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549 lines
12 KiB
549 lines
12 KiB
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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 "weapons.h" |
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#include "monsters.h" |
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#include "player.h" |
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#include "gamerules.h" |
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#include "effects.h" |
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class CBlasterBeam : public CBaseEntity |
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{ |
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void Spawn( void ); |
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void Precache( void ); |
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int Classify ( void ); |
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void EXPORT BubbleThink( void ); |
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void EXPORT PulseTouch( CBaseEntity *pOther ); |
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CBeam *m_pBeam; |
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int m_iGlow; |
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int m_iTrail; |
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int m_iBalls; |
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Vector beamendpos; |
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public: |
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static CBlasterBeam *Fire( void ); |
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}; |
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LINK_ENTITY_TO_CLASS( blaster_beam, CBlasterBeam ); |
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CBlasterBeam *CBlasterBeam::Fire( void ) |
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{ |
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CBlasterBeam *pPulse = GetClassPtr( (CBlasterBeam *)NULL ); |
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pPulse->pev->classname = MAKE_STRING("blaster_beam"); |
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pPulse->Spawn(); |
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return pPulse; |
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} |
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void CBlasterBeam::Spawn( ) |
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{ |
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Precache( ); |
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pev->movetype = MOVETYPE_FLY; |
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pev->solid = SOLID_BBOX; |
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pev->gravity = 0.3; |
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SET_MODEL(ENT(pev), "sprites/blueflare2.spr"); |
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pev->rendermode = kRenderGlow; |
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pev->renderfx = kRenderFxNoDissipation; |
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pev->renderamt = 255; |
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UTIL_SetOrigin( pev, pev->origin ); |
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UTIL_SetSize( pev, Vector( -4, -4, -4 ), Vector( 4, 4, 4 ) ); |
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SetTouch( &CBlasterBeam::PulseTouch ); |
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SetThink( &CBlasterBeam::BubbleThink ); |
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pev->nextthink = gpGlobals->time + 0.1; |
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} |
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void CBlasterBeam::Precache( ) |
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{ |
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PRECACHE_MODEL ("sprites/blueflare2.spr"); |
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PRECACHE_SOUND("weapons/xbow_hitbod1.wav"); |
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PRECACHE_SOUND("weapons/xbow_hitbod2.wav"); |
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PRECACHE_SOUND("weapons/xbow_fly1.wav"); |
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PRECACHE_SOUND("fvox/beep.wav"); |
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m_iGlow = PRECACHE_MODEL( "sprites/blueflare1.spr" ); |
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m_iBalls = PRECACHE_MODEL( "sprites/blueflare1.spr" ); |
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m_iTrail = PRECACHE_MODEL( "sprites/streak.spr" ); |
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} |
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int CBlasterBeam :: Classify ( void ) |
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{ |
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return CLASS_NONE; |
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} |
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void CBlasterBeam::PulseTouch( CBaseEntity *pOther ) |
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{ |
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SetTouch( NULL ); |
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SetThink( NULL ); |
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if (pOther->pev->takedamage) |
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{ |
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TraceResult tr = UTIL_GetGlobalTrace( ); |
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entvars_t *pevOwner; |
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pevOwner = VARS( pev->owner ); |
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ClearMultiDamage( ); |
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if ( pOther->IsPlayer() ) |
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{ |
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pOther->TraceAttack(pevOwner, 20, pev->velocity.Normalize(), &tr, DMG_BLAST|DMG_ALWAYSGIB); |
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} |
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else |
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{ |
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pOther->TraceAttack(pevOwner, 20, pev->velocity.Normalize(), &tr, DMG_BULLET | DMG_NEVERGIB ); |
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} |
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ApplyMultiDamage( pev, pevOwner ); |
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pev->velocity = Vector( 0, 0, 0 ); |
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//EMIT_SOUND(ENT(pev), CHAN_WEAPON, "weapons/hblaster_hit.wav", 1, ATTN_NORM); |
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Killed( pev, GIB_NEVER ); |
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} |
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else |
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{ |
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//EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, "weapons/hblaster_hit.wav", RANDOM_FLOAT(0.95, 1.0), ATTN_NORM, 0, 98 + RANDOM_LONG(0,7)); |
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SetThink( &CBlasterBeam::SUB_Remove ); |
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pev->nextthink = gpGlobals->time; |
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if ( FClassnameIs( pOther->pev, "worldspawn" ) ) |
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{ |
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MESSAGE_BEGIN( MSG_PAS, SVC_TEMPENTITY, pev->origin ); |
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WRITE_BYTE( TE_GLOWSPRITE ); |
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WRITE_COORD( pev->origin.x); // pos |
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WRITE_COORD( pev->origin.y); |
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WRITE_COORD( pev->origin.z); |
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WRITE_SHORT( m_iGlow ); // model |
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WRITE_BYTE( 4 ); // life * 10 |
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WRITE_BYTE( RANDOM_LONG( 1, 4 ) ); // size * 10 |
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WRITE_BYTE( 150 ); // brightness |
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MESSAGE_END(); |
