Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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/***
*
* Copyright (c) 1999, 2000 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 "player.h"
#include "monsters.h"
#include "weapons.h"
#include "nodes.h"
#include "effects.h"
#include "customentity.h"
#include "gamerules.h"
#include "shake.h"
#include "BMOD_messaging.h"
#define EGON_PRIMARY_VOLUME 450
#define EGON_BEAM_SPRITE "sprites/xbeam1.spr"
#define EGON_FLARE_SPRITE "sprites/XSpark1.spr"
#define EGON_SOUND_OFF "weapons/egon_off1.wav"
#define EGON_SOUND_RUN "weapons/egon_run3.wav"
#define EGON_SOUND_STARTUP "weapons/egon_windup2.wav"
#define BUBB_SOUND_OFF "debris/flesh5.wav"
#define BUBB_SOUND_RUN "debris/flesh5.wav"
#define BUBB_SOUND_STARTUP "debris/flesh6.wav"
#define HEAL_SOUND_OFF "debris/beamstart7.wav"
#define EGON_SWITCH_NARROW_TIME 0.75 // Time it takes to switch fire modes
#define EGON_SWITCH_WIDE_TIME 1.5
#define BUBBLE_HEAL_RADIUS 64
#define BUBBLE_HEAL_AMT 70
extern cvar_t bm_gluon_mod;
extern cvar_t bm_thrust;
enum egon_e {
EGON_IDLE1 = 0,
EGON_FIDGET1,
EGON_ALTFIREON,
EGON_ALTFIRECYCLE,
EGON_ALTFIREOFF,
EGON_FIRE1,
EGON_FIRE2,
EGON_FIRE3,
EGON_FIRE4,
EGON_DRAW,
EGON_HOLSTER
};
class CEgon : public CBasePlayerWeapon
{
public:
int Save( CSave &save );
int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
void Spawn( void );
void Precache( void );
int iItemSlot( void ) { return 4; }
int GetItemInfo(ItemInfo *p);
int AddToPlayer( CBasePlayer *pPlayer );
BOOL Deploy( void );
void Holster( int skiplocal = 0 );
void CreateEffect( void );
void UpdateEffect( const Vector &startPoint, const Vector &endPoint, float timeBlend );
void DestroyEffect( void );
void EndBubbleAttack( void );
void EndAttack( void );
void BubbleAttack( void );
void Attack( void );
void PrimaryAttack( void );
void SecondaryAttack( void );
void WeaponIdle( void );
static int g_fireAnims1[];
static int g_fireAnims2[];
float m_flAmmoUseTime;// since we use < 1 point of ammo per update, we subtract ammo on a timer.
float GetPulseInterval( void );
float GetDischargeInterval( void );
void Fire( const Vector &vecOrigSrc, const Vector &vecDir );
void BubbleFire( const Vector &vecOrigSrc, const Vector &vecDir );
void FireHeal( void );
BOOL HasAmmo( void )
{
if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0)
return FALSE;
return TRUE;
}
void UseAmmo( int count )
{
if ( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] >= count )
m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] -= count;
else
m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] = 0;
}
enum EGON_FIRESTATE { FIRE_OFF, FIRE_CHARGE };
enum EGON_FIREMODE { FIRE_NARROW, FIRE_WIDE};
private:
float m_shootTime;
CBeam *m_pBeam;
CBeam *m_pNoise;
CSprite *m_pSprite;
EGON_FIRESTATE m_fireState;
EGON_FIREMODE m_fireMode;
float m_shakeTime;
BOOL m_deployed;
float m_bubbletime;
float m_healAmmoUsed;
