranium <= 0 ) |
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return FALSE; |
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return TRUE; |
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} |
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void CEgon::UseAmmo( int count ) |
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{ |
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if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] >= count ) |
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m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] -= count; |
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else |
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m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] = 0; |
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} |
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void CEgon::Attack( void ) |
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{ |
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// don't fire underwater |
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if( m_pPlayer->pev->waterlevel == 3 ) |
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{ |
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if( m_fireState != FIRE_OFF || m_pBeam ) |
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{ |
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EndAttack(); |
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} |
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else |
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{ |
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PlayEmptySound(); |
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} |
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return; |
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} |
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UTIL_MakeVectors( m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle ); |
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Vector vecAiming = gpGlobals->v_forward; |
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Vector vecSrc = m_pPlayer->GetGunPosition(); |
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int flags; |
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#if defined( CLIENT_WEAPONS ) |
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flags = FEV_NOTHOST; |
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#else |
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flags = 0; |
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#endif |
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switch( m_fireState ) |
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{ |
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case FIRE_OFF: |
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{ |
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if( !HasAmmo() ) |
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{ |
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m_flNextPrimaryAttack = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.25; |
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PlayEmptySound( ); |
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return; |
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} |
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m_flAmmoUseTime = gpGlobals->time;// start using ammo ASAP. |
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PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usEgonFire, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, m_fireState, m_fireMode, 1, 0 ); |
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m_shakeTime = 0; |
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m_pPlayer->m_iWeaponVolume = EGON_PRIMARY_VOLUME; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.1; |
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pev->fuser1 = UTIL_WeaponTimeBase() + 2; |
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pev->dmgtime = gpGlobals->time + GetPulseInterval(); |
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m_fireState = FIRE_CHARGE; |
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break; |
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} |
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case FIRE_CHARGE: |
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{ |
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Fire( vecSrc, vecAiming ); |
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m_pPlayer->m_iWeaponVolume = EGON_PRIMARY_VOLUME; |
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if( pev->fuser1 <= UTIL_WeaponTimeBase() ) |
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{ |
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PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usEgonFire, 0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, m_fireState, m_fireMode, 0, 0 ); |
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pev->fuser1 = 1000; |
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} |
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if( !HasAmmo() ) |
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{ |
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EndAttack(); |
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m_flNextPrimaryAttack = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 1.0; |
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} |
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break; |
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} |
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} |
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} |
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void CEgon::PrimaryAttack( void ) |
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{ |
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m_fireMode = FIRE_WIDE; |
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Attack(); |
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} |
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void CEgon::Fire( const Vector &vecOrigSrc, const Vector &vecDir ) |
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{ |
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Vector vecDest = vecOrigSrc + vecDir * 2048; |
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edict_t *pentIgnore; |
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TraceResult tr; |
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pentIgnore = m_pPlayer->edict(); |
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Vector tmpSrc = vecOrigSrc + gpGlobals->v_up * -8 + gpGlobals->v_right * 3; |
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// ALERT( at_console, "." ); |
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UTIL_TraceLine( vecOrigSrc, vecDest, dont_ignore_monsters, pentIgnore, &tr ); |
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if( tr.fAllSolid ) |
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return; |
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#ifndef CLIENT_DLL |
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CBaseEntity *pEntity = CBaseEntity::Instance( tr.pHit ); |
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if( pEntity == NULL ) |
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return; |
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if( g_pGameRules->IsMultiplayer() ) |
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{ |
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if( m_pSprite && pEntity->pev->takedamage ) |
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{ |
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m_pSprite->pev->effects &= ~EF_NODRAW; |
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} |
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else if( m_pSprite ) |
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{ |
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m_pSprite->pev->effects |= EF_NODRAW; |
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} |
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} |
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#endif |
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float timedist; |
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switch( m_fireMode ) |
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{ |
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case FIRE_NARROW: |
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#ifndef CLIENT_DLL |
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if( pev->dmgtime < gpGlobals->time ) |
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{ |
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// Narrow mode only does damage to the entity it hits |
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ClearMultiDamage(); |
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if( pEntity->pev->takedamage ) |
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{ |
