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762 lines
18 KiB
762 lines
18 KiB
/*** |
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Created by Solexid |
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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 "player.h" |
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#include "monsters.h" |
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#include "soundent.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 GRAV_BEAM_SPRITE_PRIMARY_VOLUME 30 |
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#define GRAV_BEAM_SPRITE "sprites/xbeam3.spr" |
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#define GRAV_FLARE_SPRITE "sprites/hotglow.spr" |
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#define GRAV_SOUND_OFF "buttons/latchunlocked1.wav" |
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#define GRAV_SOUND_RUN "weapons/mine_activate.wav" |
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#define GRAV_SOUND_FAILRUN "houndeye/he_die3.wav" |
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#define GRAV_SOUND_STARTUP "weapons/gauss2.wav" |
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#define EGON_SWITCH_NARROW_TIME 0.75 // Time it takes to switch fire modes |
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enum gauss_e { |
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GAUSS_IDLE = 0, |
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GAUSS_IDLE2, |
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GAUSS_FIDGET, |
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GAUSS_SPINUP, |
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GAUSS_SPIN, |
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GAUSS_FIRE, |
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GAUSS_FIRE2, |
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GAUSS_HOLSTER, |
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GAUSS_DRAW |
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}; |
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class CGrav : public CBasePlayerWeapon |
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{ |
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public: |
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void Spawn(void); |
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void Precache(void); |
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int iItemSlot(void) { return 4; } |
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int GetItemInfo(ItemInfo *p); |
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int AddToPlayer(CBasePlayer *pPlayer); |
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int m_iStage; |
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BOOL Deploy(void); |
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void Holster(int skiplocal = 0); |
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int m_iGrabFailures; |
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EHANDLE m_hAimentEntity; |
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void UpdateEffect(const Vector &startPoint, const Vector &endPoint, float timeBlend); |
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CBaseEntity * TraceForward(CBaseEntity *pMe, float radius); |
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void CreateEffect(void); |
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void DestroyEffect(void); |
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void EndAttack(void); |
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void Attack(void); |
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void Attack2(void); |
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void PrimaryAttack(void); |
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void SecondaryAttack(void); |
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void WeaponIdle(void); |
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void Pull(CBaseEntity* ent, float force); |
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void GravAnim(int iAnim, int skiplocal, int body); |
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CBaseEntity *GetCrossEnt( Vector gunpos, Vector aim, float radius ); |
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float m_flNextGravgunAttack; |
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float m_flAmmoUseTime;// since we use < 1 point of ammo per update, we subtract ammo on a timer. |
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void GrabThink(void); |
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float Fire(const Vector &vecOrigSrc, const Vector &vecDir); |
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BOOL HasAmmo(void); |
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enum GRAV_FIREMODE { FIRE_NARROW, FIRE_WIDE }; |
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CBeam *m_pBeam; |
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CBeam *m_pNoise; |
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CSprite *m_pSprite; |
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virtual BOOL UseDecrement(void) |
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{ |
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return false; |
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} |
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private: |
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float m_shootTime; |
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GRAV_FIREMODE m_fireMode; |
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float m_shakeTime; |
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BOOL m_deployed; |
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float m_fPushSpeed; |
