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398 lines
10 KiB
398 lines
10 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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// BMOD Begin - Flying Crowbar |
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#include "BMOD_flyingcrowbar.h" |
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#include "BMOD_messaging.h" |
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extern cvar_t bm_cbar_mod; |
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// BMOD End - Flying Crowbar |
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#define CROWBAR_BODYHIT_VOLUME 128 |
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#define CROWBAR_WALLHIT_VOLUME 512 |
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LINK_ENTITY_TO_CLASS( weapon_crowbar, CCrowbar ) |
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enum gauss_e |
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{ |
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CROWBAR_IDLE = 0, |
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CROWBAR_DRAW, |
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CROWBAR_HOLSTER, |
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CROWBAR_ATTACK1HIT, |
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CROWBAR_ATTACK1MISS, |
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CROWBAR_ATTACK2MISS, |
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CROWBAR_ATTACK2HIT, |
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CROWBAR_ATTACK3MISS, |
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CROWBAR_ATTACK3HIT |
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}; |
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void CCrowbar::Spawn( ) |
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{ |
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Precache(); |
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m_iId = WEAPON_CROWBAR; |
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SET_MODEL( ENT( pev ), "models/w_crowbar.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 CCrowbar::Precache( void ) |
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{ |
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PRECACHE_MODEL( "models/v_crowbar.mdl" ); |
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PRECACHE_MODEL( "models/w_crowbar.mdl" ); |
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PRECACHE_MODEL( "models/p_crowbar.mdl" ); |
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PRECACHE_SOUND( "weapons/cbar_hit1.wav" ); |
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PRECACHE_SOUND( "weapons/cbar_hit2.wav" ); |
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PRECACHE_SOUND( "weapons/cbar_hitbod1.wav" ); |
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PRECACHE_SOUND( "weapons/cbar_hitbod2.wav" ); |
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PRECACHE_SOUND( "weapons/cbar_hitbod3.wav" ); |
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PRECACHE_SOUND( "weapons/cbar_miss1.wav" ); |
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// BMOD Edit - Flying Crowbar |
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UTIL_PrecacheOther( "flying_crowbar" ); |
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PRECACHE_MODEL( "models/w_weaponbox.mdl" ); |
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m_usCrowbar = PRECACHE_EVENT( 1, "events/crowbar.sc" ); |
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} |
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int CCrowbar::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 = 0; |
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p->iId = WEAPON_CROWBAR; |
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p->iWeight = CROWBAR_WEIGHT; |
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return 1; |
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} |
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BOOL CCrowbar::Deploy() |
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{ |
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// BMOD Edit - Modified crowbar message |
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if( bm_cbar_mod.value ) |
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PrintMessage( m_pPlayer, BMOD_CHAN_WEAPON, Vector( 20, 250, 20 ), Vector( 1, 4, 2 ), "\nCROWBAR\nSECONDARY FIRE: Throw crowbar." ); |
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return DefaultDeploy( "models/v_crowbar.mdl", "models/p_crowbar.mdl", CROWBAR_DRAW, "crowbar" ); |
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} |
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void CCrowbar::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( CROWBAR_HOLSTER ); |
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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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void CCrowbar::PrimaryAttack() |
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{ |
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if( !Swing( 1 ) ) |
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{ |
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SetThink( &CCrowbar::SwingAgain ); |
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pev->nextthink = gpGlobals->time + 0.1; |
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} |
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} |
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void CCrowbar::Smack() |
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{ |
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DecalGunshot( &m_trHit, BULLET_PLAYER_CROWBAR ); |
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} |
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void CCrowbar::SwingAgain( void ) |
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{ |
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Swing( 0 ); |
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} |
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int CCrowbar::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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PLAYBACK_EVENT_FULL( FEV_NOTHOST, m_pPlayer->edict(), m_usCrowbar, |
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0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0, 0, 0, |
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0.0, 0, 0.0 ); |
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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 = UTIL_WeaponTimeBase() + 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( CROWBAR_ATTACK1HIT ); |
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break; |
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case 1: |
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SendWeaponAnim( CROWBAR_ATTACK2HIT ); |
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break; |
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case 2: |
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SendWeaponAnim( CROWBAR_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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int tempDamage = gSkillData.plrDmgCrowbar; |
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if( m_pPlayer->m_RuneFlags == RUNE_CROWBAR ) |