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pEntity->TraceAttack( m_pPlayer->pev, gSkillData.plrDmgEgonNarrow, vecDir, &tr, DMG_ENERGYBEAM ); |
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} |
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ApplyMultiDamage( m_pPlayer->pev, m_pPlayer->pev ); |
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if( g_pGameRules->IsMultiplayer() ) |
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{ |
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// multiplayer uses 1 ammo every 1/10th second |
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if( gpGlobals->time >= m_flAmmoUseTime ) |
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{ |
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UseAmmo( 1 ); |
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m_flAmmoUseTime = gpGlobals->time + 0.1; |
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} |
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} |
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else |
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{ |
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// single player, use 3 ammo/second |
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if( gpGlobals->time >= m_flAmmoUseTime ) |
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{ |
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UseAmmo( 1 ); |
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m_flAmmoUseTime = gpGlobals->time + 0.166; |
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} |
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} |
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pev->dmgtime = gpGlobals->time + GetPulseInterval(); |
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} |
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#endif |
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timedist = ( pev->dmgtime - gpGlobals->time ) / GetPulseInterval(); |
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break; |
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case FIRE_WIDE: |
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#ifndef CLIENT_DLL |
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if( pev->dmgtime < gpGlobals->time ) |
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{ |
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// wide mode does damage to the ent, and radius damage |
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ClearMultiDamage(); |
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if( pEntity->pev->takedamage ) |
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{ |
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pEntity->TraceAttack( m_pPlayer->pev, gSkillData.plrDmgEgonWide, vecDir, &tr, DMG_ENERGYBEAM | DMG_ALWAYSGIB ); |
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} |
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ApplyMultiDamage( m_pPlayer->pev, m_pPlayer->pev ); |
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if( g_pGameRules->IsMultiplayer() ) |
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{ |
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// radius damage a little more potent in multiplayer. |
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::RadiusDamage( tr.vecEndPos, pev, m_pPlayer->pev, gSkillData.plrDmgEgonWide/4, 128, CLASS_NONE, DMG_ENERGYBEAM | DMG_BLAST | DMG_ALWAYSGIB ); |
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} |
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if( !m_pPlayer->IsAlive() ) |
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return; |
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if( g_pGameRules->IsMultiplayer() ) |
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{ |
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//multiplayer uses 5 ammo/second |
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if( gpGlobals->time >= m_flAmmoUseTime ) |
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{ |
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UseAmmo( 1 ); |
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m_flAmmoUseTime = gpGlobals->time + 0.2; |
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} |
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} |
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else |
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{ |
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// Wide mode uses 10 charges per second in single player |
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if( gpGlobals->time >= m_flAmmoUseTime ) |
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{ |
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UseAmmo( 1 ); |
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m_flAmmoUseTime = gpGlobals->time + 0.1; |
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} |
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} |
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pev->dmgtime = gpGlobals->time + GetDischargeInterval(); |
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if( m_shakeTime < gpGlobals->time ) |
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{ |
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UTIL_ScreenShake( tr.vecEndPos, 5.0, 150.0, 0.75, 250.0 ); |
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m_shakeTime = gpGlobals->time + 1.5; |
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} |
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} |
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#endif |
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timedist = ( pev->dmgtime - gpGlobals->time ) / GetDischargeInterval(); |
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break; |
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} |
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if( timedist < 0 ) |
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timedist = 0; |
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else if( timedist > 1 ) |
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timedist = 1; |
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timedist = 1 - timedist; |
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UpdateEffect( tmpSrc, tr.vecEndPos, timedist ); |
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} |
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void CEgon::UpdateEffect( const Vector &startPoint, const Vector &endPoint, float timeBlend ) |
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{ |
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#ifndef CLIENT_DLL |
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if( !m_pBeam ) |
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{ |
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CreateEffect(); |
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} |
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m_pBeam->SetStartPos( endPoint ); |
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m_pBeam->SetBrightness( 255 - ( timeBlend * 180 ) ); |
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m_pBeam->SetWidth( 40 - ( timeBlend * 20 ) ); |
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if( m_fireMode == FIRE_WIDE ) |
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m_pBeam->SetColor( 30 + ( 25 * timeBlend ), 30 + ( 30 * timeBlend ), 64 + 80 * fabs( sin( gpGlobals->time * 10 ) ) ); |
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else |
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m_pBeam->SetColor( 60 + ( 25 * timeBlend ), 120 + ( 30 * timeBlend ), 64 + 80 * fabs( sin( gpGlobals->time *10 ) ) ); |
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UTIL_SetOrigin( m_pSprite->pev, endPoint ); |
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m_pSprite->pev->frame += 8 * gpGlobals->frametime; |
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if( m_pSprite->pev->frame > m_pSprite->Frames() ) |
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m_pSprite->pev->frame = 0; |
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m_pNoise->SetStartPos( endPoint ); |
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#endif |
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} |
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void CEgon::CreateEffect( void ) |
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{ |
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#ifndef CLIENT_DLL |
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DestroyEffect(); |
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m_pBeam = CBeam::BeamCreate( EGON_BEAM_SPRITE, 40 ); |
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m_pBeam->PointEntInit( pev->origin, m_pPlayer->entindex() ); |
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m_pBeam->SetFlags( BEAM_FSINE ); |
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m_pBeam->SetEndAttachment( 1 ); |