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}; |
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LINK_ENTITY_TO_CLASS(weapon_gravgun, CGrav); |
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void CGrav::Spawn() |
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{ |
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pev->classname = MAKE_STRING("weapon_gravgun"); // hack to allow for old names |
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Precache(); |
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m_iId = WEAPON_GRAVGUN; |
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SET_MODEL(ENT(pev), "models/w_gravcannon.mdl"); |
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m_iClip = -1; |
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m_iDefaultAmmo = -1; |
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FallInit();// get ready to fall down. |
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} |
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void CGrav::Precache(void) |
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{ |
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PRECACHE_MODEL("models/w_gravcannon.mdl"); |
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PRECACHE_MODEL("models/v_gravcannon.mdl"); |
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PRECACHE_MODEL("models/p_gravcannon.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(GRAV_SOUND_OFF); |
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PRECACHE_SOUND(GRAV_SOUND_RUN); |
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PRECACHE_SOUND(GRAV_SOUND_FAILRUN); |
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PRECACHE_SOUND(GRAV_SOUND_STARTUP); |
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PRECACHE_MODEL(GRAV_BEAM_SPRITE); |
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PRECACHE_MODEL("sprites/hotglow.spr"); |
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PRECACHE_SOUND("weapons/357_cock1.wav"); |
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} |
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BOOL CGrav::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_gravcannon.mdl", "models/p_gravcannon.mdl", GAUSS_DRAW, "gauss"); |
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} |
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int CGrav::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 CGrav::Holster(int skiplocal /* = 0 */) |
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{ |
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SetThink(NULL); |
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if (m_hAimentEntity) { m_hAimentEntity->pev->velocity = Vector(0, 0, 0); } |
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m_hAimentEntity = NULL; |
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EndAttack(); |
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m_iStage = 0; |
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m_flNextGravgunAttack = gpGlobals->time + 0.5; |
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m_pPlayer->m_flNextAttack = gpGlobals->time + 0.5; |
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GravAnim(GAUSS_HOLSTER,0,0); |
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SetThink(NULL); |
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} |
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int CGrav::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 = m_iId = WEAPON_GRAVGUN; |
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p->iFlags = 0; |
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p->iWeight = 20; |
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return 1; |
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} |
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BOOL CGrav::HasAmmo(void) |
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{ |
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return TRUE; |
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} |
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void CGrav::Attack(void) |
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{ |
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pev->nextthink = gpGlobals->time + 1.1; |
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m_flNextGravgunAttack - gpGlobals->time + 0.5; |
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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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switch (m_fireState) |
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{ |
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case FIRE_OFF: |
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{ |
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m_fireMode = FIRE_WIDE; |
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GravAnim(GAUSS_FIRE2, 1, 0); |
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m_pPlayer->m_iWeaponVolume = 20; |
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m_flTimeWeaponIdle = gpGlobals->time + 0.04; |
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pev->fuser1 = gpGlobals->time + 0.1; |
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m_iStage = 0; |
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m_fireState = FIRE_CHARGE; |
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} |
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break; |
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case FIRE_CHARGE: |
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{ |
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float dist = Fire(vecSrc, vecAiming); |
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m_pPlayer->m_iWeaponVolume = 20; |
