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.
480 lines
12 KiB
480 lines
12 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. |
|
* |
|
****/ |
|
#if !defined( OEM_BUILD ) && !defined( HLDEMO_BUILD ) |
|
|
|
#include "extdll.h" |
|
#include "util.h" |
|
#include "cbase.h" |
|
#include "monsters.h" |
|
#include "weapons.h" |
|
#include "nodes.h" |
|
#include "player.h" |
|
#include "gamerules.h" |
|
|
|
enum satchel_state |
|
{ |
|
SATCHEL_IDLE = 0, |
|
SATCHEL_READY, |
|
SATCHEL_RELOAD |
|
}; |
|
|
|
enum satchel_e |
|
{ |
|
SATCHEL_IDLE1 = 0, |
|
SATCHEL_FIDGET1, |
|
SATCHEL_DRAW, |
|
SATCHEL_DROP |
|
}; |
|
|
|
enum satchel_radio_e |
|
{ |
|
SATCHEL_RADIO_IDLE1 = 0, |
|
SATCHEL_RADIO_FIDGET1, |
|
SATCHEL_RADIO_DRAW, |
|
SATCHEL_RADIO_FIRE, |
|
SATCHEL_RADIO_HOLSTER |
|
}; |
|
|
|
class CSatchelCharge : public CGrenade |
|
{ |
|
Vector m_lastBounceOrigin; // Used to fix a bug in engine: when object isn't moving, but its speed isn't 0 and on ground isn't set |
|
void Spawn( void ); |
|
void Precache( void ); |
|
void BounceSound( void ); |
|
|
|
void EXPORT SatchelSlide( CBaseEntity *pOther ); |
|
void EXPORT SatchelThink( void ); |
|
|
|
public: |
|
void Deactivate( void ); |
|
}; |
|
|
|
LINK_ENTITY_TO_CLASS( monster_satchel, CSatchelCharge ) |
|
|
|
//========================================================= |
|
// Deactivate - do whatever it is we do to an orphaned |
|
// satchel when we don't want it in the world anymore. |
|
//========================================================= |
|
void CSatchelCharge::Deactivate( void ) |
|
{ |
|
pev->solid = SOLID_NOT; |
|
UTIL_Remove( this ); |
|
} |
|
|
|
void CSatchelCharge::Spawn( void ) |
|
{ |
|
Precache(); |
|
// motor |
|
pev->movetype = MOVETYPE_BOUNCE; |
|
pev->solid = SOLID_BBOX; |
|
|
|
SET_MODEL( ENT( pev ), "models/w_satchel.mdl" ); |
|
//UTIL_SetSize( pev, Vector( -16, -16, -4 ), Vector( 16, 16, 32 ) ); // Old box -- size of headcrab monsters/players get blocked by this |
|
UTIL_SetSize( pev, Vector( -4, -4, -4 ), Vector( 4, 4, 4 ) ); // Uses point-sized, and can be stepped over |
|
UTIL_SetOrigin( this, pev->origin ); |
|
|
|
SetTouch( &CSatchelCharge::SatchelSlide ); |
|
SetUse(&CSatchelCharge :: DetonateUse ); |
|
SetThink( &CSatchelCharge::SatchelThink ); |
|
SetNextThink( 0.1f ); |
|
|
|
pev->gravity = 0.5f; |
|
pev->friction = 0.8f; |
|
|
|
pev->dmg = gSkillData.plrDmgSatchel; |
|
// ResetSequenceInfo(); |
|
pev->sequence = 1; |
|
} |
|
|
|
void CSatchelCharge::SatchelSlide( CBaseEntity *pOther ) |
|
{ |
|
//entvars_t *pevOther = pOther->pev; |
|
|
|
// don't hit the guy that launched this grenade |
|
if( pOther->edict() == pev->owner ) |
|
return; |
|
|
|
// pev->avelocity = Vector( 300, 300, 300 ); |
|
pev->gravity = 1;// normal gravity now |
|
|
|
// HACKHACK - On ground isn't always set, so look for ground underneath |
|
TraceResult tr; |
|
UTIL_TraceLine( pev->origin, pev->origin - Vector( 0, 0, 10 ), ignore_monsters, edict(), &tr ); |
|
|
|
if( tr.flFraction < 1.0f ) |
|
{ |
|
// add a bit of static friction |
|
pev->velocity = pev->velocity * 0.95; |
|
pev->avelocity = pev->avelocity * 0.9; |
|
// play sliding sound, volume based on velocity |
|
} |
|
if( !( pev->flags & FL_ONGROUND ) && pev->velocity.Length2D() > 10.0f ) |