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tempDamage = 300; |
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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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ClearMultiDamage(); |
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if( ( m_flNextPrimaryAttack + 1 < UTIL_WeaponTimeBase() ) || g_pGameRules->IsMultiplayer() ) |
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{ |
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// first swing does full damage |
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pEntity->TraceAttack( m_pPlayer->pev, tempDamage, 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, tempDamage / 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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// 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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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, "weapons/cbar_hitbod1.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, "weapons/cbar_hitbod2.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, "weapons/cbar_hitbod3.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, "weapons/cbar_hit1.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, "weapons/cbar_hit2.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 = flVol * CROWBAR_WALLHIT_VOLUME; |
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#endif |
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.25; |
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SetThink( &CCrowbar::Smack ); |
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pev->nextthink = UTIL_WeaponTimeBase() + 0.2; |
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} |
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return fDidHit; |
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} |
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// BMOD Begin - Flying Crowbar |
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void CCrowbar::SecondaryAttack() |
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{ |
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if( !bm_cbar_mod.value ) |
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{ |
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return; |
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} |
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// Don't throw underwater, and only throw if we were able to detatch |
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// from player. |
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if( ( m_pPlayer->pev->waterlevel != 3 ) )//&& |
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//( m_pPlayer->RemovePlayerItem( this ) ) ) |
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{ |
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// Get the origin, direction, and fix the angle of the throw. |
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Vector vecSrc = m_pPlayer->GetGunPosition() + gpGlobals->v_right * 8 + gpGlobals->v_forward * 16; |
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Vector vecDir = gpGlobals->v_forward; |
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Vector vecAng = UTIL_VecToAngles( vecDir ); |
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vecAng.z = vecDir.z - 90; |
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// Create a flying crowbar. |
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CFlyingCrowbar *pFCBar = (CFlyingCrowbar *)Create( "flying_crowbar", vecSrc, Vector( 0, 0, 0 ), m_pPlayer->edict() ); |
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// Give the crowbar its velocity, angle, and spin. |
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// Lower the gravity a bit, so it flys. |
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pFCBar->pev->velocity = vecDir * 500 + m_pPlayer->pev->velocity; |
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pFCBar->pev->angles = vecAng; |
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pFCBar->pev->avelocity.x = -1000; |
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pFCBar->pev->gravity = .5; |
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pFCBar->m_pPlayer = m_pPlayer; |
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// Do player weapon anim and sound effect. |
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m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); |
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EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_WEAPON, "weapons/cbar_miss1.wav", 1, ATTN_NORM, 0, 94 + RANDOM_LONG( 0, 0xF ) ); |
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// Control the speed of the next crowbar toss if |
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// this is a rune. |
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m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + .5; |
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// Crowbar Rune? |
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if( m_pPlayer->m_RuneFlags != RUNE_CROWBAR ) |
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{ |
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// Nope! take away the crowbar |
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m_pPlayer->RemovePlayerItem( this ); |
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// take item off hud |
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m_pPlayer->pev->weapons &= ~( 1 << this->m_iId ); |
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// Destroy this weapon |
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DestroyItem(); |
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// They no longer have an active item. |
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m_pPlayer->m_pActiveItem = NULL; |
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} |
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else |
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{ |
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// We have RUNE! Make a swing animation |
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switch( ( ( m_iSwing++ ) % 2 ) + 1 ) |
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{ |
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case 0: |
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SendWeaponAnim( CROWBAR_ATTACK1HIT ); |
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break; |
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case 1: |
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SendWeaponAnim( CROWBAR_ATTACK1HIT ); |
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break; |
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case 2: |
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SendWeaponAnim( CROWBAR_DRAW ); |
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break; |
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} |
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} |
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} |
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} |
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// BMOD End - Flying Crowbar
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