Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 
 

391 lines
9.6 KiB

/***
*
* Copyright (c) 1996-2002, 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 FOTN_BODYHIT_VOLUME 128
#define FOTN_WALLHIT_VOLUME 512
#define FOTN_DELAY 0.5f //1.5 Seconds
LINK_ENTITY_TO_CLASS( weapon_fotn, CFOTN );
enum gauss_e {
FOTN_IDLE = 0,
FOTN_IDLELONG,
FOTN_LPUNCH,
FOTN_RPUNCH,
FOTN_DEPLOY,
FOTN_HOLSTER,
FOTN_BASEFIST
};
void CFOTN::Spawn( )
{
Precache( );
m_iId = WEAPON_FOTN;
SET_MODEL(ENT(pev), "models/w_fotn.mdl");
m_iClip = -1;
FallInit();// get ready to fall down.
}
void CFOTN::Precache( void )
{
PRECACHE_MODEL("models/v_fotn.mdl");
PRECACHE_MODEL("models/w_fotn.mdl");
PRECACHE_MODEL("models/p_fotn.mdl");
PRECACHE_SOUND("weapons/fotn_hit1.wav");
PRECACHE_SOUND("weapons/fotn_hit2.wav");
PRECACHE_SOUND("weapons/cbar_hitbod1.wav");
PRECACHE_SOUND("weapons/cbar_hitbod2.wav");
PRECACHE_SOUND("weapons/cbar_hitbod3.wav");
PRECACHE_SOUND("weapons/fotn_start.wav");
PRECACHE_SOUND("weapons/fotn_wata.wav");
PRECACHE_SOUND("weapons/cbar_miss1.wav");
PRECACHE_SOUND("weapons/fotn_atat1.wav");
PRECACHE_SOUND("weapons/fotn_atat2.wav");
PRECACHE_SOUND("weapons/fotn_atat3.wav");
PRECACHE_SOUND("weapons/fotn_atat4.wav");
PRECACHE_SOUND("weapons/fotn_omae.wav");
flAhDelay = gpGlobals->time; //Ah immedately.
m_usFOTN = PRECACHE_EVENT ( 1, "events/fotns.sc" );
}
int CFOTN::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_FOTN;
p->iWeight = BEAMKATANA_WEIGHT;
return 1;
}
int CFOTN::AddToPlayer( CBasePlayer *pPlayer )
{
if( CBasePlayerWeapon::AddToPlayer( pPlayer ) )
{
MESSAGE_BEGIN( MSG_ONE, gmsgWeapPickup, NULL, pPlayer->pev );
WRITE_BYTE( m_iId );
MESSAGE_END();
return TRUE;
}
return FALSE;
}
BOOL CFOTN::Deploy( )
{
EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/fotn_omae.wav", 1, ATTN_NORM);
return DefaultDeploy( "models/v_fotn.mdl", "models/p_fotn.mdl", FOTN_DEPLOY, "crowbar" );
}
void CFOTN::Holster( int skiplocal /* = 0 */ )
{
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5f;
SendWeaponAnim( FOTN_HOLSTER );
}
void FindGullIntersection( const Vector &vecSrc, TraceResult &tr, float *mins, float *maxs, edict_t *pEntity )
{
int i, j, k;
float distance;
float *minmaxs[2] = {mins, maxs};
TraceResult tmpTrace;
Vector vecHullEnd = tr.vecEndPos;
Vector vecEnd;
distance = 1e6f;
vecHullEnd = vecSrc + ((vecHullEnd - vecSrc)*2);
UTIL_TraceLine( vecSrc, vecHullEnd, dont_ignore_monsters, pEntity, &tmpTrace );
if ( tmpTrace.flFraction < 1.0f )
{
tr = tmpTrace;
return;
}
for ( i = 0; i < 2; i++ )
{
for ( j = 0; j < 2; j++ )
{
for ( k = 0; k < 2; k++ )
{
vecEnd.x = vecHullEnd.x + minmaxs[i][0];
vecEnd.y = vecHullEnd.y + minmaxs[j][1];
vecEnd.z = vecHullEnd.z + minmaxs[k][2];
UTIL_TraceLine( vecSrc, vecEnd, dont_ignore_monsters, pEntity, &tmpTrace );
if ( tmpTrace.flFraction < 1.0f )
{
float thisDistance = (tmpTrace.vecEndPos - vecSrc).Length();
if ( thisDistance < distance )
{
tr = tmpTrace;
distance = thisDistance;
}
}
}
}
}
}
void CFOTN::WeaponIdle()
{
if(!flWataDelay)
return;
if (flWataDelay < gpGlobals->time)
{
flWataDelay = 0;
EndAttack();
}
}
void CFOTN::EndAttack()
{
EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/fotn_wata.wav", 1, ATTN_NORM);
}
void CFOTN::PrimaryAttack()
{
if (flAhDelay < gpGlobals->time)
{
EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/fotn_start.wav", 1, ATTN_NORM);
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.3f;
flAhDelay = gpGlobals->time + FOTN_DELAY;
return;
}
else
{
//Play Swing sound
switch(RANDOM_LONG(0,3))
{
case 0: EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/fotn_atat1.wav", 1, ATTN_NORM,0,RANDOM_LONG(90,100)); break;
case 1: EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/fotn_atat2.wav", 1, ATTN_NORM,0,RANDOM_LONG(90,100)); break;
