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282 lines
6.2 KiB
282 lines
6.2 KiB
/*** |
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* |
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* Copyright (c) 1996-2002, 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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#define CROWBAR_BODYHIT_VOLUME 128 |
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#define CROWBAR_WALLHIT_VOLUME 512 |
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LINK_ENTITY_TO_CLASS( weapon_axe, CAxe ); |
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enum axe_e { |
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AXE_IDLE = 0, |
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AXE_SLASH, |
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AXE_DRAW |
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}; |
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void CAxe::Spawn( ) |
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{ |
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Precache( ); |
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m_iId = WEAPON_AXE; |
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SET_MODEL(ENT(pev), "models/w_axe.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 CAxe::Precache( void ) |
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{ |
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PRECACHE_MODEL("models/v_axe.mdl"); |
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PRECACHE_MODEL("models/w_axe.mdl"); |
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PRECACHE_MODEL("models/p_crowbar.mdl"); |
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PRECACHE_SOUND("weapons/Axe_hit.wav"); |
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PRECACHE_SOUND("weapons/Axe_hitbody.wav"); |
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PRECACHE_SOUND("weapons/Axe_swing.wav"); |
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m_usAxe = PRECACHE_EVENT ( 1, "events/axe.sc" ); |
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} |
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int CAxe::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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int CAxe::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 = 2; |
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p->iId = WEAPON_AXE; |
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p->iWeight = AXE_WEIGHT; |
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return 1; |
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} |
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BOOL CAxe::Deploy( ) |
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{ |
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return DefaultDeploy( "models/v_axe.mdl", "models/p_crowbar.mdl", AXE_DRAW, "Axe" ); |
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} |
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void FindHullIntersection(const Vector &vecSrc, TraceResult &tr, float *mins, float *maxs, edict_t *pEntity); |
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/* |
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void FindHullIntersection( const Vector &vecSrc, TraceResult &tr, float *mins, float *maxs, edict_t *pEntity ) |
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{ |
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int i, j, k; |
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float distance; |
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float *minmaxs[2] = {mins, maxs}; |
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TraceResult tmpTrace; |
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Vector vecHullEnd = tr.vecEndPos; |
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Vector vecEnd; |
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distance = 1e6f; |
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vecHullEnd = vecSrc + ((vecHullEnd - vecSrc)*2); |
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UTIL_TraceLine( vecSrc, vecHullEnd, dont_ignore_monsters, pEntity, &tmpTrace ); |
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if ( tmpTrace.flFraction < 1.0f ) |
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{ |
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tr = tmpTrace; |
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return; |
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} |
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for ( i = 0; i < 2; i++ ) |
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{ |
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for ( j = 0; j < 2; j++ ) |
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{ |
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for ( k = 0; k < 2; k++ ) |
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{ |
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vecEnd.x = vecHullEnd.x + minmaxs[i][0]; |
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vecEnd.y = vecHullEnd.y + minmaxs[j][1]; |
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vecEnd.z = vecHullEnd.z + minmaxs[k][2]; |
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UTIL_TraceLine( vecSrc, vecEnd, dont_ignore_monsters, pEntity, &tmpTrace ); |
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if ( tmpTrace.flFraction < 1.0f ) |
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{ |
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float thisDistance = (tmpTrace.vecEndPos - vecSrc).Length(); |
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if ( thisDistance < distance ) |
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{ |
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tr = tmpTrace; |
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distance = thisDistance; |
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} |
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} |
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} |
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} |
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} |
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} |
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*/ |
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void CAxe::PrimaryAttack() |
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{ |
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if (! Swing( 1 )) |
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{ |
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#if !CLIENT_DLL |
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SetThink(&CAxe:: SwingAgain ); |
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SetNextThink( 0.1 ); |
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#endif |
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} |
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} |
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void CAxe::Smack( ) |
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{ |
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DecalGunshot( &m_trHit, BULLET_PLAYER_CROWBAR ); |
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} |
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void CAxe::SwingAgain( void ) |
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{ |
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Swing( 0 ); |
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} |
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int CAxe::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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#if !CLIENT_DLL |
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if ( tr.flFraction >= 1.0f ) |
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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 < 1.0f ) |
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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_usAxe, |
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0.0, g_vecZero, g_vecZero, 0, 0, 0, |
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0.0, 0, 0.0 ); |
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if ( tr.flFraction >= 1.0f ) |
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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 = UTIL_WeaponTimeBase() + 0.9f; |
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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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SendWeaponAnim( AXE_SLASH ); |
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// player "shoot" animation |
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m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); |
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#if !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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// 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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ClearMultiDamage( ); |
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pEntity->TraceAttack(m_pPlayer->pev, gSkillData.plrDmgAxe, gpGlobals->v_forward, &tr, DMG_CLUB ); |
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ApplyMultiDamage( m_pPlayer->pev, m_pPlayer->pev ); |
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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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EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/axe_hitbody.wav", 1, ATTN_NORM); |
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m_pPlayer->m_iWeaponVolume = CROWBAR_BODYHIT_VOLUME; |
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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 axe strike |
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EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/axe_hit.wav", fvolbar, ATTN_NORM); |
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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 * CROWBAR_WALLHIT_VOLUME; |
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.9f; |
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SetThink(&CAxe:: Smack ); |
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SetNextThink( 0.2 ); |
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#endif |
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} |
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return fDidHit; |
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} |
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