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if (pev->fuser1 <= gpGlobals->time) |
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{ |
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GravAnim(GAUSS_SPIN, 1, 0); |
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pev->fuser1 = 1000; |
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SetThink(NULL); |
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} |
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//CBaseEntity* crosent = TraceForward(m_pPlayer, 1000); |
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CBaseEntity* crossent = m_hAimentEntity; |
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m_hAimentEntity = NULL; |
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if( !crossent ) |
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crossent = GetCrossEnt(vecSrc, gpGlobals->v_forward, dist + 30); |
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if( !crossent || !( m_fPushSpeed = crossent->TouchGravGun(m_pPlayer,3) ) ) |
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crossent = TraceForward(m_pPlayer, 1000); |
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if(crossent && (m_fPushSpeed = crossent->TouchGravGun(m_pPlayer,3) ) ) |
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{ |
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m_flNextGravgunAttack = gpGlobals->time + 0.8; |
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DestroyEffect(); |
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m_fireMode = FIRE_WIDE; |
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Vector origin = crossent->pev->origin; |
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if(crossent->IsBSPModel()) |
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origin = VecBModelOrigin( crossent->pev ); |
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UpdateEffect( vecSrc, origin, 1 ); |
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EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, GRAV_SOUND_STARTUP, 0.1, ATTN_NORM, 0, 70 + RANDOM_LONG(0, 34)); |
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//if (crosent->pev->flags& FL_ONGROUND) { pev->velocity = pev->velocity * 0.95; }; |
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//crossent->TouchGravGun(m_pPlayer,3); |
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Vector pusher = vecAiming; |
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pusher.x = pusher.x * m_fPushSpeed; |
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pusher.y = pusher.y * m_fPushSpeed; |
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pusher.z = pusher.z * m_fPushSpeed * 0.7; |
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crossent->pev->velocity = pusher+m_pPlayer->pev->velocity; |
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} |
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else |
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{ |
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EMIT_SOUND(ENT(pev), CHAN_WEAPON, "gravgun/dry.wav", 0.6, ATTN_NORM); |
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crossent = NULL; |
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} |
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if (gpGlobals->time >= m_flNextGravgunAttack) |
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{ |
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m_flNextGravgunAttack = gpGlobals->time + 0.7; |
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EndAttack(); |
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} |
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} |
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m_flNextGravgunAttack = gpGlobals->time + 0.5; |
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pev->nextthink = gpGlobals->time + 0.2; |
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SetThink( &CGrav::DestroyEffect ); |
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break; |
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} |
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} |
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void CGrav::GravAnim(int iAnim, int skiplocal, int body) |
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{ |
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m_pPlayer->pev->weaponanim = iAnim; |
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MESSAGE_BEGIN(MSG_ONE, SVC_WEAPONANIM, NULL, m_pPlayer->pev); |
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WRITE_BYTE(iAnim); // sequence number |
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WRITE_BYTE(pev->body); // weaponmodel bodygroup. |
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MESSAGE_END(); |
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} |
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void CGrav::Attack2(void) |
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{ |
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//if (temp) { temp = NULL; } |
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//if(temp) return; |
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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 vecAiming = UTIL_GetAimVector(m_pPlayer->edict(), 1000); |
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Vector vecSrc = m_pPlayer->GetGunPosition(); |
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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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GravAnim(GAUSS_FIRE, 1, 0); |
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m_pPlayer->m_iWeaponVolume = 20; |
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m_fireState = FIRE_CHARGE; |