float m_healAmmoUseTime;
unsigned short m_usEgonFire;
unsigned short m_usEgonStop;
};
LINK_ENTITY_TO_CLASS( weapon_egon, CEgon );
int CEgon::g_fireAnims1[] = { EGON_FIRE1, EGON_FIRE2, EGON_FIRE3, EGON_FIRE4 };
int CEgon::g_fireAnims2[] = { EGON_ALTFIRECYCLE };
TYPEDESCRIPTION CEgon::m_SaveData[] =
{
DEFINE_FIELD( CEgon, m_pBeam, FIELD_CLASSPTR ),
DEFINE_FIELD( CEgon, m_pNoise, FIELD_CLASSPTR ),
DEFINE_FIELD( CEgon, m_pSprite, FIELD_CLASSPTR ),
DEFINE_FIELD( CEgon, m_shootTime, FIELD_TIME ),
DEFINE_FIELD( CEgon, m_fireState, FIELD_INTEGER ),
DEFINE_FIELD( CEgon, m_fireMode, FIELD_INTEGER ),
DEFINE_FIELD( CEgon, m_shakeTime, FIELD_TIME ),
DEFINE_FIELD( CEgon, m_flAmmoUseTime, FIELD_TIME ),
};
IMPLEMENT_SAVERESTORE( CEgon, CBasePlayerWeapon );
void CEgon::Spawn( )
{
pev->classname = MAKE_STRING("weapon_egon");
Precache( );
m_iId = WEAPON_EGON;
SET_MODEL(ENT(pev), "models/w_egon.mdl");
m_iDefaultAmmo = EGON_DEFAULT_GIVE;
FallInit();// get ready to fall down.
}
void CEgon::Precache( void )
{
PRECACHE_MODEL("models/w_egon.mdl");
PRECACHE_MODEL("models/v_egon.mdl");
PRECACHE_MODEL("models/p_egon.mdl");
PRECACHE_MODEL("models/w_9mmclip.mdl");
PRECACHE_SOUND("items/9mmclip1.wav");
PRECACHE_SOUND( EGON_SOUND_OFF );
PRECACHE_SOUND( EGON_SOUND_RUN );
PRECACHE_SOUND( EGON_SOUND_STARTUP );
PRECACHE_SOUND( BUBB_SOUND_OFF );
PRECACHE_SOUND( BUBB_SOUND_RUN );
PRECACHE_SOUND( BUBB_SOUND_STARTUP );
PRECACHE_SOUND( HEAL_SOUND_OFF );
PRECACHE_MODEL( EGON_BEAM_SPRITE );
PRECACHE_MODEL( EGON_FLARE_SPRITE );
PRECACHE_SOUND ("weapons/357_cock1.wav");
m_usEgonFire = PRECACHE_EVENT ( 1, "events/egon_fire.sc" );
m_usEgonStop = PRECACHE_EVENT ( 1, "events/egon_stop.sc" );
}
BOOL CEgon::Deploy( void )
{
if (bm_gluon_mod.value) {
PrintMessage( m_pPlayer, BMOD_CHAN_WEAPON, Vector (20,250,20), Vector (1, 4, 2), "BUBBLE GUN\nPRIMARY FIRE: Breathe bubbles underwater.\nSECONDARY FIRE: Hold down 5 seconds for area effect healing.");
}
m_deployed = FALSE;
return DefaultDeploy( "models/v_egon.mdl", "models/p_egon.mdl", EGON_DRAW, "egon" );
}
int CEgon::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;
}
void CEgon::Holster( int skiplocal /* = 0 */ )
{
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5;
// m_flTimeWeaponIdle = gpGlobals->time + UTIL_RandomFloat ( 10, 15 );
SendWeaponAnim( EGON_HOLSTER );
if ( m_fireState != FIRE_OFF ) {
if (bm_gluon_mod.value)
EndBubbleAttack();
else
EndAttack();
}
}
int CEgon::GetItemInfo(ItemInfo *p)
{
p->pszName = STRING(pev->classname);
p->pszAmmo1 = "uranium";
p->iMaxAmmo1 = URANIUM_MAX_CARRY;
p->pszAmmo2 = NULL;
p->iMaxAmmo2 = -1;
p->iMaxClip = WEAPON_NOCLIP;
p->iSlot = 3;
p->iPosition = 2;
p->iId = m_iId = WEAPON_EGON;
p->iFlags = 0;
p->iWeight = EGON_WEIGHT;
return 1;
}
//#define EGON_PULSE_INTERVAL 0.25
//#define EGON_DISCHARGE_INTERVAL 0.5
#define EGON_PULSE_INTERVAL 0.1
#define EGON_DISCHARGE_INTERVAL 0.1
float CEgon::GetPulseInterval( void )
