Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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/***
*
* Copyright (c) 1996-2001, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "weapons.h"
#include "nodes.h"
#include "player.h"
#include "gamerules.h"
#define SPANNER_BODYHIT_VOLUME 128
#define SPANNER_WALLHIT_VOLUME 512
void FindHullIntersection(const Vector &vecSrc, TraceResult &tr, float *mins, float *maxs, edict_t *pEntity);
LINK_ENTITY_TO_CLASS(weapon_th_spanner, CSpanner);
enum spanner_e {
SPANNER_IDLE = 0,
SPANNER_ATTACK1,
SPANNER_ATTACK2,
SPANNER_USE,
SPANNER_DRAW,
SPANNER_HOLSTER,
};
void CSpanner::Spawn()
{
Precache();
m_iId = WEAPON_SPANNER;
SET_MODEL(ENT(pev), "models/backpack.mdl");
m_iClip = -1;
FallInit();// get ready to fall down.
}
void CSpanner::Precache(void)
{
PRECACHE_MODEL("models/v_tfc_spanner.mdl");
PRECACHE_MODEL("models/backpack.mdl");
PRECACHE_MODEL("models/p_spanner.mdl");
PRECACHE_SOUND("weapons/cbar_hit1.wav");
PRECACHE_SOUND("weapons/cbar_hit2.wav");
PRECACHE_SOUND("weapons/cbar_hitbod1.wav");
PRECACHE_SOUND("weapons/cbar_hitbod2.wav");
PRECACHE_SOUND("weapons/cbar_hitbod3.wav");
PRECACHE_SOUND("weapons/cbar_miss1.wav");
PRECACHE_SOUND("kelly/cbar_hitkelly1.wav");
PRECACHE_SOUND("kelly/cbar_hitkelly2.wav");
PRECACHE_SOUND("kelly/cbar_hitkelly3.wav");
m_usSpanner = PRECACHE_EVENT(1, "events/spanner.sc");
}
int CSpanner::GetItemInfo(ItemInfo *p)
{
p->pszName = STRING(pev->classname);
p->pszAmmo1 = NULL;
p->iMaxAmmo1 = -1;
p->pszAmmo2 = NULL;
p->iMaxAmmo2 = -1;
p->iMaxClip = WEAPON_NOCLIP;
p->iSlot = 0;
p->iPosition = 2;
p->iId = WEAPON_SPANNER;
p->iWeight = SPANNER_WEIGHT;
return 1;
}
BOOL CSpanner::Deploy()
{
return DefaultDeploy("models/v_tfc_spanner.mdl", "models/p_spanner.mdl", SPANNER_DRAW, "spanner");
}
void CSpanner::Holster(int skiplocal /* = 0 */)
{
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5;
SendWeaponAnim(SPANNER_HOLSTER);
}
void CSpanner::PrimaryAttack()
{
if (!Swing(1))
{
SetThink(&CSpanner::SwingAgain);
pev->nextthink = gpGlobals->time + 0.1;
}
}
int CSpanner::Swing(int fFirst)
{
int fDidHit = FALSE;
TraceResult tr;
UTIL_MakeVectors(m_pPlayer->pev->v_angle);
Vector vecSrc = m_pPlayer->GetGunPosition();
Vector vecEnd = vecSrc + gpGlobals->v_forward * 32;
UTIL_TraceLine(vecSrc, vecEnd, dont_ignore_monsters, ENT(m_pPlayer->pev), &tr);
#ifndef CLIENT_DLL
if (tr.flFraction >= 1.0)
{
UTIL_TraceHull(vecSrc, vecEnd, dont_ignore_monsters, head_hull, ENT(m_pPlayer->pev), &tr);
if (tr.flFraction < 1.0)
{
// Calculate the point of intersection of the line (or hull) and the object we hit
// This is and approximation of the "best" intersection
CBaseEntity *pHit = CBaseEntity::Instance(tr.pHit);
if (!pHit || pHit->IsBSPModel())
FindHullIntersection(vecSrc, tr, VEC_DUCK_HULL_MIN, VEC_DUCK_HULL_MAX, m_pPlayer->edict());
vecEnd = tr.vecEndPos; // This is the point on the actual surface (the hull could have hit space)
}
}
#endif
PLAYBACK_EVENT_FULL(FEV_NOTHOST, m_pPlayer->edict(), m_usSpanner,
0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0, 0, 0,
0.0, 0, 0.0);
if (tr.flFraction >= 1.0)
{