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MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, pev->origin ); |
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WRITE_BYTE( TE_SPRITETRAIL ); |
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WRITE_COORD( pev->origin.x ); |
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WRITE_COORD( pev->origin.y ); |
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WRITE_COORD( pev->origin.z ); |
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WRITE_COORD( pev->origin.x ); |
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WRITE_COORD( pev->origin.y ); |
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WRITE_COORD( pev->origin.z ); |
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WRITE_SHORT( m_iBalls ); // model |
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WRITE_BYTE( 4 ); // count |
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WRITE_BYTE( .5 ); // life * 10 |
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WRITE_BYTE( RANDOM_LONG( 1, 3 ) ); // size * 10 |
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WRITE_BYTE( 10 ); // amplitude * 0.1 |
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WRITE_BYTE( 20 ); // speed * 100 |
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MESSAGE_END(); |
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} |
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Killed(pev,GIB_NEVER); |
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} |
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} |
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void CBlasterBeam::BubbleThink( void ) |
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{ |
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pev->nextthink = gpGlobals->time + 0.1; |
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if (pev->waterlevel == 0) |
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{ |
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MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY ); |
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WRITE_BYTE( TE_BEAMFOLLOW ); |
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WRITE_SHORT(entindex()); // entity |
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WRITE_SHORT( m_iTrail ); // model |
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WRITE_BYTE( 3 ); // life |
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WRITE_BYTE( 1 ); // width |
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WRITE_BYTE( 0 ); // r, g, b |
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WRITE_BYTE( 113 ); // r, g, b |
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WRITE_BYTE( 230 ); // r, g, b |
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WRITE_BYTE( 200 ); // brightness |
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MESSAGE_END(); |
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return; |
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} |
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UTIL_BubbleTrail( pev->origin - pev->velocity * 0.1, pev->origin, 1 ); |
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} |
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//========================================================= |
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//========================================================= |
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enum pulserifle_e { |
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GAUSS_IDLE = 0, |
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GAUSS_IDLE2, |
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GAUSS_FIDGET, |
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GAUSS_SPINUP, |
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GAUSS_SPIN, |
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GAUSS_FIRE, |
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GAUSS_FIRE2, |
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GAUSS_HOLSTER, |
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GAUSS_DRAW |
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}; |
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class CPulseRifle : public CBasePlayerWeapon |
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{ |
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public: |
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void Spawn( void ); |
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void Precache( void ); |
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int iItemSlot( void ) { return 4; } |
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int GetItemInfo(ItemInfo *p); |
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int AddToPlayer( CBasePlayer *pPlayer ); |
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BOOL Deploy( void ); |
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void Holster( void ); |
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void PrimaryAttack( void ); |
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void SecondaryAttack( void ); |
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void WeaponIdle( void ); |
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void StartFire( void ); |
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void Fire( Vector vecOrigSrc, Vector vecDirShooting, float flDamage ); |
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}; |
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LINK_ENTITY_TO_CLASS( weapon_pulserifle, CPulseRifle ); |
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//========================================================= |
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//========================================================= |
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void CPulseRifle::Spawn( ) |
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{ |
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pev->classname = MAKE_STRING("weapon_pulserifle"); |
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Precache( ); |
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m_iId = WEAPON_PULSERIFLE; |
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SET_MODEL(ENT(pev), "models/wmodels/w_pulsegun.mdl"); |
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m_iDefaultAmmo = PULSERIFLE_DEFAULT_GIVE; |
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FallInit(); |
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} |
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void CPulseRifle::Precache( void ) |
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{ |
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PRECACHE_SOUND( "weapons/pulse1.wav" ); |
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PRECACHE_MODEL( "models/vmodels/v_pulsegun.mdl" ); |
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PRECACHE_MODEL( "models/wmodels/w_pulsegun.mdl" ); |
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PRECACHE_MODEL( "models/pmodels/p_pulsegun.mdl" ); |
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UTIL_PrecacheOther("blaster_beam"); |
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} |
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int CPulseRifle::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 CPulseRifle::GetItemInfo(ItemInfo *p) |
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{ |
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p->pszName = STRING(pev->classname); |
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p->pszAmmo1 = "pulse"; |
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p->iMaxAmmo1 = PULSERIFLE_MAX_CARRY; |
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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 = 3; |
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p->iPosition = 3; |
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p->iId = m_iId = WEAPON_PULSERIFLE; |
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p->iFlags = 0; |
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p->iWeight = PULSERIFLE_WEIGHT; |
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return 1; |
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} |
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BOOL CPulseRifle::Deploy( ) |