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m_pBeam->pev->spawnflags |= SF_BEAM_TEMPORARY; // Flag these to be destroyed on save/restore or level transition |
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m_pBeam->pev->flags |= FL_SKIPLOCALHOST; |
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m_pBeam->pev->owner = m_pPlayer->edict(); |
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m_pNoise = CBeam::BeamCreate( EGON_BEAM_SPRITE, 55 ); |
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m_pNoise->PointEntInit( pev->origin, m_pPlayer->entindex() ); |
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m_pNoise->SetScrollRate( 25 ); |
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m_pNoise->SetBrightness( 100 ); |
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m_pNoise->SetEndAttachment( 1 ); |
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m_pNoise->pev->spawnflags |= SF_BEAM_TEMPORARY; |
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m_pNoise->pev->flags |= FL_SKIPLOCALHOST; |
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m_pNoise->pev->owner = m_pPlayer->edict(); |
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m_pSprite = CSprite::SpriteCreate( EGON_FLARE_SPRITE, pev->origin, FALSE ); |
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m_pSprite->pev->scale = 1.0; |
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m_pSprite->SetTransparency( kRenderGlow, 255, 255, 255, 255, kRenderFxNoDissipation ); |
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m_pSprite->pev->spawnflags |= SF_SPRITE_TEMPORARY; |
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m_pSprite->pev->flags |= FL_SKIPLOCALHOST; |
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m_pSprite->pev->owner = m_pPlayer->edict(); |
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if( m_fireMode == FIRE_WIDE ) |
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{ |
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m_pBeam->SetScrollRate( 50 ); |
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m_pBeam->SetNoise( 20 ); |
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m_pNoise->SetColor( 50, 50, 255 ); |
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m_pNoise->SetNoise( 8 ); |
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} |
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else |
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{ |
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m_pBeam->SetScrollRate( 110 ); |
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m_pBeam->SetNoise( 5 ); |
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m_pNoise->SetColor( 80, 120, 255 ); |
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m_pNoise->SetNoise( 2 ); |
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} |
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#endif |
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} |
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void CEgon::DestroyEffect( void ) |
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{ |
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#ifndef CLIENT_DLL |
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if( m_pBeam ) |
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{ |
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UTIL_Remove( m_pBeam ); |
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m_pBeam = NULL; |
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} |
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if( m_pNoise ) |
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{ |
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UTIL_Remove( m_pNoise ); |
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m_pNoise = NULL; |
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} |
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if( m_pSprite ) |
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{ |
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if( m_fireMode == FIRE_WIDE ) |
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m_pSprite->Expand( 10, 500 ); |
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else |
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UTIL_Remove( m_pSprite ); |
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m_pSprite = NULL; |
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} |
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#endif |
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} |
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void CEgon::WeaponIdle( void ) |
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{ |
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ResetEmptySound(); |
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if( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() ) |
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return; |
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if( m_fireState != FIRE_OFF ) |
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EndAttack(); |
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int iAnim; |
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float flRand = RANDOM_FLOAT( 0, 1 ); |
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if( flRand <= 0.5 ) |
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{ |
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iAnim = EGON_IDLE1; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); |
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} |
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else |
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{ |
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iAnim = EGON_FIDGET1; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 3; |
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} |
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SendWeaponAnim( iAnim ); |
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m_deployed = TRUE; |
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} |
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void CEgon::EndAttack( void ) |
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{ |
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bool bMakeNoise = false; |
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if( m_fireState != FIRE_OFF ) //Checking the button just in case!. |
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bMakeNoise = true; |
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PLAYBACK_EVENT_FULL( FEV_GLOBAL | FEV_RELIABLE, m_pPlayer->edict(), m_usEgonStop, 0, (float *)&m_pPlayer->pev->origin, (float *)&m_pPlayer->pev->angles, 0.0, 0.0, bMakeNoise, 0, 0, 0 ); |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.0; |
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m_flNextPrimaryAttack = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.5; |
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m_fireState = FIRE_OFF; |
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DestroyEffect(); |
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} |
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class CEgonAmmo : public CBasePlayerAmmo |
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{ |
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void Spawn( void ) |
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{ |
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Precache(); |
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SET_MODEL( ENT( pev ), "models/w_chainammo.mdl" ); |
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CBasePlayerAmmo::Spawn(); |
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} |
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void Precache( void ) |
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{ |
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PRECACHE_MODEL( "models/w_chainammo.mdl" ); |
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PRECACHE_SOUND( "items/9mmclip1.wav" ); |
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} |
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BOOL AddAmmo( CBaseEntity *pOther ) |
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{ |
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if( pOther->GiveAmmo( AMMO_RAILSLUG_GIVE, "slug", RAILGUN_MAX_CARRY ) != -1 ) |
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{ |
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EMIT_SOUND( ENT( pev ), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM ); |
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return TRUE; |
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} |
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return FALSE; |
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} |
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}; |
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LINK_ENTITY_TO_CLASS( ammo_railslug, CEgonAmmo ) |
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#endif
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