{
if ( g_pGameRules->IsMultiplayer() )
{
return 0.1;
}
return EGON_PULSE_INTERVAL;
}
float CEgon::GetDischargeInterval( void )
{
if ( g_pGameRules->IsMultiplayer() )
{
return 0.1;
}
return EGON_DISCHARGE_INTERVAL;
}
void CEgon::BubbleAttack( void )
{
UTIL_MakeVectors( m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle );
Vector vecAiming = gpGlobals->v_forward;
Vector vecSrc = m_pPlayer->GetGunPosition( );
switch( m_fireState )
{
case FIRE_OFF:
{
if ( !HasAmmo() )
{
m_flNextPrimaryAttack = gpGlobals->time + 0.25;
if (m_flNextSecondaryAttack <= gpGlobals->time)
m_flNextSecondaryAttack = gpGlobals->time + 0.25;
PlayEmptySound( );
return;
}
m_flAmmoUseTime = gpGlobals->time;// start using ammo ASAP.
SendWeaponAnim( g_fireAnims1[ RANDOM_LONG(0,ARRAYSIZE(g_fireAnims1)-1) ] );
m_shakeTime = 0;
m_pPlayer->m_iWeaponVolume = EGON_PRIMARY_VOLUME;
m_flTimeWeaponIdle = gpGlobals->time + 0.1;
// m_shootTime = gpGlobals->time + 2;
m_shootTime = gpGlobals->time + .2;
if ( m_fireMode == FIRE_WIDE )
{
EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_WEAPON, BUBB_SOUND_STARTUP, 0.98, ATTN_NORM, 0, 125 );
}
else
{
EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_WEAPON, BUBB_SOUND_STARTUP, 0.9, ATTN_NORM, 0, 80 );
m_healAmmoUsed = 0;
m_healAmmoUseTime = -1;
}
pev->dmgtime = gpGlobals->time + GetPulseInterval();
m_fireState = FIRE_CHARGE;
}
break;
case FIRE_CHARGE:
{
if ( m_fireMode == FIRE_WIDE )
BubbleFire( vecSrc, vecAiming );
else
FireHeal();
m_pPlayer->m_iWeaponVolume = EGON_PRIMARY_VOLUME;
if ( m_shootTime != 0 && gpGlobals->time > m_shootTime )
{
if ( m_fireMode == FIRE_WIDE )
{
EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_STATIC, BUBB_SOUND_RUN, 0.98, ATTN_NORM, 0, 100 + RANDOM_LONG(0, 100) );
}
else
{
EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_STATIC, BUBB_SOUND_RUN, 0.9, ATTN_NORM, 0, 50 + (m_healAmmoUsed * 2) );
}
m_shootTime += (.1 + RANDOM_FLOAT(0,.1));
}
if ( !HasAmmo() )
{
EndBubbleAttack();
m_fireState = FIRE_OFF;
m_flNextPrimaryAttack = gpGlobals->time + 1.0;
if (m_flNextSecondaryAttack <= gpGlobals->time)
m_flNextSecondaryAttack = gpGlobals->time + 1.0;
}
}
break;
}
}
void CEgon::PrimaryAttack( void )
{
if (bm_gluon_mod.value) {
m_fireMode = FIRE_WIDE;
BubbleAttack();
}
else {
m_fireMode = FIRE_WIDE;
Attack();
}
}
void CEgon::SecondaryAttack( void )
{
if (bm_gluon_mod.value) {
m_fireMode = FIRE_NARROW;
BubbleAttack();
}
else {
}
}
// ***********************************
// Eggplant's Bubble Gun
// ***********************************
void CEgon::BubbleFire( const Vector &vecOrigSrc, const Vector &vecDir )
{
if (!(m_bubbletime <= gpGlobals->time))
return;
m_bubbletime = gpGlobals->time + .05;
UTIL_MakeVectors( m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle );
m_pPlayer->pev->velocity = m_pPlayer->pev->velocity - gpGlobals->v_forward * bm_thrust.value;
TraceResult tr;
// Give player air!