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{ |
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return DefaultDeploy( "models/vmodels/v_pulsegun.mdl", "models/pmodels/p_pulsegun.mdl", GAUSS_DRAW, "gauss" ); |
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} |
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void CPulseRifle::Holster( ) |
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{ |
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m_pPlayer->m_flNextAttack = gpGlobals->time + 0.5; |
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SendWeaponAnim( GAUSS_HOLSTER ); |
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} |
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void CPulseRifle::PrimaryAttack() |
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{ |
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if (m_pPlayer->pev->waterlevel == 3) |
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{ |
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PlayEmptySound( ); |
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m_flNextSecondaryAttack = m_flNextPrimaryAttack = gpGlobals->time + 0.15; |
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return; |
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} |
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if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] < 2) |
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{ |
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PlayEmptySound( ); |
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m_pPlayer->m_flNextAttack = gpGlobals->time + 0.5; |
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return; |
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} |
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if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] == 0) |
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{ |
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PlayEmptySound( ); |
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m_pPlayer->m_flNextAttack = gpGlobals->time + 0.5; |
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return; |
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} |
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m_pPlayer->m_iWeaponVolume = LOUD_GUN_VOLUME; |
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m_pPlayer->m_iWeaponFlash = BRIGHT_GUN_FLASH; |
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SendWeaponAnim( GAUSS_FIRE ); |
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m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); |
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m_pPlayer->pev->effects = (int)(m_pPlayer->pev->effects) | EF_MUZZLEFLASH; |
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m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] -= 2; |
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UTIL_MakeVectors( m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle ); |
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Vector vecAiming = gpGlobals->v_forward; |
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Vector vecSrc = m_pPlayer->GetGunPosition( )+gpGlobals->v_up * -8 + gpGlobals->v_right * 4; |
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EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/pulse1.wav", RANDOM_FLOAT(0.95, 1.0), ATTN_NORM, 0, 98 + RANDOM_LONG(0,7)); |
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CBlasterBeam *m_pBeam = CBlasterBeam::Fire(); |
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m_pBeam->pev->origin = vecSrc; |
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m_pBeam->pev->owner = m_pPlayer->edict(); |
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m_pBeam->pev->velocity = gpGlobals->v_forward * 2000; |
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m_pBeam->pev->angles = UTIL_VecToAngles( m_pBeam->pev->velocity ); |
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m_flTimeWeaponIdle = gpGlobals->time + 1.0; |
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m_flNextPrimaryAttack = gpGlobals->time + .09; |
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} |
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void CPulseRifle::SecondaryAttack() |
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{ |
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} |
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void CPulseRifle::WeaponIdle( void ) |
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{ |
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ResetEmptySound( ); |
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if (m_flTimeWeaponIdle > gpGlobals->time) |
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return; |
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int iAnim; |
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float flRand = RANDOM_FLOAT(0, 1); |
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if (flRand <= 0.5) |
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{ |
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iAnim = GAUSS_IDLE; |
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m_flTimeWeaponIdle = gpGlobals->time + RANDOM_FLOAT ( 10, 15 ); |
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} |
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else if (flRand <= 0.75) |
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{ |
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iAnim = GAUSS_IDLE2; |
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m_flTimeWeaponIdle = gpGlobals->time + RANDOM_FLOAT ( 10, 15 ); |
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} |
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else |
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{ |
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iAnim = GAUSS_FIDGET; |
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m_flTimeWeaponIdle = gpGlobals->time + 3; |
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} |
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return; |
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SendWeaponAnim( iAnim ); |
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} |
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/* |
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enum gauss_e { |
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GAUSS_IDLE = 0, |
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GAUSS_IDLE2, |
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GAUSS_FIDGET, |
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GAUSS_SPINUP, |
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GAUSS_SPIN, |
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GAUSS_FIRE, |
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GAUSS_FIRE2, |
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GAUSS_HOLSTER, |
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GAUSS_DRAW |
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}; |
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class CPulseRifle : public CBasePlayerWeapon |
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{ |
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public: |
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void Spawn( void ); |
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void Precache( void ); |
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int iItemSlot( void ) { return 2; } |
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int GetItemInfo(ItemInfo *p); |
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int AddToPlayer( CBasePlayer *pPlayer ); |
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void PrimaryAttack( void ); |
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void SecondaryAttack( void ); |
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BOOL Deploy( void ); |
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void Holster( void ); |
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void Reload( void ); |
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void WeaponIdle( void ); |
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float m_flSoundDelay; |
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int m_iShell; |
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int fire_phase; |
