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569 lines
15 KiB
569 lines
15 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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#define GAUSS_PRIMARY_CHARGE_VOLUME 256// how loud gauss is while charging |
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#define GAUSS_PRIMARY_FIRE_VOLUME 450// how loud gauss is when discharged |
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extern int gmsgAlienState; |
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extern int g_irunninggausspred; |
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LINK_ENTITY_TO_CLASS( weapon_vorti, CVortiHands ) |
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enum vortihands_e |
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{ |
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VORTIHANDS_IDLE1 = 0, |
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VORTIHANDS_IDLE2, |
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VORTIHANDS_ATTACK1, |
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VORTIHANDS_ATTACK1MISS, |
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VORTIHANDS_ATTACK2, |
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VORTIHANDS_ATTACK2HIT, |
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VORTIHANDS_ATTACK3, |
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VORTIHANDS_ATTACK3HIT, |
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VORTIHANDS_CHARGE, |
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VORTIHANDS_CHARGE_LOOP, |
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VORTIHANDS_ZAP, |
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VORTIHANDS_RETURN |
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}; |
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float CVortiHands::GetFullChargeTime( void ) |
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{ |
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return 3.0f; |
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} |
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void CVortiHands::Spawn() |
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{ |
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Precache(); |
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m_iId = WEAPON_VORTIHANDS; |
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SET_MODEL( ENT( pev ), "models/w_slave.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 CVortiHands::Precache( void ) |
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{ |
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PRECACHE_MODEL( "models/v_slave.mdl" ); |
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PRECACHE_MODEL( "models/w_slave.mdl" ); |
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PRECACHE_MODEL( "models/p_slave.mdl" ); |
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PRECACHE_MODEL( "sprites/lgtning.spr" ); |
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PRECACHE_SOUND( "debris/zap1.wav" ); |
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PRECACHE_SOUND( "debris/zap4.wav" ); |
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PRECACHE_SOUND( "zombie/claw_strike1.wav" ); |
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PRECACHE_SOUND( "zombie/claw_strike2.wav" ); |
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PRECACHE_SOUND( "zombie/claw_strike3.wav" ); |
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PRECACHE_SOUND( "zombie/claw_miss1.wav" ); |
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PRECACHE_SOUND( "zombie/claw_miss2.wav" ); |
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PRECACHE_SOUND( "aslave/slv_word5.wav" ); |
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PRECACHE_SOUND( "aslave/slv_word7.wav" ); |
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PRECACHE_SOUND( "aslave/slv_word3.wav" ); |
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PRECACHE_SOUND( "aslave/slv_word4.wav" ); |
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m_usVorti = PRECACHE_EVENT( 1, "events/vorti.sc" ); |
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m_usVortiFire = PRECACHE_EVENT( 1, "events/vortifire.sc" ); |
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m_usVortiSpin = PRECACHE_EVENT( 1, "events/vortispin.sc" ); |
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} |
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int CVortiHands::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 = 1; |
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p->iId = WEAPON_VORTIHANDS; |
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p->iWeight = VORTIHANDS_WEIGHT; |
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return 1; |
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} |
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int CVortiHands::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 CVortiHands::CrosshairState( int state ) |
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{ |
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#ifndef CLIENT_DLL |
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MESSAGE_BEGIN( MSG_ONE, gmsgAlienState, NULL, m_pPlayer->pev ); |
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WRITE_BYTE( state ); |
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MESSAGE_END(); |
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#endif |
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} |
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BOOL CVortiHands::Deploy() |
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{ |
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return DefaultDeploy( "models/v_slave.mdl", "models/p_slave.mdl", VORTIHANDS_IDLE1, "vortihands" ); |
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} |
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void CVortiHands::Holster( int skiplocal /* = 0 */ ) |
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{ |
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5; |
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SendWeaponAnim( VORTIHANDS_IDLE1 ); |
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} |
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extern 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 < 1.0 ) |
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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 < 1.0 ) |
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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 CVortiHands::PrimaryAttack() |
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{ |
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m_fInAttack = 0; |
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m_pPlayer->m_iWeaponVolume = GAUSS_PRIMARY_FIRE_VOLUME; |
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CrosshairState( m_fInAttack ); |
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if( !Swing( 1 ) ) |