|
{ |
|
// Fix for a bug in engine: when object isn't moving, but its speed isn't 0 and on ground isn't set |
|
if( pev->origin != m_lastBounceOrigin ) |
|
BounceSound(); |
|
} |
|
m_lastBounceOrigin = pev->origin; |
|
// There is no model animation so commented this out to prevent net traffic |
|
// StudioFrameAdvance(); |
|
} |
|
|
|
void CSatchelCharge::SatchelThink( void ) |
|
{ |
|
//StudioFrameAdvance( ); |
|
SetNextThink( 0.1f ); |
|
|
|
if( !IsInWorld() ) |
|
{ |
|
UTIL_Remove( this ); |
|
return; |
|
} |
|
|
|
if (pev->waterlevel == 3 && pev->watertype != CONTENT_FOG) |
|
{ |
|
pev->movetype = MOVETYPE_FLY; |
|
pev->velocity = pev->velocity * 0.8f; |
|
pev->avelocity = pev->avelocity * 0.9f; |
|
pev->velocity.z += 8; |
|
} |
|
else if (pev->waterlevel == 0 || pev->watertype == CONTENT_FOG) |
|
{ |
|
pev->movetype = MOVETYPE_BOUNCE; |
|
} |
|
else |
|
{ |
|
pev->velocity.z -= 8.0f; |
|
} |
|
} |
|
|
|
void CSatchelCharge::Precache( void ) |
|
{ |
|
PRECACHE_MODEL( "models/w_satchel.mdl" ); |
|
PRECACHE_SOUND( "weapons/g_bounce1.wav" ); |
|
PRECACHE_SOUND( "weapons/g_bounce2.wav" ); |
|
PRECACHE_SOUND( "weapons/g_bounce3.wav" ); |
|
} |
|
|
|
void CSatchelCharge::BounceSound( void ) |
|
{ |
|
switch( RANDOM_LONG( 0, 2 ) ) |
|
{ |
|
case 0: |
|
EMIT_SOUND( ENT( pev ), CHAN_VOICE, "weapons/g_bounce1.wav", 1, ATTN_NORM ); |
|
break; |
|
case 1: |
|
EMIT_SOUND( ENT( pev ), CHAN_VOICE, "weapons/g_bounce2.wav", 1, ATTN_NORM ); |
|
break; |
|
case 2: |
|
EMIT_SOUND( ENT( pev ), CHAN_VOICE, "weapons/g_bounce3.wav", 1, ATTN_NORM ); |
|
break; |
|
} |
|
} |
|
|
|
LINK_ENTITY_TO_CLASS( weapon_satchel, CSatchel ) |
|
|
|
//========================================================= |
|
// CALLED THROUGH the newly-touched weapon's instance. The existing player weapon is pOriginal |
|
//========================================================= |
|
int CSatchel::AddDuplicate( CBasePlayerItem *pOriginal ) |
|
{ |
|
CSatchel *pSatchel; |
|
|
|
#ifdef CLIENT_DLL |
|
if( bIsMultiplayer() ) |
|
#else |
|
if( g_pGameRules->IsMultiplayer() ) |
|
#endif |
|
{ |
|
pSatchel = (CSatchel *)pOriginal; |
|
|
|
if( pSatchel->m_chargeReady != SATCHEL_IDLE ) |
|
{ |
|
// player has some satchels deployed. Refuse to add more. |
|
return FALSE; |
|
} |
|
} |
|
|
|
return CBasePlayerWeapon::AddDuplicate( pOriginal ); |
|
} |
|
|
|
//========================================================= |
|
//========================================================= |
|
int CSatchel::AddToPlayer( CBasePlayer *pPlayer ) |
|
{ |
|
int bResult = CBasePlayerItem::AddToPlayer( pPlayer ); |
|
|
|
pPlayer->pev->weapons |= ( 1 << m_iId ); |
|
m_chargeReady = SATCHEL_IDLE;// this satchel charge weapon now forgets that any satchels are deployed by it. |
|
|
|
if( bResult ) |
|
{ |
|
return AddWeapon(); |
|
} |
|
return FALSE; |
|
} |
|
|
|
void CSatchel::Spawn() |
|
{ |
|
Precache(); |
|
m_iId = WEAPON_SATCHEL; |
|
SET_MODEL( ENT( pev ), "models/w_satchel.mdl" ); |
|
|
|
m_iDefaultAmmo = SATCHEL_DEFAULT_GIVE; |
|
|
|
FallInit();// get ready to fall down. |
|
} |
|
|
|
void CSatchel::Precache( void ) |
|
{ |
|
PRECACHE_MODEL( "models/v_satchel.mdl" ); |
|
PRECACHE_MODEL( "models/v_satchel_radio.mdl" ); |