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m_fireMode = FIRE_WIDE; |
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} |
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break; |
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case FIRE_CHARGE: |
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{ |
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float dist = Fire(vecSrc, vecAiming) + 30; |
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m_flNextGravgunAttack = gpGlobals->time + 0.1; |
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//ALERT( at_console, "dist: %f\n", dist ); |
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m_pPlayer->m_iWeaponVolume = 100; |
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if (pev->fuser1 <= gpGlobals->time) |
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{ |
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pev->fuser1 = 1000; |
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} |
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//CBaseEntity* crossent = TraceForward(m_pPlayer,500); |
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CBaseEntity* crossent = GetCrossEnt(vecSrc, gpGlobals->v_forward, dist ); |
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if( !crossent || !(m_fPushSpeed = crossent->TouchGravGun(m_pPlayer,0)) ) |
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{ |
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crossent = TraceForward(m_pPlayer, 1000); |
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if( !crossent ) |
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EMIT_SOUND(ENT(pev), CHAN_WEAPON, "gravgun/dry.wav", 0.3, ATTN_NORM); |
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else if( !(m_fPushSpeed = crossent->TouchGravGun(m_pPlayer,0)) ) |
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{ |
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EMIT_SOUND(ENT(pev), CHAN_WEAPON, GRAV_SOUND_FAILRUN, 0.3, ATTN_NORM); |
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crossent = NULL; |
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} |
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} |
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if ( crossent ){ |
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if(m_fireMode != FIRE_NARROW) |
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DestroyEffect(); |
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m_fireMode = FIRE_NARROW; |
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Vector origin = crossent->pev->origin; |
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if(crossent->IsBSPModel()) |
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origin = VecBModelOrigin( crossent->pev ); |
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UpdateEffect( vecSrc, origin, 1 ); |
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EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, "gravgun/pickup.wav", 0.6, ATTN_NORM, 0, 70 + RANDOM_LONG(0, 34)); |
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if(crossent->TouchGravGun(m_pPlayer, 0)) |
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{ |
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m_hAimentEntity = crossent; |
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Pull(crossent,5); |
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GravAnim(GAUSS_SPIN, 0, 0); |
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} |
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} |
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else |
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{ |
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if( m_fireMode == FIRE_NARROW ) |
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DestroyEffect(); |
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m_fireMode = FIRE_WIDE; |
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} |
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} |
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break; |
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} |
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} |
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CBaseEntity *CGrav::GetCrossEnt( Vector gunpos, Vector aim, float radius ) |
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{ |
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edict_t *pEdict = g_engfuncs.pfnPEntityOfEntIndex( 1 ); |
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edict_t *pClosest = NULL; |
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Vector vecLOS; |
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float flMaxDot = 0.9; |
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float flDot; |
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if ( !pEdict ) |
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return NULL; |
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edict_t *player = m_pPlayer->edict(); |
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// uncomment this for profiling |
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// int tracecount = 0; |
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for ( int i = 1; i < gpGlobals->maxEntities; i++, pEdict++ ) |
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{ |
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if ( pEdict->free ) // Not in use |
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continue; |
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if( pEdict->v.solid == SOLID_BSP || pEdict->v.movetype == MOVETYPE_PUSHSTEP ) |
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continue; //bsp models will be found by trace later |