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{ |
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#ifndef CLIENT_DLL |
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SetThink( &CVortiHands::SwingAgain ); |
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pev->nextthink = gpGlobals->time + 0.1; |
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#endif |
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} |
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} |
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void CVortiHands::Smack() |
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{ |
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DecalGunshot( &m_trHit, BULLET_PLAYER_CROWBAR ); |
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} |
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void CVortiHands::SwingAgain( void ) |
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{ |
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Swing( 0 ); |
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} |
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int CVortiHands::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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#ifndef CLIENT_DLL |
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if( tr.flFraction >= 1.0 ) |
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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 < 1.0 ) |
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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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if( fFirst ) |
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{ |
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PLAYBACK_EVENT_FULL( FEV_NOTHOST, m_pPlayer->edict(), m_usVorti, |
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0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0, 0, 0, |
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0, 0, 0 ); |
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} |
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if( tr.flFraction >= 1.0 ) |
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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 = GetNextAttackDelay( 0.5 ); |
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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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switch( ( ( m_iSwing++ ) % 2 ) + 1 ) |
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{ |
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case 0: |
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SendWeaponAnim( VORTIHANDS_ATTACK1 ); |
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break; |
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case 1: |
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SendWeaponAnim( VORTIHANDS_ATTACK2HIT ); |
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break; |
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case 2: |
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SendWeaponAnim( VORTIHANDS_ATTACK3HIT ); |
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break; |
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} |
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// player "shoot" animation |
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m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); |
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#ifndef 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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// If building with the clientside weapon prediction system, |
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// UTIL_WeaponTimeBase() is always 0 and m_flNextPrimaryAttack is >= -1.0f, thus making |
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// m_flNextPrimaryAttack + 1 < UTIL_WeaponTimeBase() always evaluate to false. |
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#ifdef CLIENT_WEAPONS |
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if( ( m_flNextPrimaryAttack + 1 == UTIL_WeaponTimeBase() ) || g_pGameRules->IsMultiplayer() ) |
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#else |
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if( ( m_flNextPrimaryAttack + 1 < UTIL_WeaponTimeBase() ) || g_pGameRules->IsMultiplayer() ) |
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#endif |
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{ |
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// first swing does full damage |
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pEntity->TraceAttack( m_pPlayer->pev, gSkillData.plrDmgCrowbar, gpGlobals->v_forward, &tr, DMG_CLUB ); |
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} |
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else |
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{ |
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// subsequent swings do half |
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pEntity->TraceAttack( m_pPlayer->pev, gSkillData.plrDmgCrowbar / 2, gpGlobals->v_forward, &tr, DMG_CLUB ); |
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} |
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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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switch( RANDOM_LONG( 0, 2 ) ) |
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{ |
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case 0: |
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EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_ITEM, "zombie/claw_strike1.wav", 1, ATTN_NORM ); |
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break; |
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case 1: |
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EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_ITEM, "zombie/claw_strike2.wav", 1, ATTN_NORM ); |
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break; |
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case 2: |
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EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_ITEM, "zombie/claw_strike3.wav", 1, ATTN_NORM ); |
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break; |
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} |
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m_pPlayer->m_iWeaponVolume = CROWBAR_BODYHIT_VOLUME; |
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if( !pEntity->IsAlive() ) |
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return TRUE; |
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else |
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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 crowbar strike |
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switch( RANDOM_LONG( 0, 1 ) ) |
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{ |