|
PRECACHE_MODEL( "models/w_satchel.mdl" ); |
|
PRECACHE_MODEL( "models/p_satchel.mdl" ); |
|
PRECACHE_MODEL( "models/p_satchel_radio.mdl" ); |
|
|
|
UTIL_PrecacheOther( "monster_satchel" ); |
|
} |
|
|
|
int CSatchel::GetItemInfo( ItemInfo *p ) |
|
{ |
|
p->pszName = STRING( pev->classname ); |
|
p->pszAmmo1 = "Satchel Charge"; |
|
p->iMaxAmmo1 = SATCHEL_MAX_CARRY; |
|
p->pszAmmo2 = NULL; |
|
p->iMaxAmmo2 = -1; |
|
p->iMaxClip = WEAPON_NOCLIP; |
|
p->iSlot = 4; |
|
p->iPosition = 1; |
|
p->iFlags = ITEM_FLAG_SELECTONEMPTY | ITEM_FLAG_LIMITINWORLD | ITEM_FLAG_EXHAUSTIBLE; |
|
p->iId = m_iId = WEAPON_SATCHEL; |
|
p->iWeight = SATCHEL_WEIGHT; |
|
|
|
return 1; |
|
} |
|
|
|
//========================================================= |
|
//========================================================= |
|
BOOL CSatchel::IsUseable( void ) |
|
{ |
|
return CanDeploy(); |
|
} |
|
|
|
BOOL CSatchel::CanDeploy( void ) |
|
{ |
|
if( m_pPlayer->m_rgAmmo[PrimaryAmmoIndex()] > 0 ) |
|
{ |
|
// player is carrying some satchels |
|
return TRUE; |
|
} |
|
|
|
if( m_chargeReady ) |
|
{ |
|
// player isn't carrying any satchels, but has some out |
|
return TRUE; |
|
} |
|
|
|
return FALSE; |
|
} |
|
|
|
BOOL CSatchel::Deploy() |
|
{ |
|
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.0f; |
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10.0f, 15.0f ); |
|
|
|
if( m_chargeReady ) |
|
return DefaultDeploy( "models/v_satchel_radio.mdl", "models/p_satchel_radio.mdl", SATCHEL_RADIO_DRAW, "hive" ); |
|
else |
|
return DefaultDeploy( "models/v_satchel.mdl", "models/p_satchel.mdl", SATCHEL_DRAW, "trip" ); |
|
|
|
return TRUE; |
|
} |
|
|
|
void CSatchel::Holster( int skiplocal /* = 0 */ ) |
|
{ |
|
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5f; |
|
|
|
if( m_chargeReady ) |
|
{ |
|
SendWeaponAnim( SATCHEL_RADIO_HOLSTER ); |
|
} |
|
else |
|
{ |
|
SendWeaponAnim( SATCHEL_DROP ); |
|
} |
|
EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_WEAPON, "common/null.wav", 1.0f, ATTN_NORM ); |
|
|
|
if( !m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] && m_chargeReady != SATCHEL_READY ) |
|
{ |
|
m_pPlayer->pev->weapons &= ~( 1 << WEAPON_SATCHEL ); |
|
SetThink(&CSatchel:: DestroyItem ); |
|
SetNextThink( 0.1 ); |
|
} |
|
} |
|
|
|
void CSatchel::PrimaryAttack() |
|
{ |
|
switch( m_chargeReady ) |
|
{ |
|
case SATCHEL_IDLE: |
|
{ |
|
Throw(); |
|
} |
|
break; |
|
case SATCHEL_READY: |
|
{ |
|
SendWeaponAnim( SATCHEL_RADIO_FIRE ); |
|
|
|
edict_t *pPlayer = m_pPlayer->edict(); |
|
|
|
CBaseEntity *pSatchel = NULL; |
|
|
|
while( ( pSatchel = UTIL_FindEntityInSphere( pSatchel, m_pPlayer->pev->origin, 4096 ) ) != NULL ) |
|
{ |
|
if( FClassnameIs( pSatchel->pev, "monster_satchel" ) ) |
|
{ |
|
if( pSatchel->pev->owner == pPlayer ) |
|
{ |
|
pSatchel->Use( m_pPlayer, m_pPlayer, USE_ON, 0 ); |
|
} |
|
} |
|
} |
|
|
|
m_chargeReady = SATCHEL_RELOAD; |
|
m_flNextPrimaryAttack = GetNextAttackDelay( 0.5f ); |
|
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.5f; |
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.5f; |
|
break; |
|
} |
|
case SATCHEL_RELOAD: |
|
// we're reloading, don't allow fire |
|
break; |
|
} |
|
} |
|
|
|
void CSatchel::SecondaryAttack( void ) |
|
{ |
