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325 lines
7.9 KiB
325 lines
7.9 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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void FindHullIntersection(const Vector &vecSrc, TraceResult &tr, float *mins, float *maxs, edict_t *pEntity); |
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#define PIPE_BODYHIT_VOLUME 128 |
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#define PIPE_WALLHIT_VOLUME 512 |
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LINK_ENTITY_TO_CLASS(weapon_pipe, CPipe); |
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enum pipe_e { |
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PIPE_IDLE1 = 0, |
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PIPE_DRAW, |
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PIPE_HOLSTER, |
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PIPE_ATTACK1HIT, |
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PIPE_ATTACK1MISS, |
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PIPE_ATTACK2MISS, |
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PIPE_ATTACK2HIT, |
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PIPE_ATTACK3MISS, |
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#ifndef CROWBAR_IDLE_ANIM |
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PIPE_ATTACK3HIT |
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#else |
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PIPE_ATTACK3HIT, |
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PIPE_IDLE2, |
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PIPE_IDLE3 |
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#endif |
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}; |
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void CPipe::Spawn() |
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{ |
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Precache(); |
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m_iId = WEAPON_PIPE; |
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SET_MODEL(ENT(pev), "models/w_pipe.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 CPipe::Precache(void) |
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{ |
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PRECACHE_MODEL( "models/v_pipe.mdl" ); |
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PRECACHE_MODEL( "models/w_pipe.mdl" ); |
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PRECACHE_MODEL( "models/p_pipe.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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m_usPipe = PRECACHE_EVENT( 1, "events/pipe.sc" ); |
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} |
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int CPipe::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_PIPE; |
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p->iWeight = CROWBAR_WEIGHT; |
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return 1; |
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} |
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int CPipe::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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BOOL CPipe::Deploy() |
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{ |
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return DefaultDeploy("models/v_pipe.mdl", "models/p_pipe.mdl", PIPE_DRAW, "pipe"); |
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} |
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void CPipe::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(PIPE_HOLSTER); |
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} |
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void CPipe::PrimaryAttack() |
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{ |
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if (!Swing(1)) |
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{ |
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#ifndef CLIENT_DLL |
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SetThink(&CPipe::SwingAgain); |
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pev->nextthink = gpGlobals->time + 0.5f; |
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#endif |
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} |
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} |
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void CPipe::Smack() |
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{ |
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DecalGunshot( &m_trHit, BULLET_PLAYER_CROWBAR ); |
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} |
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void CPipe::SwingAgain( void ) |
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{ |
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Swing( 0 ); |
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} |
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int CPipe::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_usPipe, |
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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(0.5); |
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#ifdef CROWBAR_IDLE_ANIM |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); |
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#endif |
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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(PIPE_ATTACK1HIT); break; |
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case 1: |
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SendWeaponAnim(PIPE_ATTACK2HIT); break; |
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case 2: |
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SendWeaponAnim(PIPE_ATTACK3HIT); 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 building with the clientside weapon prediction system, |
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// UTIL_WeaponTimeBase() is always 0 and m_flNextPrimaryAttack is >= -1.0f, thus making |
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// m_flNextPrimaryAttack + 1 < UTIL_WeaponTimeBase() always evaluate to false. |
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#ifdef 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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pEntity->TraceAttack(m_pPlayer->pev, gSkillData.plrDmgCrowbar * 2, 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.plrDmgCrowbar, 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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// 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_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/cbar_hitbod1.wav", 1, ATTN_NORM, 0, 100); break; |
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case 1: |
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EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/cbar_hitbod2.wav", 1, ATTN_NORM, 0, 100); break; |
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case 2: |
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EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/cbar_hitbod3.wav", 1, ATTN_NORM, 0, 100); break; |
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} |
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m_pPlayer->m_iWeaponVolume = PIPE_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, 75 + RANDOM_LONG(0, 3)); // 98 |
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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, 75 + RANDOM_LONG(0, 3)); // 98 |
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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 * PIPE_WALLHIT_VOLUME; |
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SetThink(&CPipe::Smack); |
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pev->nextthink = UTIL_WeaponTimeBase() + 0.48; |
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#endif |
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m_flNextPrimaryAttack = GetNextAttackDelay(0.5f); // 0.25f |
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} |
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#ifdef CROWBAR_IDLE_ANIM |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); |
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#endif |
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return fDidHit; |
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} |
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#ifdef CROWBAR_IDLE_ANIM |
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void CPipe::WeaponIdle() |
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{ |
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if( m_flTimeWeaponIdle < UTIL_WeaponTimeBase() ) |
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{ |
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int iAnim; |
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float flRand = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0, 1 ); |
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if( flRand > 0.9 ) |
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{ |
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iAnim = PIPE_IDLE2; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 160.0 / 30.0; |
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} |
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else |
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{ |
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if( flRand > 0.5 ) |
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{ |
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iAnim = PIPE_IDLE1; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 70.0 / 30.0; |
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} |
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else |
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{ |
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iAnim = PIPE_IDLE3; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 160.0 / 30.0; |
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} |
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} |
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SendWeaponAnim( iAnim ); |
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} |
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} |
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#endif
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