case 2: EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/fotn_atat3.wav", 1, ATTN_NORM,0,RANDOM_LONG(90,100)); break;
case 3: EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/fotn_atat4.wav", 1, ATTN_NORM,0,RANDOM_LONG(90,100)); break;
}
}
flAhDelay = gpGlobals->time + FOTN_DELAY;
flWataDelay = flAhDelay;
if (! Swing( 1 ))
{
#if !CLIENT_DLL
SetThink( &CFOTN::SwingAgain );
pev->nextthink = gpGlobals->time + 0.12f;
#endif
}
}
void CFOTN::SecondaryAttack()
{
EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/fotn_omae.wav", 1, ATTN_NORM);
SendWeaponAnim( FOTN_IDLELONG );
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 2.5f;
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 2.5f;
}
void CFOTN::Smack( )
{
DecalGunshot( &m_trHit, BULLET_PLAYER_FOTN );
}
void CFOTN::SwingAgain( void )
{
Swing( 0 );
}
int CFOTN::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 );
#if !CLIENT_DLL
if ( tr.flFraction >= 1.0f )
{
UTIL_TraceHull( vecSrc, vecEnd, dont_ignore_monsters, head_hull, ENT( m_pPlayer->pev ), &tr );
if ( tr.flFraction < 1.0f )
{
// 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() )
FindGullIntersection( 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
if (fFirst)
{
PLAYBACK_EVENT_FULL( FEV_NOTHOST, m_pPlayer->edict(), m_usFOTN,
0.0, g_vecZero, g_vecZero, 0, 0, 0,
0.0, 0, 0.0 );
}
if ( tr.flFraction >= 1.0f )
{
if (fFirst)
{
// miss
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.12f;
// player "shoot" animation
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
}
}
else
{
SendWeaponAnim( FOTN_LPUNCH );
// player "shoot" animation
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
#if !CLIENT_DLL
// hit
fDidHit = TRUE;
CBaseEntity *pEntity = CBaseEntity::Instance(tr.pHit);
// play thwack, smack, or dong sound
float flVol = 1.0;
int fHitWorld = TRUE;
if( pEntity )
{
ClearMultiDamage( );
// If building with the clientside weapon prediction system,
// UTIL_WeaponTimeBase() is always 0 and m_flNextPrimaryAttack is >= -1.0f, thus making
// m_flNextPrimaryAttack + 1 < UTIL_WeaponTimeBase() always evaluate to false.
#ifdef CLIENT_WEAPONS
if( ( m_flNextPrimaryAttack + 1 == UTIL_WeaponTimeBase() ) || g_pGameRules->IsMultiplayer() )
#else
if( ( m_flNextPrimaryAttack + 1 < UTIL_WeaponTimeBase() ) || g_pGameRules->IsMultiplayer() )
#endif
{
// first swing does full damage
pEntity->TraceAttack(m_pPlayer->pev, gSkillData.plrDmgFOTN, gpGlobals->v_forward, &tr, DMG_CLUB );
}
else
{
// subsequent swings do half
pEntity->TraceAttack(m_pPlayer->pev, gSkillData.plrDmgFOTN / 2, gpGlobals->v_forward, &tr, DMG_CLUB );
}
ApplyMultiDamage( m_pPlayer->pev, m_pPlayer->pev );
if ( pEntity->Classify() != CLASS_NONE && pEntity->Classify() != CLASS_MACHINE )
{
// play thwack or smack sound
switch( RANDOM_LONG(0,2) )
{
case 0:
EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/cbar_hitbod1.wav", .3, ATTN_NORM); break;
case 1:
EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/cbar_hitbod2.wav", .3, ATTN_NORM); break;
case 2:
EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/cbar_hitbod3.wav", .3, ATTN_NORM); break;
}
m_pPlayer->m_iWeaponVolume = FOTN_BODYHIT_VOLUME;
if ( !pEntity->IsAlive() )
{
#if CROWBAR_FIX_RAPID_CROWBAR
m_flNextPrimaryAttack = GetNextAttackDelay(0.12);
#endif
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_FOTN);
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 fotn strike
switch( RANDOM_LONG(0,1) )
{
case 0:
EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/fotn_hit1.wav", fvolbar, ATTN_NORM, 0, 98 + RANDOM_LONG(0,3));
break;
case 1:
EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/fotn_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 * FOTN_WALLHIT_VOLUME;
SetThink( &CFOTN::Smack );
pev->nextthink = gpGlobals->time + 0.18f;
#endif
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.12f;
}
return fDidHit;
}