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479 lines
12 KiB
479 lines
12 KiB
/*** |
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* |
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* Copyright (c) 1996-2001, 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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#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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void FindHullIntersection(const Vector &vecSrc, TraceResult &tr, float *mins, float *maxs, edict_t *pEntity); |
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#define MELEE_WALLHIT_VOLUME 512 |
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#define MELEE_BODYHIT_VOLUME 128 |
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#define PIPEWRENCH_ATTACK2_MIN_DAMAGE 45 |
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#define PIPEWRENCH_ATTACK2_MAX_DAMAGE 200 |
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LINK_ENTITY_TO_CLASS(weapon_pipewrench, CPipeWrench) |
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enum pwrench_e { |
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PIPEWRENCH_IDLE1 = 0, |
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PIPEWRENCH_IDLE2, |
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PIPEWRENCH_IDLE3, |
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PIPEWRENCH_DRAW, |
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PIPEWRENCH_HOLSTER, |
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PIPEWRENCH_ATTACK1HIT, |
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PIPEWRENCH_ATTACK1MISS, |
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PIPEWRENCH_ATTACK2HIT, |
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PIPEWRENCH_ATTACK2MISS, |
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PIPEWRENCH_ATTACK3HIT, |
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PIPEWRENCH_ATTACK3MISS, |
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PIPEWRENCH_ATTACKBIGWIND, |
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PIPEWRENCH_ATTACKBIGHIT, |
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PIPEWRENCH_ATTACKBIGMISS, |
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PIPEWRENCH_ATTACKBIGLOOP, |
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}; |
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void CPipeWrench::Spawn() |
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{ |
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Precache(); |
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m_iId = WEAPON_PIPEWRENCH; |
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SET_MODEL(ENT(pev), "models/w_pipe_wrench.mdl"); |
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m_iSwingMode = 0; |
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m_iClip = -1; |
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FallInit();// get ready to fall down. |
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} |
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void CPipeWrench::Precache(void) |
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{ |
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PRECACHE_MODEL("models/v_pipe_wrench.mdl"); |
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PRECACHE_MODEL("models/w_pipe_wrench.mdl"); |
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PRECACHE_MODEL("models/p_pipe_wrench.mdl"); |
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PRECACHE_SOUND("weapons/pwrench_hit1.wav"); |
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PRECACHE_SOUND("weapons/pwrench_hit2.wav"); |
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PRECACHE_SOUND("weapons/pwrench_hitbod1.wav"); |
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PRECACHE_SOUND("weapons/pwrench_hitbod2.wav"); |
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PRECACHE_SOUND("weapons/pwrench_hitbod3.wav"); |
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PRECACHE_SOUND("weapons/pwrench_miss1.wav"); |
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PRECACHE_SOUND("weapons/pwrench_miss2.wav"); |
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PRECACHE_SOUND("weapons/pwrench_big_hitbod1.wav"); |
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PRECACHE_SOUND("weapons/pwrench_big_hitbod2.wav"); |
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PRECACHE_SOUND("weapons/pwrench_big_miss.wav"); |
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m_usPWrench = PRECACHE_EVENT(1, "events/pipewrench.sc"); |
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} |
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int CPipeWrench::GetItemInfo(ItemInfo *p) |
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{ |
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p->pszName = STRING(pev->classname); |
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p->pszAmmo1 = NULL; |
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p->iMaxAmmo1 = -1; |
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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 = 0; |
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p->iPosition = 1; |
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p->iId = WEAPON_PIPEWRENCH; |
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p->iWeight = PIPEWRENCH_WEIGHT; |
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return 1; |
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} |
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BOOL CPipeWrench::Deploy() |
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{ |
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m_iSwingMode = 0; |
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return DefaultDeploy("models/v_pipe_wrench.mdl", "models/p_pipe_wrench.mdl", PIPEWRENCH_DRAW, "pipewrench"); |
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} |
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void CPipeWrench::Holster(int skiplocal /* = 0 */) |
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{ |
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m_iSwingMode = 0; |
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5; |
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SendWeaponAnim(PIPEWRENCH_HOLSTER); |
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} |
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void CPipeWrench::PrimaryAttack() |
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{ |
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if (!m_iSwingMode && !Swing(1)) |
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{ |
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#if !CLIENT_DLL |
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SetThink(&CPipeWrench::SwingAgain); |
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pev->nextthink = gpGlobals->time + 0.1; |
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#endif |
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} |
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} |
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void CPipeWrench::SecondaryAttack(void) |
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{ |
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if (m_iSwingMode != 1) |
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{ |
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SendWeaponAnim(PIPEWRENCH_ATTACKBIGWIND); |
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m_flBigSwingStart = gpGlobals->time; |
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} |
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m_iSwingMode = 1; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.3; |
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m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.1; |
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} |
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void CPipeWrench::Smack() |