m_pPlayer->pev->air_finished = gpGlobals->time + 12;
// First determine where the bubble will appear. It will appear in a random location
// from the barrel of the gun to +128 units from the barrel.
Vector tmpSrcMin = vecOrigSrc + gpGlobals->v_up * -8 + gpGlobals->v_right * 3;
Vector tmpSrcMax = tmpSrcMin + gpGlobals->v_forward * RANDOM_LONG(32, 128);
// We dont want to be able to shoot through walls or people, so trace the line from the barrel to the
// bubble point and make sure nothing is in the way.
UTIL_TraceLine(tmpSrcMin, tmpSrcMax, dont_ignore_monsters, ENT(pev), &tr);
if (tr.fStartSolid)
return;
Vector tmpSrc1 = tmpSrcMin + gpGlobals->v_forward * 32;
Vector tmpSrc2 = tr.vecEndPos;
// Now trace from the bubble point up 256 units to see where the bubble should pop.
Vector vecDest = tmpSrc2 + Vector ( 0, 0, 1 ) * 256;
UTIL_TraceLine(tmpSrc2, vecDest, ignore_monsters, ENT(pev), &tr);
float flHeight = tr.vecEndPos.z - tmpSrc2.z;
// Tell the client about the new bubble.
// MESSAGE_BEGIN( MSG_PAS, SVC_TEMPENTITY, tmpSrc );
// WRITE_BYTE( TE_BUBBLES );
// WRITE_COORD( vecMin.x ); // mins
// WRITE_COORD( vecMin.y );
// WRITE_COORD( vecMin.z );
// WRITE_COORD( vecMax.x ); // maxz
// WRITE_COORD( vecMax.y );
// WRITE_COORD( vecMax.z );
// WRITE_COORD( flHeight ); // height
// WRITE_SHORT( g_sModelIndexBubbles );
// WRITE_BYTE( 3 ); // count
// WRITE_COORD( 8 ); // speed
// MESSAGE_END();
MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY );
WRITE_BYTE( TE_BUBBLETRAIL );
WRITE_COORD( tmpSrc1.x ); // mins
WRITE_COORD( tmpSrc1.y );
WRITE_COORD( tmpSrc1.z );
WRITE_COORD( tmpSrc2.x ); // maxz
WRITE_COORD( tmpSrc2.y );
WRITE_COORD( tmpSrc2.z );
WRITE_COORD( flHeight ); // height
WRITE_SHORT( g_sModelIndexBubbles );
WRITE_BYTE( 5 ); // count
WRITE_COORD( 8 ); // speed
MESSAGE_END();
}
void CEgon::FireHeal( void ) {
// Only do this every once in a while to save bandwidth.
if (!(m_bubbletime <= gpGlobals->time))
return;
m_bubbletime = gpGlobals->time + .1;
Vector vecOrigSrc = m_pPlayer->GetGunPosition( );
int bubbleRadius = 1;
int numBubbles = 1;
int bubbleSpeed = 8;
if (m_healAmmoUseTime <= gpGlobals->time) {
m_healAmmoUseTime = gpGlobals->time +.5;
UseAmmo(5);
m_healAmmoUsed += 5;
// Runes halve the ammo needed.
int healTime = 50;
if (m_pPlayer->m_RuneFlags == RUNE_BATTERY ||
m_pPlayer->m_RuneFlags == RUNE_HEALTH) {
healTime /= 2;
}
if (m_healAmmoUsed >= healTime) {
// Heal all players within a radius.