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Vector origin = VecBModelOrigin(&pEdict->v); |
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vecLOS = origin - gunpos; |
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// too far, ignore it now |
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if( vecLOS.Length() > radius ) |
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continue; |
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// ignore player |
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if( pEdict == player ) |
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continue; |
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//ALERT( at_console, "len: %f\n", vecLOS.Length() ); |
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vecLOS = UTIL_ClampVectorToBox(vecLOS, pEdict->v.size * 0.5); |
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flDot = DotProduct(vecLOS, aim); |
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if (flDot <= flMaxDot) |
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continue; |
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//tracecount++; |
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TraceResult tr; |
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UTIL_TraceLine(gunpos, origin, missile, player, &tr); |
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if( ( tr.vecEndPos - gunpos ).Length() + 30 < (origin - gunpos).Length()) |
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continue; |
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pClosest = pEdict; |
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flMaxDot = flDot; |
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} |
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//ALERT( at_console, "tracecount: %d\n", tracecount ); |
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return CBaseEntity::Instance(pClosest); |
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} |
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CBaseEntity* CGrav::TraceForward(CBaseEntity *pMe,float radius) |
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{ |
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TraceResult tr; |
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UTIL_MakeVectors(pMe->pev->v_angle); |
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UTIL_TraceLine(pMe->pev->origin + pMe->pev->view_ofs, pMe->pev->origin + pMe->pev->view_ofs + gpGlobals->v_forward * radius, missile, pMe->edict(), &tr); |
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if( tr.flFraction != 1.0 && !FNullEnt(tr.pHit) ) |
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return CBaseEntity::Instance(tr.pHit); |
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return NULL; |
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} |
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//Used for prop grab and |
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void CGrav::GrabThink() |
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{ |
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if (( m_iGrabFailures < 50 )&& m_hAimentEntity ) |
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{ |
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Vector origin = m_hAimentEntity->pev->origin; |
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if( m_hAimentEntity->IsBSPModel() ) |
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origin = VecBModelOrigin(m_hAimentEntity->pev ); |
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if( ( origin - m_pPlayer->pev->origin).Length() > 150 ) |
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m_iGrabFailures++; |
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else |
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m_iGrabFailures = 0; |
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UpdateEffect(pev->origin, origin, 1); |
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Pull(m_hAimentEntity, 100); |
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pev->nextthink = gpGlobals->time + 0.001; |
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} |
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else{ |
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EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, GRAV_SOUND_OFF, 1, ATTN_NORM, 0, 70 + RANDOM_LONG(0, 34)); |
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m_iGrabFailures = 0; |
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SetThink(NULL); |
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if(m_hAimentEntity) |
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{ |
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m_hAimentEntity->pev->velocity = Vector(0,0,0); |
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m_hAimentEntity = NULL; |
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} |
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EndAttack(); |
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m_iStage = 0; |
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} |
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} |
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void CGrav::Pull(CBaseEntity* ent,float force) |
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{ |
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Vector origin = ent->pev->origin; |
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if( ent->IsBSPModel()) |
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origin = VecBModelOrigin(ent->pev); |
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UTIL_MakeVectors(m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle); |