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{ |
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DecalGunshot(&m_trHit, BULLET_PLAYER_CROWBAR); |
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} |
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void CPipeWrench::SwingAgain(void) |
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{ |
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Swing(0); |
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} |
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int CPipeWrench::Swing(int fFirst) |
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{ |
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int fDidHit = FALSE; |
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TraceResult tr; |
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UTIL_MakeVectors( m_pPlayer->pev->v_angle ); |
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Vector vecSrc = m_pPlayer->GetGunPosition( ); |
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Vector vecEnd = vecSrc + gpGlobals->v_forward * 32; |
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UTIL_TraceLine( vecSrc, vecEnd, dont_ignore_monsters, ENT( m_pPlayer->pev ), &tr ); |
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#if !CLIENT_DLL |
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if ( tr.flFraction >= 1.0 ) |
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{ |
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UTIL_TraceHull( vecSrc, vecEnd, dont_ignore_monsters, head_hull, ENT( m_pPlayer->pev ), &tr ); |
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if ( tr.flFraction < 1.0 ) |
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{ |
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// Calculate the point of intersection of the line (or hull) and the object we hit |
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// This is and approximation of the "best" intersection |
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CBaseEntity *pHit = CBaseEntity::Instance( tr.pHit ); |
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if ( !pHit || pHit->IsBSPModel() ) |
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FindHullIntersection( vecSrc, tr, VEC_DUCK_HULL_MIN, VEC_DUCK_HULL_MAX, m_pPlayer->edict() ); |
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vecEnd = tr.vecEndPos; // This is the point on the actual surface (the hull could have hit space) |
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} |
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} |
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#endif |
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if (fFirst) |
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{ |
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PLAYBACK_EVENT_FULL( FEV_NOTHOST, m_pPlayer->edict(), m_usPWrench, |
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0.0, (float*)&g_vecZero, (float*)&g_vecZero, 0, 0, 1, |
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0, 0, 0 ); |
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} |
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if ( tr.flFraction >= 1.0 ) |
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{ |
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// miss |
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if ( fFirst ) { |
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m_flNextPrimaryAttack = GetNextAttackDelay(0.7); |
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m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.7; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 5.0; |
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// player "shoot" animation |
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m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); |
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} |
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} |
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else |
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{ |
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switch( ((m_iSwing++) % 2) + 1 ) |
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{ |
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case 0: |
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SendWeaponAnim( PIPEWRENCH_ATTACK1HIT ); |
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break; |
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case 1: |
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SendWeaponAnim( PIPEWRENCH_ATTACK2HIT ); |
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break; |
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case 2: |
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SendWeaponAnim( PIPEWRENCH_ATTACK3HIT ); |
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break; |
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} |
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// player "shoot" animation |
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m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); |
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#if !CLIENT_DLL |
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// hit |
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fDidHit = TRUE; |
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CBaseEntity *pEntity = CBaseEntity::Instance(tr.pHit); |
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// play thwack, smack, or dong sound |
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float flVol = 1.0; |
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int fHitWorld = TRUE; |
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if( pEntity ) |
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{ |
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ClearMultiDamage(); |
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float flDamage; |
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#if CLIENT_WEAPONS |
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if( ( m_flNextPrimaryAttack + 1 == UTIL_WeaponTimeBase() ) || g_pGameRules->IsMultiplayer() ) |
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#else |
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if( ( m_flNextPrimaryAttack + 1 < UTIL_WeaponTimeBase() ) || g_pGameRules->IsMultiplayer() ) |
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#endif |
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{ |
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// first swing does full damage |
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flDamage = gSkillData.plrDmgPWrench; |
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} |
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else |
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{ |
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// subsequent swings do half |
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flDamage = gSkillData.plrDmgPWrench / 2; |
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} |
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// Send trace attack to player. |
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pEntity->TraceAttack(m_pPlayer->pev, flDamage, gpGlobals->v_forward, &tr, DMG_CLUB); |
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ApplyMultiDamage(m_pPlayer->pev, m_pPlayer->pev); |
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if ( pEntity->Classify() != CLASS_NONE && pEntity->Classify() != CLASS_MACHINE ) |
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{ |
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// play thwack or smack sound |
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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(m_pPlayer->pev), CHAN_ITEM, "weapons/pwrench_hitbod1.wav", 1, ATTN_NORM); break; |
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case 1: |