if (fFirst)
{
// miss
m_flNextPrimaryAttack = GetNextAttackDelay(0.38); // 0.5
// player "shoot" animation
m_pPlayer->SetAnimation(PLAYER_ATTACK1);
}
}
else
{
switch ((m_iSwing++) % 2)
{
case 0:
SendWeaponAnim(SPANNER_ATTACK1); break;
case 1:
SendWeaponAnim(SPANNER_ATTACK2); break;
}
// player "shoot" animation
m_pPlayer->SetAnimation(PLAYER_ATTACK1);
#ifndef CLIENT_DLL
// hit
fDidHit = TRUE;
CBaseEntity *pEntity = CBaseEntity::Instance(tr.pHit);
ClearMultiDamage();
if ((m_flNextPrimaryAttack + 1 < UTIL_WeaponTimeBase()) || g_pGameRules->IsMultiplayer())
{
// first swing does full damage
pEntity->TraceAttack(m_pPlayer->pev, gSkillData.plrDmgSpanner, gpGlobals->v_forward, &tr, DMG_CLUB);
}
else
{
// subsequent swings do half
pEntity->TraceAttack(m_pPlayer->pev, gSkillData.plrDmgSpanner / 2, gpGlobals->v_forward, &tr, DMG_CLUB);
}
ApplyMultiDamage(m_pPlayer->pev, m_pPlayer->pev);
// play thwack, smack, or dong sound
float flVol = 1.0;
int fHitWorld = TRUE;
if (pEntity)
{
if (pEntity->Classify() != CLASS_NONE && pEntity->Classify() != CLASS_MACHINE)
{
// Skeletons make different hit sounds.
if (pEntity->Classify() == CLASS_SKELETON)
{
// play thwack or smack sound
switch (RANDOM_LONG(0, 2))
{
case 0:
EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_ITEM, "kelly/cbar_hitkelly1.wav", 1, ATTN_NORM); break;
case 1:
EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_ITEM, "kelly/cbar_hitkelly2.wav", 1, ATTN_NORM); break;
case 2:
EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_ITEM, "kelly/cbar_hitkelly3.wav", 1, ATTN_NORM); break;
}
}
else
{
// play thwack or smack sound
switch (RANDOM_LONG(0, 2))
{
case 0:
EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/cbar_hitbod1.wav", 1, ATTN_NORM); break;
case 1:
EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/cbar_hitbod2.wav", 1, ATTN_NORM); break;
case 2:
EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/cbar_hitbod3.wav", 1, ATTN_NORM); break;
}
}
m_pPlayer->m_iWeaponVolume = SPANNER_BODYHIT_VOLUME;
if (!pEntity->IsAlive())
return TRUE;
else
flVol = 0.1;
fHitWorld = FALSE;
}
}
// play texture hit sound
// UNDONE: Calculate the correct point of intersection when we hit with the hull instead of the line
if (fHitWorld)
{
float fvolbar = TEXTURETYPE_PlaySound(&tr, vecSrc, vecSrc + (vecEnd - vecSrc) * 2, BULLET_PLAYER_CROWBAR);
if (g_pGameRules->IsMultiplayer())
{
// override the volume here, cause we don't play texture sounds in multiplayer,
// and fvolbar is going to be 0 from the above call.
fvolbar = 1;
}
// also play crowbar strike
switch (RANDOM_LONG(0, 1))
{
case 0:
EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/cbar_hit1.wav", fvolbar, ATTN_NORM, 0, 98 + RANDOM_LONG(0, 3));
break;
case 1:
EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/cbar_hit2.wav", fvolbar, ATTN_NORM, 0, 98 + RANDOM_LONG(0, 3));
break;
}
// delay the decal a bit
m_trHit = tr;
}
m_pPlayer->m_iWeaponVolume = flVol * SPANNER_WALLHIT_VOLUME;
#endif
m_flNextPrimaryAttack = GetNextAttackDelay(0.2); // 0.25
SetThink(&CSpanner::Smack);
pev->nextthink = UTIL_WeaponTimeBase() + 0.2;
}
return fDidHit;
}