CBaseEntity *pEntity = NULL;
// Find all the players inside the radius. Heal them, and make the screen flash.
while ((pEntity = UTIL_FindEntityInSphere( pEntity, vecOrigSrc, BUBBLE_HEAL_RADIUS )) != NULL)
{
if (pEntity->IsPlayer())
if (m_pPlayer->m_RuneFlags == RUNE_BATTERY) {
pEntity->pev->armorvalue += BUBBLE_HEAL_AMT;
if (pEntity->pev->armorvalue > 100)
pEntity->pev->armorvalue = 100;
}
else {
pEntity->TakeHealth(BUBBLE_HEAL_AMT, DMG_GENERIC);
}
UTIL_ScreenFade( pEntity, Vector(0,128,255), 2, 0.5, 200, FFADE_IN );
}
// Make a big bubble cloud.
bubbleRadius = BUBBLE_HEAL_RADIUS;
numBubbles = 1000;
bubbleSpeed = -8;
// Turn off the bubble gun.
EndBubbleAttack();
// Make sure they can't do this again for a while.
m_flNextSecondaryAttack = gpGlobals->time + 30;
// Make a sound effect.
EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_STATIC, HEAL_SOUND_OFF, 0.98, ATTN_NORM, 0, 100);
}
}
// Make bubble(s)
TraceResult tr;
Vector vecDest = vecOrigSrc + Vector ( 0, 0, 1 ) * 256;
UTIL_TraceLine(vecOrigSrc, vecDest, ignore_monsters, ENT(pev), &tr);
float flHeight = tr.vecEndPos.z - vecOrigSrc.z;
// Tell the client about the new bubble.
MESSAGE_BEGIN( MSG_PAS, SVC_TEMPENTITY, vecOrigSrc );
WRITE_BYTE( TE_BUBBLES );
WRITE_COORD( vecOrigSrc.x - bubbleRadius ); // mins
WRITE_COORD( vecOrigSrc.y - bubbleRadius );
WRITE_COORD( vecOrigSrc.z - bubbleRadius );
WRITE_COORD( vecOrigSrc.x + bubbleRadius ); // maxz
WRITE_COORD( vecOrigSrc.y + bubbleRadius );
WRITE_COORD( vecOrigSrc.z + bubbleRadius );
WRITE_COORD( flHeight ); // height
WRITE_SHORT( g_sModelIndexBubbles );
WRITE_BYTE( numBubbles ); // count
WRITE_COORD( bubbleSpeed ); // speed
MESSAGE_END();
}
void CEgon::UpdateEffect( const Vector &startPoint, const Vector &endPoint, float timeBlend )
{
if ( !m_pBeam )
{
CreateEffect();
}
m_pBeam->SetStartPos( endPoint );
m_pBeam->SetBrightness( 255 - (timeBlend*180) );
m_pBeam->SetWidth( 40 - (timeBlend*20) );
if ( m_fireMode == FIRE_WIDE )
m_pBeam->SetColor( 30 + (25*timeBlend), 30 + (30*timeBlend), 64 + 80*fabs(sin(gpGlobals->time*10)) );
else
m_pBeam->SetColor( 60 + (25*timeBlend), 120 + (30*timeBlend), 64 + 80*fabs(sin(gpGlobals->time*10)) );
UTIL_SetOrigin( m_pSprite->pev, endPoint );
m_pSprite->pev->frame += 8 * gpGlobals->frametime;
if ( m_pSprite->pev->frame > m_pSprite->Frames() )
m_pSprite->pev->frame = 0;
m_pNoise->SetStartPos( endPoint );
}
void CEgon::CreateEffect( void )
{
DestroyEffect();
m_pBeam = CBeam::BeamCreate( EGON_BEAM_SPRITE, 40 );
m_pBeam->PointEntInit( pev->origin, m_pPlayer->entindex() );
m_pBeam->SetFlags( BEAM_FSINE );
m_pBeam->SetEndAttachment( 1 );
m_pBeam->pev->spawnflags |= SF_BEAM_TEMPORARY; // Flag these to be destroyed on save/restore or level transition
m_pNoise = CBeam::BeamCreate( EGON_BEAM_SPRITE, 55 );
m_pNoise->PointEntInit( pev->origin, m_pPlayer->entindex() );
m_pNoise->SetScrollRate( 25 );