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EMIT_SOUND( ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/pwrench_hitbod2.wav", 1, ATTN_NORM); break; |
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case 2: |
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EMIT_SOUND( ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/pwrench_hitbod3.wav", 1, ATTN_NORM); break; |
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} |
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m_pPlayer->m_iWeaponVolume = MELEE_BODYHIT_VOLUME; |
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if ( !pEntity->IsAlive() ) |
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{ |
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m_flNextPrimaryAttack = GetNextAttackDelay(0.5); |
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return TRUE; |
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} |
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else |
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flVol = 0.1; |
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fHitWorld = FALSE; |
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} |
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} |
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// play texture hit sound |
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// UNDONE: Calculate the correct point of intersection when we hit with the hull instead of the line |
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if( fHitWorld ) |
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{ |
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float fvolbar = TEXTURETYPE_PlaySound(&tr, vecSrc, vecSrc + (vecEnd-vecSrc)*2, BULLET_PLAYER_CROWBAR ); |
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if ( g_pGameRules->IsMultiplayer() ) |
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{ |
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// override the volume here, cause we don't play texture sounds in multiplayer, |
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// and fvolbar is going to be 0 from the above call. |
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fvolbar = 1; |
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} |
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// also play pipe wrench strike |
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switch( RANDOM_LONG(0,1) ) |
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{ |
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case 0: |
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EMIT_SOUND_DYN( ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/pwrench_hit1.wav", fvolbar, ATTN_NORM, 0, 98 + RANDOM_LONG(0,3)); |
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break; |
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case 1: |
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EMIT_SOUND_DYN( ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/pwrench_hit2.wav", fvolbar, ATTN_NORM, 0, 98 + RANDOM_LONG(0,3)); |
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break; |
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} |
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// delay the decal a bit |
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m_trHit = tr; |
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} |
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m_pPlayer->m_iWeaponVolume = (int)( flVol * MELEE_WALLHIT_VOLUME ); |
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SetThink( &CPipeWrench::Smack ); |
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pev->nextthink = UTIL_WeaponTimeBase() + 0.2; |
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#endif |
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m_flNextPrimaryAttack = GetNextAttackDelay(0.5); |
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m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.5; |
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} |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 5.0; |
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return fDidHit; |
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} |
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void CPipeWrench::BigSwing(void) |
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{ |
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TraceResult tr; |
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UTIL_MakeVectors( m_pPlayer->pev->v_angle ); |
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Vector vecSrc = m_pPlayer->GetGunPosition( ); |
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Vector vecEnd = vecSrc + gpGlobals->v_forward * 32; |
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UTIL_TraceLine( vecSrc, vecEnd, dont_ignore_monsters, ENT( m_pPlayer->pev ), &tr ); |
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#if !CLIENT_DLL |
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if ( tr.flFraction >= 1.0 ) |
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{ |
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UTIL_TraceHull( vecSrc, vecEnd, dont_ignore_monsters, head_hull, ENT( m_pPlayer->pev ), &tr ); |
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if ( tr.flFraction < 1.0 ) |
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{ |
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// Calculate the point of intersection of the line (or hull) and the object we hit |
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// This is and approximation of the "best" intersection |
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CBaseEntity *pHit = CBaseEntity::Instance( tr.pHit ); |
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if ( !pHit || pHit->IsBSPModel() ) |
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FindHullIntersection( vecSrc, tr, VEC_DUCK_HULL_MIN, VEC_DUCK_HULL_MAX, m_pPlayer->edict() ); |
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vecEnd = tr.vecEndPos; // This is the point on the actual surface (the hull could have hit space) |
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} |
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} |
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#endif |
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PLAYBACK_EVENT_FULL( FEV_NOTHOST, m_pPlayer->edict(), m_usPWrench, |
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0.0, |
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(float*)&g_vecZero, |
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(float*)&g_vecZero, |
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0, 0, 0, 0, 0, 0 ); |
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//EMIT_SOUND( ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/pwrench_big_miss.wav", 0.8, ATTN_NORM); |
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m_pPlayer->pev->punchangle.x -= 2; |
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if ( tr.flFraction >= 1.0 ) |
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{ |
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// player "shoot" animation |
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m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); |
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} |
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else |
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{ |
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SendWeaponAnim( PIPEWRENCH_ATTACKBIGHIT ); |
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// player "shoot" animation |
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m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); |
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#if !CLIENT_DLL |
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// hit |
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CBaseEntity *pEntity = CBaseEntity::Instance(tr.pHit); |
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if( pEntity ) |
