Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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/***
*
* Copyright (c) 1996-2001, 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"
void FindHullIntersection(const Vector &vecSrc, TraceResult &tr, float *mins, float *maxs, edict_t *pEntity);
#define PIPE_BODYHIT_VOLUME 128
#define PIPE_WALLHIT_VOLUME 512
LINK_ENTITY_TO_CLASS(weapon_pipe, CPipe);
enum pipe_e {
PIPE_IDLE1 = 0,
PIPE_DRAW,
PIPE_HOLSTER,
PIPE_ATTACK1HIT,
PIPE_ATTACK1MISS,
PIPE_ATTACK2MISS,
PIPE_ATTACK2HIT,
PIPE_ATTACK3MISS,
#ifndef CROWBAR_IDLE_ANIM
PIPE_ATTACK3HIT
#else
PIPE_ATTACK3HIT,
PIPE_IDLE2,
PIPE_IDLE3
#endif
};
void CPipe::Spawn()
{
Precache();
m_iId = WEAPON_PIPE;
SET_MODEL(ENT(pev), "models/w_pipe.mdl");
m_iClip = -1;
FallInit();// get ready to fall down.
}
void CPipe::Precache(void)
{
PRECACHE_MODEL( "models/v_pipe.mdl" );
PRECACHE_MODEL( "models/w_pipe.mdl" );
PRECACHE_MODEL( "models/p_pipe.mdl" );
// PRECACHE_SOUND( "weapons/cbar_hit1.wav" );
// PRECACHE_SOUND( "weapons/cbar_hit2.wav" );
// PRECACHE_SOUND( "weapons/cbar_hitbod1.wav" );
// PRECACHE_SOUND( "weapons/cbar_hitbod2.wav" );
// PRECACHE_SOUND( "weapons/cbar_hitbod3.wav" );
// PRECACHE_SOUND( "weapons/cbar_miss1.wav" );
m_usPipe = PRECACHE_EVENT( 1, "events/pipe.sc" );
}
int CPipe::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 = 1;
p->iId = WEAPON_PIPE;
p->iWeight = CROWBAR_WEIGHT;
return 1;
}
int CPipe::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 CPipe::Deploy()
{
return DefaultDeploy("models/v_pipe.mdl", "models/p_pipe.mdl", PIPE_DRAW, "pipe");
}
void CPipe::Holster(int skiplocal /* = 0 */)
{
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5f;
SendWeaponAnim(PIPE_HOLSTER);
}
void CPipe::PrimaryAttack()
{
if (!Swing(1))
{
#ifndef CLIENT_DLL
SetThink(&CPipe::SwingAgain);
pev->nextthink = gpGlobals->time + 0.5f;
#endif
}
}
void CPipe::Smack()
{
DecalGunshot( &m_trHit, BULLET_PLAYER_CROWBAR );
}
void CPipe::SwingAgain( void )
{
Swing( 0 );
}
int CPipe::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);
#ifndef 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())
FindHullIntersection(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
PLAYBACK_EVENT_FULL(FEV_NOTHOST, m_pPlayer->edict(), m_usPipe,
0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0, 0, 0,
0.0, 0, 0.0);
if (tr.flFraction >= 1.0f)
{
if (fFirst)
{
// miss
m_flNextPrimaryAttack = GetNextAttackDelay(0.5);
#ifdef CROWBAR_IDLE_ANIM
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
#endif
// player "shoot" animation
m_pPlayer->SetAnimation(PLAYER_ATTACK1);
}
}
else
{
switch (((m_iSwing++) % 2) + 1)
{
case 0:
SendWeaponAnim(PIPE_ATTACK1HIT); break;
case 1:
SendWeaponAnim(PIPE_ATTACK2HIT); break;
case 2:
SendWeaponAnim(PIPE_ATTACK3HIT); break;
}
// player "shoot" animation
m_pPlayer->SetAnimation(PLAYER_ATTACK1);
#ifndef CLIENT_DLL
// hit
fDidHit = TRUE;
CBaseEntity *pEntity = CBaseEntity::Instance(tr.pHit);
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.plrDmgCrowbar * 2, gpGlobals->v_forward, &tr, DMG_CLUB);
}
else
{
// subsequent swings do half
pEntity->TraceAttack(m_pPlayer->pev, gSkillData.plrDmgCrowbar, gpGlobals->v_forward, &tr, DMG_CLUB);
}
ApplyMultiDamage(m_pPlayer->pev, m_pPlayer->pev);
// play thwack, smack, or dong sound
float flVol = 1.0;
int fHitWorld = TRUE;
if (pEntity)
{
if (pEntity->Classify() != CLASS_NONE && pEntity->Classify() != CLASS_MACHINE)
{
// play thwack or smack sound
switch (RANDOM_LONG(0, 2))
{
case 0:
EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/cbar_hitbod1.wav", 1, ATTN_NORM, 0, 100); break;
case 1:
EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/cbar_hitbod2.wav", 1, ATTN_NORM, 0, 100); break;
case 2:
EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/cbar_hitbod3.wav", 1, ATTN_NORM, 0, 100); break;
}
m_pPlayer->m_iWeaponVolume = PIPE_BODYHIT_VOLUME;
if (!pEntity->IsAlive())
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_CROWBAR);
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 crowbar strike
switch (RANDOM_LONG(0, 1))
{
case 0:
EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/cbar_hit1.wav", fvolbar, ATTN_NORM, 0, 75 + RANDOM_LONG(0, 3)); // 98
break;
case 1:
EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/cbar_hit2.wav", fvolbar, ATTN_NORM, 0, 75 + RANDOM_LONG(0, 3)); // 98
break;
}
// delay the decal a bit
m_trHit = tr;
}
m_pPlayer->m_iWeaponVolume = flVol * PIPE_WALLHIT_VOLUME;
SetThink(&CPipe::Smack);
pev->nextthink = UTIL_WeaponTimeBase() + 0.48f;
#endif
m_flNextPrimaryAttack = GetNextAttackDelay(0.5f); // 0.25f
}
#ifdef CROWBAR_IDLE_ANIM
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
#endif
return fDidHit;
}
#ifdef CROWBAR_IDLE_ANIM
void CPipe::WeaponIdle()
{
if( m_flTimeWeaponIdle < UTIL_WeaponTimeBase() )
{
int iAnim;
float flRand = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0, 1 );
if( flRand > 0.9f )
{
iAnim = PIPE_IDLE2;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 160.0f / 30.0f;
}
else
{
if( flRand > 0.5f )
{
iAnim = PIPE_IDLE1;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 70.0f / 30.0f;
}
else
{
iAnim = PIPE_IDLE3;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 160.0f / 30.0f;
}
}
SendWeaponAnim( iAnim );
}
}
#endif