m_pNoise->SetBrightness( 100 );
m_pNoise->SetEndAttachment( 1 );
m_pNoise->pev->spawnflags |= SF_BEAM_TEMPORARY;
m_pSprite = CSprite::SpriteCreate( EGON_FLARE_SPRITE, pev->origin, FALSE );
m_pSprite->pev->scale = 1.0;
m_pSprite->SetTransparency( kRenderGlow, 255, 255, 255, 255, kRenderFxNoDissipation );
m_pSprite->pev->spawnflags |= SF_SPRITE_TEMPORARY;
if ( m_fireMode == FIRE_WIDE )
{
m_pBeam->SetScrollRate( 50 );
m_pBeam->SetNoise( 20 );
m_pNoise->SetColor( 50, 50, 255 );
m_pNoise->SetNoise( 8 );
}
else
{
m_pBeam->SetScrollRate( 110 );
m_pBeam->SetNoise( 5 );
m_pNoise->SetColor( 80, 120, 255 );
m_pNoise->SetNoise( 2 );
}
}
void CEgon::DestroyEffect( void )
{
if ( m_pBeam )
{
UTIL_Remove( m_pBeam );
m_pBeam = NULL;
}
if ( m_pNoise )
{
UTIL_Remove( m_pNoise );
m_pNoise = NULL;
}
if ( m_pSprite )
{
if ( m_fireMode == FIRE_WIDE )
m_pSprite->Expand( 10, 500 );
else
UTIL_Remove( m_pSprite );
m_pSprite = NULL;
}
}
void CEgon::WeaponIdle( void )
{
ResetEmptySound( );
if ( m_flTimeWeaponIdle > gpGlobals->time )
return;
if ( m_fireState != FIRE_OFF ) {
if (bm_gluon_mod.value)
EndBubbleAttack();
else
EndAttack();
}
int iAnim;
float flRand = RANDOM_FLOAT(0,1);
if ( flRand <= 0.5 )
{
iAnim = EGON_IDLE1;
m_flTimeWeaponIdle = gpGlobals->time + RANDOM_FLOAT(10,15);
}
else
{
iAnim = EGON_FIDGET1;
m_flTimeWeaponIdle = gpGlobals->time + 3;
}
SendWeaponAnim( iAnim );
m_deployed = TRUE;
}
void CEgon::EndBubbleAttack( void )
{
STOP_SOUND( ENT(m_pPlayer->pev), CHAN_STATIC, BUBB_SOUND_RUN );
EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_WEAPON, BUBB_SOUND_OFF, 0.98, ATTN_NORM, 0, 100);
m_fireState = FIRE_OFF;
m_flTimeWeaponIdle = gpGlobals->time + 2.0;
m_flNextPrimaryAttack = gpGlobals->time + 0.5;
// m_flNextSecondaryAttack = gpGlobals->time + 30;
DestroyEffect();
}
void CEgon::EndAttack( void )
{
STOP_SOUND( ENT(m_pPlayer->pev), CHAN_STATIC, EGON_SOUND_RUN );
EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_WEAPON, EGON_SOUND_OFF, 0.98, ATTN_NORM, 0, 100);
m_fireState = FIRE_OFF;
m_flTimeWeaponIdle = gpGlobals->time + 2.0;
m_flNextPrimaryAttack = gpGlobals->time + 0.5;
// m_flNextSecondaryAttack = gpGlobals->time + 30;
DestroyEffect();
}
void CEgon::Attack( void )
{
// don't fire underwater
if ( m_pPlayer->pev->waterlevel == 3 )
{
if ( m_fireState != FIRE_OFF || m_pBeam )
{
EndAttack();
}
else
{
PlayEmptySound( );
}
return;
}
UTIL_MakeVectors( m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle );
Vector vecAiming = gpGlobals->v_forward;
Vector vecSrc = m_pPlayer->GetGunPosition( );
int flags;
#if defined( CLIENT_WEAPONS )
flags = FEV_NOTHOST;
#else
flags = 0;
#endif
switch( m_fireState )
{
case FIRE_OFF:
{
if ( !HasAmmo() )
{
m_flNextPrimaryAttack = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.25;
PlayEmptySound( );
return;
}
m_flAmmoUseTime = gpGlobals->time;// start using ammo ASAP.
PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usEgonFire, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, m_fireState, m_fireMode, 1, 0 );
m_shakeTime = 0;
m_pPlayer->m_iWeaponVolume = EGON_PRIMARY_VOLUME;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.1;
pev->fuser1 = UTIL_WeaponTimeBase() + 2;
m_shootTime = gpGlobals->time +2;
if ( m_fireMode == FIRE_WIDE )
{
EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_WEAPON, EGON_SOUND_STARTUP, 0.98, ATTN_NORM, 0, 125 );
}
else
{
EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_WEAPON, EGON_SOUND_STARTUP, 0.9, ATTN_NORM, 0, 80 );
}
pev->dmgtime = gpGlobals->time + GetPulseInterval();
m_fireState = FIRE_CHARGE;
}
break;
case FIRE_CHARGE:
{
Fire( vecSrc, vecAiming );
m_pPlayer->m_iWeaponVolume = EGON_PRIMARY_VOLUME;
if ( m_shootTime != 0 && gpGlobals->time > m_shootTime )
{
EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_STATIC, EGON_SOUND_RUN, 0.98, ATTN_NORM, 0, 125 );
m_shootTime = 0;
}
//if ( pev->fuser1 <= UTIL_WeaponTimeBase() )
//{
// PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usEgonFire, 0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, m_fireState, m_fireMode, 0, 0 );
// pev->fuser1 = 1000;
// }
if ( !HasAmmo() )
{
EndAttack();
m_flNextPrimaryAttack = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 1.0;
}
}
break;
}
}
void CEgon::Fire( const Vector &vecOrigSrc, const Vector &vecDir )
{
Vector vecDest = vecOrigSrc + vecDir * 2048;
edict_t *pentIgnore;
TraceResult tr;
pentIgnore = m_pPlayer->edict();
Vector tmpSrc = vecOrigSrc + gpGlobals->v_up * -8 + gpGlobals->v_right * 3;
// ALERT( at_console, "." );
UTIL_TraceLine( vecOrigSrc, vecDest, dont_ignore_monsters, pentIgnore, &tr );
if (tr.fAllSolid)
return;
#ifndef CLIENT_DLL
CBaseEntity *pEntity = CBaseEntity::Instance(tr.pHit);
if (pEntity == NULL)
return;
if ( g_pGameRules->IsMultiplayer() )
{
if ( m_pSprite && pEntity->pev->takedamage )
{
m_pSprite->pev->effects &= ~EF_NODRAW;
}
else if ( m_pSprite )
{
m_pSprite->pev->effects |= EF_NODRAW;
}
}
#endif
float timedist;
switch ( m_fireMode )
{
case FIRE_NARROW:
#ifndef CLIENT_DLL
if ( pev->dmgtime < gpGlobals->time )
{
// Narrow mode only does damage to the entity it hits
ClearMultiDamage();
if (pEntity->pev->takedamage)
{
pEntity->TraceAttack( m_pPlayer->pev, gSkillData.plrDmgEgonNarrow, vecDir, &tr, DMG_ENERGYBEAM );
}
ApplyMultiDamage(m_pPlayer->pev, m_pPlayer->pev);