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Vector target = m_pPlayer->pev->origin + gpGlobals->v_forward * 75; |
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target.z += 32; |
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if ((target - origin).Length() > 60){ |
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target = m_pPlayer->pev->origin + gpGlobals->v_forward * 110 ; |
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target.z += 60; |
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//ALERT(at_console, "%s 1 %d : %f\n", STRING(ent->pev->classname), m_iStage, ((target - VecBModelOrigin(ent->pev)).Length())); |
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if( !m_iStage ) |
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{ |
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ent->pev->velocity = (target - origin).Normalize()*300; |
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pev->velocity.z += 10; |
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if( (target - origin).Length() < 150 ) |
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{ |
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m_iStage = 1; |
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SetThink( &CGrav::GrabThink ); |
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pev->nextthink = gpGlobals->time + 0.001; |
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ent->TouchGravGun(m_pPlayer, 1); |
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} |
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} |
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else |
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{ |
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ent->pev->velocity = (target - origin).Normalize()*550; |
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pev->velocity.z += 15; |
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} |
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//ent->pev->velocity = ent->pev->velocity + m_pPlayer->pev->velocity; |
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///// |
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#ifdef BEAMS |
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CBeam* m_pBeam1 = CBeam::BeamCreate(GRAV_BEAM_SPRITE, 40); |
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m_pBeam1->SetFlags(BEAM_FSHADEOUT); |
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m_pBeam1->pev->spawnflags |= SF_BEAM_TEMPORARY; // Flag these to be destroyed on save/restore or level transition |
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m_pBeam1->pev->flags |= FL_SKIPLOCALHOST; |
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m_pBeam1->pev->owner = m_pPlayer->edict(); |
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m_pBeam1->SetStartPos(target); |
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m_pBeam1->SetEndPos(VecBModelOrigin(ent->pev)); |
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m_pBeam1->SetWidth(40 - (1 * 20)); |
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m_pBeam1->SetBrightness(130); |
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#endif // BEAMS |
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///// |
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//ALERT(at_console, "%s 2: %f\n", STRING(ent->pev->classname), m_iStage, ent->pev->velocity.Length()); |
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} |
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else if( ent->TouchGravGun(m_pPlayer, 2) ) |
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{ |
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ent->pev->velocity = (target - origin)* 35; |
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if(ent->pev->velocity.Length()>900) |
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ent->pev->velocity = (target - origin).Normalize() * 900; |
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ent->pev->velocity = ent->pev->velocity + m_pPlayer->pev->velocity; |
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m_iStage = 2; |
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SetThink( &CGrav::GrabThink ); |
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pev->nextthink = gpGlobals->time + 0.001; |
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} |
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else |
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{ |
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SetThink(NULL); |
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m_hAimentEntity = NULL; |
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EndAttack(); |
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m_iStage = 0; |
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} |
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} |
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void CGrav::PrimaryAttack(void) |
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{ |
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if (m_flNextGravgunAttack < gpGlobals->time) |
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{ |
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SetThink(NULL); |
|
Attack(); |
|
|
|
} |
|
|
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} |
|
|
|
|
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void CGrav::SecondaryAttack(void) |
|
{ |
|
if (m_flNextGravgunAttack < gpGlobals->time) |
|
{ |
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if (m_iStage) |
|
{ |
|
if( m_fireState != FIRE_OFF ) |
|
{ |
|
return; |
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} |
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//m_fireMode = FIRE_WIDE; |
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EndAttack(); |