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case 0: |
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EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_ITEM, "zombie/claw_miss1.wav", fvolbar, ATTN_NORM, 0, 98 + RANDOM_LONG( 0, 3 ) ); |
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break; |
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case 1: |
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EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_ITEM, "zombie/claw_miss2.wav", fvolbar, ATTN_NORM, 0, 98 + RANDOM_LONG( 0, 3 ) ); |
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break; |
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} |
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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 = (int)( flVol * CROWBAR_WALLHIT_VOLUME ); |
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SetThink( &CVortiHands::Smack ); |
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pev->nextthink = UTIL_WeaponTimeBase() + 0.2; |
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#endif |
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m_flNextPrimaryAttack = GetNextAttackDelay( 0.25 ); |
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} |
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return fDidHit; |
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} |
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void CVortiHands::SecondaryAttack() |
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{ |
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// don't fire underwater |
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if( m_pPlayer->pev->waterlevel == 3 ) |
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{ |
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if( m_fInAttack != 0 ) |
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{ |
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EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_WEAPON, "weapons/electro4.wav", 1.0, ATTN_NORM, 0, 80 + RANDOM_LONG( 0, 0x3f ) ); |
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SendWeaponAnim( VORTIHANDS_IDLE1 ); |
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m_fInAttack = 0; |
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} |
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else |
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{ |
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PlayEmptySound(); |
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} |
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m_flNextSecondaryAttack = m_flNextPrimaryAttack = GetNextAttackDelay( 0.5 ); |
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return; |
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} |
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if( m_fInAttack == 0 ) |
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{ |
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// spin up |
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m_pPlayer->m_iWeaponVolume = GAUSS_PRIMARY_CHARGE_VOLUME; |
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m_fInAttack = 1; |
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CrosshairState( m_fInAttack ); |
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SendWeaponAnim( VORTIHANDS_CHARGE ); |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.0; |
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m_pPlayer->m_flStartCharge = gpGlobals->time; |
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m_pPlayer->m_flAmmoStartCharge = UTIL_WeaponTimeBase() + GetFullChargeTime(); |
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PLAYBACK_EVENT_FULL( FEV_NOTHOST, m_pPlayer->edict(), m_usVortiSpin, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, 110, 0, 0, 0 ); |
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m_iSoundState = SND_CHANGE_PITCH; |
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} |
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else if( m_fInAttack == 1 ) |
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{ |
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if( m_flTimeWeaponIdle < UTIL_WeaponTimeBase() ) |
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{ |
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SendWeaponAnim( VORTIHANDS_CHARGE_LOOP ); |
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m_fInAttack = 2; |
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CrosshairState( m_fInAttack ); |
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} |
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} |
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else |
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{ |
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int pitch = (int)( ( gpGlobals->time - m_pPlayer->m_flStartCharge ) * ( 150 / GetFullChargeTime() ) + 100 ); |
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if( pitch > 250 ) |
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pitch = 250; |
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// ALERT( at_console, "%d %d %d\n", m_fInAttack, m_iSoundState, pitch ); |
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if( m_iSoundState == 0 ) |
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ALERT( at_console, "sound state %d\n", m_iSoundState ); |
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CrosshairState( 3 ); |
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PLAYBACK_EVENT_FULL( FEV_NOTHOST, m_pPlayer->edict(), m_usVortiSpin, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, pitch, 0, ( m_iSoundState == SND_CHANGE_PITCH ) ? 1 : 0, 0 ); |
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m_iSoundState = SND_CHANGE_PITCH; // hack for going through level transitions |
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m_pPlayer->m_iWeaponVolume = GAUSS_PRIMARY_CHARGE_VOLUME; |
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// m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.1; |
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if( m_pPlayer->m_flStartCharge < gpGlobals->time - 10 ) |
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{ |
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// Player charged up too long. Zap him. |
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EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_WEAPON, "weapons/electro4.wav", 1.0, ATTN_NORM, 0, 80 + RANDOM_LONG( 0, 0x3f ) ); |
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EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/electro6.wav", 1.0, ATTN_NORM, 0, 75 + RANDOM_LONG( 0, 0x3f ) ); |
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m_fInAttack = 0; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.0; |
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.0; |
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CrosshairState( m_fInAttack ); |