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{ |
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ClearMultiDamage(); |
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float flDamage = (gpGlobals->time - m_flBigSwingStart) * gSkillData.plrDmgPWrench + 25.0f; |
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if (flDamage > PIPEWRENCH_ATTACK2_MAX_DAMAGE) { |
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flDamage = PIPEWRENCH_ATTACK2_MAX_DAMAGE; |
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} |
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pEntity->TraceAttack(m_pPlayer->pev, flDamage, gpGlobals->v_forward, &tr, DMG_CLUB); |
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ApplyMultiDamage(m_pPlayer->pev, m_pPlayer->pev); |
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} |
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// play thwack, smack, or dong sound |
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float flVol = 1.0; |
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int fHitWorld = TRUE; |
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if (pEntity) |
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{ |
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if (pEntity->Classify() != CLASS_NONE && pEntity->Classify() != CLASS_MACHINE) |
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{ |
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// play thwack or smack sound |
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switch( RANDOM_LONG(0,1) ) |
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{ |
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case 0: |
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EMIT_SOUND( ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/pwrench_big_hitbod1.wav", 1, ATTN_NORM); |
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break; |
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case 1: |
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EMIT_SOUND( ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/pwrench_big_hitbod2.wav", 1, ATTN_NORM); |
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break; |
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} |
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m_pPlayer->m_iWeaponVolume = MELEE_BODYHIT_VOLUME; |
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if ( !pEntity->IsAlive() ) |
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return; |
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else |
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flVol = 0.1; |
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fHitWorld = false; |
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} |
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} |
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// play texture hit sound |
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if( fHitWorld ) |
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{ |
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float fvolbar = TEXTURETYPE_PlaySound(&tr, vecSrc, vecSrc + (vecEnd-vecSrc)*2, BULLET_PLAYER_CROWBAR ); |
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if ( g_pGameRules->IsMultiplayer() ) |
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{ |
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// override the volume here, cause we don't play texture sounds in multiplayer, |
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// and fvolbar is going to be 0 from the above call. |
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fvolbar = 1; |
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} |
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switch( RANDOM_LONG(0,1) ) |
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{ |
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case 0: |
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EMIT_SOUND_DYN( ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/pwrench_hit1.wav", fvolbar, ATTN_NORM, 0, 98 + RANDOM_LONG(0,3)); |
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break; |
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case 1: |
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EMIT_SOUND_DYN( ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/pwrench_hit2.wav", fvolbar, ATTN_NORM, 0, 98 + RANDOM_LONG(0,3)); |
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break; |
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} |
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// delay the decal a bit |
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m_trHit = tr; |
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} |
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m_pPlayer->m_iWeaponVolume = (int)( flVol * MELEE_WALLHIT_VOLUME ); |
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#endif |
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} |
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} |
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void CPipeWrench::WeaponIdle(void) |
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{ |
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if ( m_iSwingMode == 1 ) |
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{ |
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if ( gpGlobals->time > m_flBigSwingStart + 1.0 ) |
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{ |
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m_iSwingMode = 2; |
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} |
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} |
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else if (m_iSwingMode == 2) |
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{ |
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m_flNextSecondaryAttack = m_flNextPrimaryAttack = m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.1; |
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BigSwing(); |
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m_iSwingMode = 0; |
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return; |
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} |
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else |
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{ |
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m_iSwingMode = 0; |
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if ( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() ) |
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return; |
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int iAnim; |
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float flRand = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0.0, 1.0 ); |
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if ( flRand <= 0.3 ) |
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{ |
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iAnim = PIPEWRENCH_IDLE1; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.0; |
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} |
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else if ( flRand <= 0.6 ) |
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{ |
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iAnim = PIPEWRENCH_IDLE2; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 3.0; |
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} |
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else |
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{ |
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iAnim = PIPEWRENCH_IDLE3; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 3.0; |
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} |
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SendWeaponAnim( iAnim ); |
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} |
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}
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