|
if( m_chargeReady != SATCHEL_RELOAD ) |
|
{ |
|
Throw(); |
|
} |
|
} |
|
|
|
void CSatchel::Throw( void ) |
|
{ |
|
if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] ) |
|
{ |
|
#ifndef CLIENT_DLL |
|
Vector vecSrc = m_pPlayer->pev->origin; |
|
|
|
Vector vecThrow = gpGlobals->v_forward * 274 + m_pPlayer->pev->velocity; |
|
|
|
CBaseEntity *pSatchel = Create( "monster_satchel", vecSrc, Vector( 0, 0, 0 ), m_pPlayer->edict() ); |
|
pSatchel->pev->velocity = vecThrow; |
|
pSatchel->pev->avelocity.y = 400; |
|
|
|
m_pPlayer->pev->viewmodel = MAKE_STRING( "models/v_satchel_radio.mdl" ); |
|
m_pPlayer->pev->weaponmodel = MAKE_STRING( "models/p_satchel_radio.mdl" ); |
|
#else |
|
LoadVModel( "models/v_satchel_radio.mdl", m_pPlayer ); |
|
#endif |
|
|
|
SendWeaponAnim( SATCHEL_RADIO_DRAW ); |
|
|
|
// player "shoot" animation |
|
m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); |
|
|
|
m_chargeReady = SATCHEL_READY; |
|
|
|
m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]--; |
|
|
|
m_flNextPrimaryAttack = GetNextAttackDelay( 1.0f ); |
|
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.5f; |
|
} |
|
} |
|
|
|
void CSatchel::WeaponIdle( void ) |
|
{ |
|
if( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() ) |
|
return; |
|
|
|
switch( m_chargeReady ) |
|
{ |
|
case SATCHEL_IDLE: |
|
SendWeaponAnim( SATCHEL_FIDGET1 ); |
|
// use tripmine animations |
|
strcpy( m_pPlayer->m_szAnimExtention, "trip" ); |
|
break; |
|
case SATCHEL_READY: |
|
SendWeaponAnim( SATCHEL_RADIO_FIDGET1 ); |
|
// use hivehand animations |
|
strcpy( m_pPlayer->m_szAnimExtention, "hive" ); |
|
break; |
|
case SATCHEL_RELOAD: |
|
if( !m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] ) |
|
{ |
|
m_chargeReady = 0; |
|
RetireWeapon(); |
|
return; |
|
} |
|
|
|
#ifndef CLIENT_DLL |
|
m_pPlayer->pev->viewmodel = MAKE_STRING( "models/v_satchel.mdl" ); |
|
m_pPlayer->pev->weaponmodel = MAKE_STRING( "models/p_satchel.mdl" ); |
|
#else |
|
LoadVModel( "models/v_satchel.mdl", m_pPlayer ); |
|
#endif |
|
SendWeaponAnim( SATCHEL_DRAW ); |
|
|
|
// use tripmine animations |
|
strcpy( m_pPlayer->m_szAnimExtention, "trip" ); |
|
|
|
m_flNextPrimaryAttack = GetNextAttackDelay( 0.5f ); |
|
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.5f; |
|
m_chargeReady = SATCHEL_IDLE; |
|
break; |
|
} |
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );// how long till we do this again. |
|
} |
|
|
|
//========================================================= |
|
// DeactivateSatchels - removes all satchels owned by |
|
// the provided player. Should only be used upon death. |
|
// |
|
// Made this global on purpose. |
|
//========================================================= |
|
void DeactivateSatchels( CBasePlayer *pOwner ) |
|
{ |
|
edict_t *pFind; |
|
|
|
pFind = FIND_ENTITY_BY_CLASSNAME( NULL, "monster_satchel" ); |
|
|
|
while( !FNullEnt( pFind ) ) |
|
{ |
|
CBaseEntity *pEnt = CBaseEntity::Instance( pFind ); |
|
CSatchelCharge *pSatchel = (CSatchelCharge *)pEnt; |
|
|
|
if( pSatchel ) |
|
{ |
|
if( pSatchel->pev->owner == pOwner->edict() ) |
|
{ |
|
pSatchel->Deactivate(); |
|
} |
|
} |
|
|
|
pFind = FIND_ENTITY_BY_CLASSNAME( pFind, "monster_satchel" ); |
|
} |
|
} |
|
#endif
|
|
|