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SendWeaponAnim( VORTIHANDS_IDLE1 ); |
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// Player may have been killed and this weapon dropped, don't execute any more code after this! |
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return; |
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} |
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} |
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} |
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//========================================================= |
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// StartFire- since all of this code has to run and then |
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// call Fire(), it was easier at this point to rip it out |
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// of weaponidle() and make its own function then to try to |
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// merge this into Fire(), which has some identical variable names |
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//========================================================= |
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void CVortiHands::StartFire( void ) |
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{ |
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float flDamage; |
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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 * 8; |
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if( gpGlobals->time - m_pPlayer->m_flStartCharge < GetFullChargeTime() ) |
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{ |
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flDamage = 60; |
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} |
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else |
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{ |
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flDamage = 60 * ( ( gpGlobals->time - m_pPlayer->m_flStartCharge ) / GetFullChargeTime() ); |
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} |
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|
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if( m_fInAttack != 3 ) |
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{ |
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//ALERT( at_console, "Time:%f Damage:%f\n", gpGlobals->time - m_pPlayer->m_flStartCharge, flDamage ); |
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|
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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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// time until aftershock 'static discharge' sound |
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m_pPlayer->m_flPlayAftershock = gpGlobals->time + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0.3, 0.8 ); |
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|
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Fire( vecSrc, vecAiming, flDamage ); |
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} |
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void CVortiHands::Fire( Vector vecOrigSrc, Vector vecDir, float flDamage ) |
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{ |
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m_pPlayer->m_iWeaponVolume = GAUSS_PRIMARY_FIRE_VOLUME; |
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TraceResult tr, beam_tr; |
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#ifndef CLIENT_DLL |
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Vector vecSrc = vecOrigSrc; |
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Vector vecDest = vecSrc + vecDir * 8192; |
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edict_t *pentIgnore; |
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float flMaxFrac = 1.0; |
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int nTotal = 0; |
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int fHasPunched = 0; |
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int fFirstBeam = 1; |
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int nMaxHits = 10; |
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|
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pentIgnore = ENT( m_pPlayer->pev ); |
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#else |
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g_irunninggausspred = true; |
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#endif |
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// The main firing event is sent unreliably so it won't be delayed. |
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PLAYBACK_EVENT_FULL( FEV_NOTHOST, m_pPlayer->edict(), m_usVortiFire, 0.0, (float *)&m_pPlayer->pev->origin, (float *)&m_pPlayer->pev->angles, flDamage, 0.0, 0, 0, 0, 0 ); |
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|
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// This reliable event is used to stop the spinning sound |
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// It's delayed by a fraction of second to make sure it is delayed by 1 frame on the client |
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// It's sent reliably anyway, which could lead to other delays |
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|
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PLAYBACK_EVENT_FULL( FEV_NOTHOST | FEV_RELIABLE, m_pPlayer->edict(), m_usVortiFire, 0.01, (float *)&m_pPlayer->pev->origin, (float *)&m_pPlayer->pev->angles, 0.0, 0.0, 0, 0, 0, 1 ); |
|
|
|
/*ALERT( at_console, "%f %f %f\n%f %f %f\n", |
|
vecSrc.x, vecSrc.y, vecSrc.z, |
|
vecDest.x, vecDest.y, vecDest.z );*/ |
|
|
|
//ALERT( at_console, "%f %f\n", tr.flFraction, flMaxFrac ); |
|
|
|
#ifndef CLIENT_DLL |
|
while( flDamage > 10 && nMaxHits > 0 ) |
|
{ |
|
nMaxHits--; |
|
|
|
// ALERT( at_console, "." ); |
|
UTIL_TraceLine( vecSrc, vecDest, dont_ignore_monsters, pentIgnore, &tr ); |
|
|
|
if( tr.fAllSolid ) |
|
break; |
|
|
|
CBaseEntity *pEntity = CBaseEntity::Instance( tr.pHit ); |
|
|
|
if( pEntity == NULL ) |
|
break; |
|
|
|
if( fFirstBeam ) |
|
{ |
|
m_pPlayer->pev->effects |= EF_MUZZLEFLASH; |
|
fFirstBeam = 0; |
|
|
|
nTotal += 26; |
|
} |
|
|
|
if( pEntity->pev->takedamage ) |
|
{ |
|
ClearMultiDamage(); |
|
pEntity->TraceAttack( m_pPlayer->pev, flDamage, vecDir, &tr, DMG_BULLET ); |
|
ApplyMultiDamage( m_pPlayer->pev, m_pPlayer->pev ); |
|
} |
|
|
|
vecSrc = tr.vecEndPos + vecDir; |
|
pentIgnore = ENT( pEntity->pev ); |
|
} |
|
#endif |
|
// ALERT( at_console, "%d bytes\n", nTotal ); |
|
} |
|
|
|
void CVortiHands::WeaponIdle( void ) |
|
{ |
|
if( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() ) |
|
return; |
|
|
|
if( m_fInAttack != 0 ) |
|
{ |
|
m_fInAttack = 0; |
|
CrosshairState( m_fInAttack ); |
|
ALERT( at_console, "released right button!\n" ); |
|
|
|
StartFire(); |
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.0; |
|
} |
|
}
|
|
|