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SetThink(NULL); |
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m_flNextGravgunAttack = gpGlobals->time + 0.6; |
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//m_flTimeWeaponIdle = gpGlobals->time + 0.1; |
|
|
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m_iStage = 0; |
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if( m_hAimentEntity ) |
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{ |
|
m_hAimentEntity->pev->velocity = Vector(0,0,0); |
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EMIT_SOUND( ENT( m_hAimentEntity->pev ), CHAN_VOICE, "weapons/357_cock1.wav", 0.8, ATTN_NORM ); |
|
m_hAimentEntity = NULL; |
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} |
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} |
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else { |
|
Attack2(); |
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} |
|
|
|
} |
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} |
|
float CGrav::Fire(const Vector &vecOrigSrc, const Vector &vecDir) |
|
{ |
|
Vector vecDest = vecOrigSrc + vecDir * 2048; |
|
edict_t *pentIgnore; |
|
TraceResult tr; |
|
|
|
pentIgnore = m_pPlayer->edict(); |
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Vector tmpSrc = vecOrigSrc + gpGlobals->v_up * -8 + gpGlobals->v_right * 3; |
|
UTIL_TraceLine(vecOrigSrc, vecDest, dont_ignore_monsters, pentIgnore, &tr); |
|
|
|
if (tr.fAllSolid) |
|
return (tr.vecEndPos - tmpSrc).Length(); |
|
|
|
UpdateEffect(tmpSrc, tr.vecEndPos, 1); |
|
return (tr.vecEndPos - tmpSrc).Length(); |
|
} |
|
|
|
|
|
void CGrav::UpdateEffect(const Vector &startPoint, const Vector &endPoint, float timeBlend) |
|
{ |
|
#ifndef CLIENT_DLL |
|
if (!m_pBeam) |
|
{ |
|
CreateEffect(); |
|
} |
|
|
|
m_pBeam->SetStartPos(endPoint); |
|
m_pBeam->SetBrightness(255 - (timeBlend * 180)); |
|
m_pBeam->SetWidth(40 - (timeBlend * 20)); |
|
|
|
if (m_fireMode == FIRE_WIDE) |
|
m_pBeam->SetColor(100 + (25 * timeBlend), 104 + 80 * fabs(sin(gpGlobals->time * 10)),10 ); |
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else |
|
m_pBeam->SetColor(90 + (25 * timeBlend), 100 + 80 * fabs(sin(gpGlobals->time * 10)), 10+(30 * timeBlend)); |
|
Vector& lel=pev->origin; |
|
lel[0] = 30; |
|
lel[1] = 30; |
|
lel[2] = 30; |
|
|
|
//Vector& ar= m_pPlayer->pev-> origin+ m_pPlayer->pev->view_ofs; |
|
//Vector& al = pev->angles; |
|
|
|
|
|
// UTIL_SetOrigin(m_pSprite->pev, ar); |
|
// m_pSprite->pev->frame += 8 * gpGlobals->frametime; |
|
//if (m_pSprite->pev->frame > m_pSprite->Frames()) |
|
// m_pSprite->pev->frame = 0; |
|
|
|
m_pNoise->SetStartPos(endPoint); |
|
|
|
#endif |
|
|
|
} |
|
|
|
void CGrav::CreateEffect(void) |
|
{ |
|
|
|
#ifndef CLIENT_DLL |
|
DestroyEffect(); |
|
|
|
m_pBeam = CBeam::BeamCreate(GRAV_BEAM_SPRITE, 40); |
|
m_pBeam->PointEntInit(pev->origin, m_pPlayer->entindex()); |
|
m_pBeam->SetFlags(BEAM_FSINE); |
|
m_pBeam->SetEndAttachment(1); |
|
m_pBeam->pev->spawnflags |= SF_BEAM_TEMPORARY; // Flag these to be destroyed on save/restore or level transition |
|
//m_pBeam->pev->flags |= FL_SKIPLOCALHOST; |
|
m_pBeam->pev->owner = m_pPlayer->edict(); |
|
|
|
m_pNoise = CBeam::BeamCreate(GRAV_BEAM_SPRITE, 55); |
|
m_pNoise->PointEntInit(pev->origin, m_pPlayer->entindex()); |
|
m_pNoise->SetScrollRate(3); |
|
m_pNoise->SetBrightness(100); |
|
m_pNoise->SetEndAttachment(1); |
|
m_pNoise->pev->spawnflags |= SF_BEAM_TEMPORARY; |
|
//m_pNoise->pev->flags |= FL_SKIPLOCALHOST; |
|
m_pNoise->pev->owner = m_pPlayer->edict(); |
|
|
|
/*m_pSprite = CSprite::SpriteCreate(GRAV_FLARE_SPRITE, m_pPlayer->GetGunPosition(), TRUE); |
|
m_pSprite->pev->scale = 1.0; |
|
|
|
m_pSprite->SetTransparency(kRenderGlow, 255, 140, 0, 255, kRenderFxPulseFast); |
|
m_pSprite->pev->spawnflags |= SF_SPRITE_TEMPORARY; |
|
m_pSprite->pev->flags |= FL_SKIPLOCALHOST; |
|
m_pSprite->pev->owner = m_pPlayer->edict();*/ |
|
|
|
if (m_fireMode == FIRE_WIDE) |
|
{ |
|
m_pBeam->SetScrollRate(300); |
|
m_pBeam->SetNoise(20); |
|
m_pNoise->SetColor(200, 120, 30); |
|
m_pNoise->SetNoise(8); |
|
} |
|
else |
|
{ |
|
m_pBeam->SetScrollRate(200); |
|
m_pBeam->SetNoise(5); |
|
m_pNoise->SetColor(0, 255, 0); |
|
m_pNoise->SetNoise(2); |
|
EMIT_SOUND_DYN(ENT(m_pBeam->pev), CHAN_VOICE, "gravgun/hold.wav", 0.2, ATTN_NORM, 0, 70 + RANDOM_LONG(0, 34)); |
|
} |
|
#endif |
|
|
|
} |
|
|
|
|
|
void CGrav::DestroyEffect(void) |
|
{ |
|
|
|
#ifndef CLIENT_DLL |
|
if (m_pBeam) |
|
{ |
|
if( m_fireMode == FIRE_NARROW ) |
|
EMIT_SOUND( ENT(m_pBeam->pev), CHAN_VOICE, "gravgun/drop.wav", 0.2, ATTN_NORM ); |
|
UTIL_Remove(m_pBeam); |
|
m_pBeam = NULL; |
|
} |
|
if (m_pNoise) |
|
{ |
|
UTIL_Remove(m_pNoise); |
|
m_pNoise = NULL; |
|
} |
|
if (m_pSprite) |
|
{ |
|
if (m_fireMode == FIRE_WIDE) |
|
m_pSprite->Expand(10, 500); |
|
else |
|
UTIL_Remove(m_pSprite); |
|
m_pSprite = NULL; |
|
} |
|
#endif |
|
|
|
} |
|
|
|
|
|
|
|
void CGrav::WeaponIdle(void) |
|
{ |
|
ResetEmptySound(); |
|
|
|
if (m_flTimeWeaponIdle > gpGlobals->time) |
|
return; |
|
|
|
if (m_fireState != FIRE_OFF) |
|
EndAttack(); |
|
|
|
GravAnim(GAUSS_IDLE, 0, 0); |
|
m_deployed = TRUE; |
|
} |
|
|
|
|
|
|
|
void CGrav::EndAttack(void) |
|
{ |
|
bool bMakeNoise = false; |
|
// if (m_AimentEntity&&m_AimentEntity->pev->velocity.Length() > 100&& (m_AimentEntity->pev->origin-m_pPlayer->pev->origin).Length()<100) { m_AimentEntity->pev->velocity = m_AimentEntity->pev->velocity / 10; } |
|
//ALERT( at_console, "EndAttack()\n"); |
|
if (m_fireState != FIRE_OFF) //Checking the button just in case!. |
|
bMakeNoise = true; |
|
m_flNextGravgunAttack = gpGlobals->time + 0.1; |
|
m_flTimeWeaponIdle = gpGlobals->time + 0.2; |
|
|
|
m_fireState = FIRE_OFF; |
|
|
|
DestroyEffect(); |
|
} |
|
|
|
|
|
|
|
|
|
|