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275 lines
6.9 KiB
275 lines
6.9 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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#define SPANNER_BODYHIT_VOLUME 128 |
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#define SPANNER_WALLHIT_VOLUME 512 |
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void FindHullIntersection(const Vector &vecSrc, TraceResult &tr, float *mins, float *maxs, edict_t *pEntity); |
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LINK_ENTITY_TO_CLASS(weapon_th_spanner, CSpanner); |
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enum spanner_e { |
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SPANNER_IDLE = 0, |
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SPANNER_ATTACK1, |
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SPANNER_ATTACK2, |
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SPANNER_USE, |
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SPANNER_DRAW, |
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SPANNER_HOLSTER, |
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}; |
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void CSpanner::Spawn() |
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{ |
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Precache(); |
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m_iId = WEAPON_SPANNER; |
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SET_MODEL(ENT(pev), "models/backpack.mdl"); |
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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 CSpanner::Precache(void) |
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{ |
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PRECACHE_MODEL("models/v_tfc_spanner.mdl"); |
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PRECACHE_MODEL("models/backpack.mdl"); |
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PRECACHE_MODEL("models/p_spanner.mdl"); |
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PRECACHE_SOUND("weapons/cbar_hit1.wav"); |
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PRECACHE_SOUND("weapons/cbar_hit2.wav"); |
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PRECACHE_SOUND("weapons/cbar_hitbod1.wav"); |
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PRECACHE_SOUND("weapons/cbar_hitbod2.wav"); |
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PRECACHE_SOUND("weapons/cbar_hitbod3.wav"); |
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PRECACHE_SOUND("weapons/cbar_miss1.wav"); |
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PRECACHE_SOUND("kelly/cbar_hitkelly1.wav"); |
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PRECACHE_SOUND("kelly/cbar_hitkelly2.wav"); |
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PRECACHE_SOUND("kelly/cbar_hitkelly3.wav"); |
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m_usSpanner = PRECACHE_EVENT(1, "events/spanner.sc"); |
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} |
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int CSpanner::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 = 2; |
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p->iId = WEAPON_SPANNER; |
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p->iWeight = SPANNER_WEIGHT; |
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return 1; |
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} |
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BOOL CSpanner::Deploy() |
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{ |
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return DefaultDeploy("models/v_tfc_spanner.mdl", "models/p_spanner.mdl", SPANNER_DRAW, "spanner"); |
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} |
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void CSpanner::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(SPANNER_HOLSTER); |
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} |
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void CSpanner::PrimaryAttack() |
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{ |
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if (!Swing(1)) |
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{ |
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SetThink(&CSpanner::SwingAgain); |
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pev->nextthink = gpGlobals->time + 0.1; |
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} |
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} |
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int CSpanner::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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#ifndef 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_usSpanner, |
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0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0, 0, 0, |
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0.0, 0, 0.0); |
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if (tr.flFraction >= 1.0) |
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{ |
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if (fFirst) |
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{ |
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// miss |
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m_flNextPrimaryAttack = GetNextAttackDelay(0.38); // 0.5 |
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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) |
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{ |
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case 0: |
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SendWeaponAnim(SPANNER_ATTACK1); break; |
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case 1: |
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SendWeaponAnim(SPANNER_ATTACK2); 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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#ifndef 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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ClearMultiDamage(); |
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if ((m_flNextPrimaryAttack + 1 < UTIL_WeaponTimeBase()) || g_pGameRules->IsMultiplayer()) |
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{ |
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// first swing does full damage |
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pEntity->TraceAttack(m_pPlayer->pev, gSkillData.plrDmgSpanner, gpGlobals->v_forward, &tr, DMG_CLUB); |
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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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pEntity->TraceAttack(m_pPlayer->pev, gSkillData.plrDmgSpanner / 2, gpGlobals->v_forward, &tr, DMG_CLUB); |
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} |
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ApplyMultiDamage(m_pPlayer->pev, m_pPlayer->pev); |
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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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// Skeletons make different hit sounds. |
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if (pEntity->Classify() == CLASS_SKELETON) |
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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, "kelly/cbar_hitkelly1.wav", 1, ATTN_NORM); break; |
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case 1: |
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EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_ITEM, "kelly/cbar_hitkelly2.wav", 1, ATTN_NORM); break; |
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case 2: |
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EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_ITEM, "kelly/cbar_hitkelly3.wav", 1, ATTN_NORM); break; |
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} |
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} |
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else |
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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/cbar_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/cbar_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/cbar_hitbod3.wav", 1, ATTN_NORM); break; |
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} |
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} |
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m_pPlayer->m_iWeaponVolume = SPANNER_BODYHIT_VOLUME; |
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if (!pEntity->IsAlive()) |
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return TRUE; |
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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 crowbar 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/cbar_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/cbar_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 = flVol * SPANNER_WALLHIT_VOLUME; |
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#endif |
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m_flNextPrimaryAttack = GetNextAttackDelay(0.2); // 0.25 |
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SetThink(&CSpanner::Smack); |
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pev->nextthink = UTIL_WeaponTimeBase() + 0.2; |
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} |
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return fDidHit; |
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} |
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