if ( g_pGameRules->IsMultiplayer() )
{
// multiplayer uses 1 ammo every 1/10th second
if ( gpGlobals->time >= m_flAmmoUseTime )
{
UseAmmo( 1 );
m_flAmmoUseTime = gpGlobals->time + 0.1;
}
}
else
{
// single player, use 3 ammo/second
if ( gpGlobals->time >= m_flAmmoUseTime )
{
UseAmmo( 1 );
m_flAmmoUseTime = gpGlobals->time + 0.166;
}
}
pev->dmgtime = gpGlobals->time + GetPulseInterval();
}
#endif
timedist = ( pev->dmgtime - gpGlobals->time ) / GetPulseInterval();
break;
case FIRE_WIDE:
#ifndef CLIENT_DLL
if ( pev->dmgtime < gpGlobals->time )
{
// wide mode does damage to the ent, and radius damage
ClearMultiDamage();
if (pEntity->pev->takedamage)
{
pEntity->TraceAttack( m_pPlayer->pev, gSkillData.plrDmgEgonWide, vecDir, &tr, DMG_ENERGYBEAM | DMG_ALWAYSGIB);
}
ApplyMultiDamage(m_pPlayer->pev, m_pPlayer->pev);
if ( g_pGameRules->IsMultiplayer() )
{
// radius damage a little more potent in multiplayer.
::RadiusDamage( tr.vecEndPos, pev, m_pPlayer->pev, gSkillData.plrDmgEgonWide/4, 128, CLASS_NONE, DMG_ENERGYBEAM | DMG_BLAST | DMG_ALWAYSGIB );
}
if ( !m_pPlayer->IsAlive() )
return;
if ( g_pGameRules->IsMultiplayer() )
{
//multiplayer uses 5 ammo/second
if ( gpGlobals->time >= m_flAmmoUseTime )
{
UseAmmo( 1 );
m_flAmmoUseTime = gpGlobals->time + 0.2;
}
}
else
{
// Wide mode uses 10 charges per second in single player
if ( gpGlobals->time >= m_flAmmoUseTime )
{
UseAmmo( 1 );
m_flAmmoUseTime = gpGlobals->time + 0.1;
}
}
pev->dmgtime = gpGlobals->time + GetDischargeInterval();
if ( m_shakeTime < gpGlobals->time )
{
UTIL_ScreenShake( tr.vecEndPos, 5.0, 150.0, 0.75, 250.0 );
m_shakeTime = gpGlobals->time + 1.5;
}
}
#endif
timedist = ( pev->dmgtime - gpGlobals->time ) / GetDischargeInterval();
break;
}
if ( timedist < 0 )
timedist = 0;
else if ( timedist > 1 )
timedist = 1;
timedist = 1-timedist;
UpdateEffect( tmpSrc, tr.vecEndPos, timedist );
}
class CEgonAmmo : public CBasePlayerAmmo
{
void Spawn( void )
{
pev->classname = MAKE_STRING("ammo_egonclip");
Precache( );
SET_MODEL(ENT(pev), "models/w_chainammo.mdl");
CBasePlayerAmmo::Spawn( );
}
void Precache( void )
{
PRECACHE_MODEL ("models/w_chainammo.mdl");
PRECACHE_SOUND("items/9mmclip1.wav");
}
BOOL AddAmmo( CBaseEntity *pOther )
{
if (pOther->GiveAmmo( AMMO_URANIUMBOX_GIVE, "uranium", URANIUM_MAX_CARRY ) != -1)
{
EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM);
return TRUE;
}
return FALSE;
}
};
LINK_ENTITY_TO_CLASS( ammo_egonclip, CEgonAmmo );
#endif