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int m_iBeam; |
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}; |
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LINK_ENTITY_TO_CLASS( weapon_pulserifle, CPulseRifle ); |
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int CPulseRifle::GetItemInfo(ItemInfo *p) |
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{ |
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p->pszName = STRING(pev->classname); |
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p->pszAmmo1 = "pulse"; |
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p->iMaxAmmo1 = PULSERIFLE_MAX_CARRY; |
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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 = 1; |
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p->iPosition = 1; |
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p->iId = m_iId = WEAPON_PULSERIFLE; |
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p->iFlags = 0; |
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p->iWeight = PULSERIFLE_WEIGHT; |
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return 1; |
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} |
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int CPulseRifle::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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void CPulseRifle::Spawn( ) |
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{ |
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Precache( ); |
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m_iId = WEAPON_PULSERIFLE; |
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SET_MODEL(ENT(pev), "models/w_gauss.mdl"); |
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m_iDefaultAmmo = 40; |
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FallInit(); |
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} |
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void CPulseRifle::Precache( void ) |
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{ |
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m_iBeam = PRECACHE_MODEL( "sprites/smoke.spr" ); |
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UTIL_PrecacheOther("blaster_beam"); |
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PRECACHE_MODEL("models/w_gauss.mdl"); |
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PRECACHE_MODEL("models/vmodels/v_pulsegun.mdl"); |
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} |
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BOOL CPulseRifle::Deploy( ) |
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{ |
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return DefaultDeploy( "models/vmodels/v_pulsegun.mdl", "models/pmodels/p_railgun.mdl", GAUSS_DRAW, "gauss" ); |
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} |
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void CPulseRifle::Holster( ) |
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{ |
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m_pPlayer->m_flNextAttack = gpGlobals->time + 0.5; |
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SendWeaponAnim( GAUSS_HOLSTER ); |
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} |
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void CPulseRifle::SecondaryAttack( ) |
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{ |
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} |
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void CPulseRifle::PrimaryAttack() |
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{ |
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if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] == 0) |
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return; |
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if (m_pPlayer->pev->waterlevel == 3) |
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{ |
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EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/357_cock1.wav", RANDOM_FLOAT(0.8, 0.9), ATTN_NORM); |
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m_flNextPrimaryAttack = m_flNextSecondaryAttack = gpGlobals->time + 0.5; |
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return; |
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} |
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m_pPlayer->m_iWeaponVolume = LOUD_GUN_VOLUME; |
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m_pPlayer->m_iWeaponFlash = BRIGHT_GUN_FLASH; |
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SendWeaponAnim( GAUSS_FIRE ); |
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m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); |
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m_pPlayer->pev->effects = (int)(m_pPlayer->pev->effects) | EF_MUZZLEFLASH; |
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//EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/hblaster_fire.wav", RANDOM_FLOAT(0.8, 0.9), ATTN_NORM); |
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m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]--; |
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UTIL_MakeVectors( m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle ); |
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Vector vecAiming = gpGlobals->v_forward; |
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Vector vecSrc = m_pPlayer->GetGunPosition( )+gpGlobals->v_up * -8 + gpGlobals->v_right * 4; |
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CBlasterBeam *m_pBeam = CBlasterBeam::Fire(); |
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m_pBeam->pev->origin = vecSrc; |
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m_pBeam->pev->owner = m_pPlayer->edict(); |
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m_pBeam->pev->velocity = gpGlobals->v_forward * 1000; |
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m_pBeam->pev->angles = UTIL_VecToAngles( m_pBeam->pev->velocity ); |
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m_flNextPrimaryAttack = gpGlobals->time + 0.1; |
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m_flTimeWeaponIdle = gpGlobals->time + RANDOM_FLOAT ( 10, 15 ); |
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} |
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void CPulseRifle::Reload( void ) |
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{ |
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} |
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void CPulseRifle::WeaponIdle( void ) |
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{ |
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ResetEmptySound( ); |
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m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES ); |
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int iAnim; |
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float flRand = RANDOM_FLOAT(0, 1); |
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if (flRand <= 0.5) |
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{ |
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iAnim = GAUSS_IDLE; |
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m_flTimeWeaponIdle = gpGlobals->time + RANDOM_FLOAT ( 10, 15 ); |
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} |
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else if (flRand <= 0.75) |
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{ |
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iAnim = GAUSS_IDLE2; |
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m_flTimeWeaponIdle = gpGlobals->time + RANDOM_FLOAT ( 10, 15 ); |
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} |
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else |
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{ |
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iAnim = GAUSS_FIDGET; |
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m_flTimeWeaponIdle = gpGlobals->time + 3; |
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} |
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SendWeaponAnim( iAnim ); |
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} |
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*/
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