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324 lines
8.3 KiB
324 lines
8.3 KiB
/*** |
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* |
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* Copyright (c) 1996-2001, 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 SPANNER_BODYHIT_VOLUME 128 |
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#define SPANNER_WALLHIT_VOLUME 512 |
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extern void FindHullIntersection( const Vector &vecSrc, TraceResult &tr, float *mins, float *maxs, edict_t *pEntity ); |
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LINK_ENTITY_TO_CLASS( weapon_th_spanner, CWeaponEinarSpanner ) |
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enum spanner_e |
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{ |
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SPANNER_IDLE = 0, |
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SPANNER_ATTACK1, |
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SPANNER_ATTACK2, |
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SPANNER_USE, |
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SPANNER_DRAW, |
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SPANNER_HOLSTER |
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}; |
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void CWeaponEinarSpanner::Spawn() |
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{ |
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Precache(); |
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m_iId = WEAPON_SPANNER; |
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SET_MODEL( ENT( pev ), "models/backpack.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 CWeaponEinarSpanner::Precache() |
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{ |
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PRECACHE_MODEL( "models/v_tfc_spanner.mdl" ); |
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PRECACHE_MODEL( "models/backpack.mdl" ); |
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PRECACHE_MODEL( "models/p_spanner.mdl" ); |
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/* |
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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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PRECACHE_SOUND( "kelly/cbar_hitkelly1.wav" ); |
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PRECACHE_SOUND( "kelly/cbar_hitkelly2.wav" ); |
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PRECACHE_SOUND( "kelly/cbar_hitkelly3.wav" ); |
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*/ |
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} |
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int CWeaponEinarSpanner::GetItemInfo( ItemInfo *p ) |
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{ |
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p->pszName = STRING( pev->classname ); |
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p->pszAmmo1 = NULL; |
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p->iMaxAmmo1 = -1; |
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p->pszAmmo2 = NULL; |
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p->iMaxAmmo2 = -1; |
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p->iMaxClip = WEAPON_NOCLIP; |
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p->iSlot = 0; |
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p->iPosition = 2; |
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p->iId = WEAPON_SPANNER; |
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p->iWeight = SPANNER_WEIGHT; |
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return 1; |
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} |
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int CWeaponEinarSpanner::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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BOOL CWeaponEinarSpanner::Deploy() |
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{ |
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return DefaultDeploy( "models/v_tfc_spanner.mdl", "models/p_spanner.mdl", SPANNER_DRAW, "crowbar" ); |
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} |
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void CWeaponEinarSpanner::Holster(int skiplocal /* = 0 */) |
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{ |
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5f; |
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SendWeaponAnim( SPANNER_HOLSTER ); |
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} |
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void CWeaponEinarSpanner::PrimaryAttack() |
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{ |
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if( !Swing( 1 ) ) |
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{ |
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SetThink( &CWeaponEinarSpanner::SwingAgain ); |
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pev->nextthink = gpGlobals->time + 0.1f; |
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} |
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} |
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void CWeaponEinarSpanner::Smack() |
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{ |
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DecalGunshot( &m_trHit, BULLET_PLAYER_CROWBAR ); |
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} |
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void CWeaponEinarSpanner::SwingAgain( void ) |
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{ |
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Swing( 0 ); |
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} |
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int CWeaponEinarSpanner::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 >= 1.0f ) |
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{ |
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UTIL_TraceHull( vecSrc, vecEnd, dont_ignore_monsters, head_hull, ENT( m_pPlayer->pev ), &tr ); |
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if( tr.flFraction < 1.0f ) |
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{ |
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// Calculate the point of intersection of the line (or hull) and the object we hit |
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// This is and approximation of the "best" intersection |
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CBaseEntity *pHit = CBaseEntity::Instance( tr.pHit ); |
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if( !pHit || pHit->IsBSPModel() ) |
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FindHullIntersection( vecSrc, tr, VEC_DUCK_HULL_MIN, VEC_DUCK_HULL_MAX, m_pPlayer->edict() ); |
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vecEnd = tr.vecEndPos; // This is the point on the actual surface (the hull could have hit space) |
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} |
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} |
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#endif |
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if( tr.flFraction >= 1.0f ) |
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{ |
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if( fFirst ) |
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{ |
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// miss |
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if( RANDOM_FLOAT( 0.0f, 1.0f ) <= 0.25f ) |
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++m_iSwing; |
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switch( ( m_iSwing++ ) % 2 ) |
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{ |
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case 0: |
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SendWeaponAnim( SPANNER_ATTACK1 ); |
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break; |
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case 1: |
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SendWeaponAnim( SPANNER_ATTACK2 ); |
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break; |
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} |
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.4f; |
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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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#ifdef CROWBAR_IDLE_ANIM |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); |
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#endif |
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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 ) |
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{ |
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case 0: |
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SendWeaponAnim( SPANNER_ATTACK1 ); |
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break; |
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case 1: |
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SendWeaponAnim( SPANNER_ATTACK2 ); |
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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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float flDmg; |
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ClearMultiDamage(); |
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if( g_pGameRules->IsMultiplayer() ) |
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{ |
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// more damage in multiplayer |
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flDmg = gSkillData.plrDmgCrowbar * 1.2f; |
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} |
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else if( m_flNextPrimaryAttack + 1.0f < UTIL_WeaponTimeBase() ) |
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{ |
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// first swing does full damage |
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flDmg = gSkillData.plrDmgCrowbar * 0.8f; |
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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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flDmg = gSkillData.plrDmgCrowbar * 0.4f; |
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} |
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pEntity->TraceAttack( m_pPlayer->pev, flDmg, gpGlobals->v_forward, &tr, DMG_CLUB ); |
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ApplyMultiDamage( m_pPlayer->pev, m_pPlayer->pev ); |
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if( pEntity->Classify() != CLASS_NONE && pEntity->Classify() != CLASS_MACHINE ) |
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{ |
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// Skeletons make different hit sounds. |
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if( pEntity->Classify() == CLASS_SKELETON ) |
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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, "kelly/cbar_hitkelly1.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, "kelly/cbar_hitkelly2.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, "kelly/cbar_hitkelly3.wav", 1, ATTN_NORM ); |
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break; |
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} |
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} |
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else |
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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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} |
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m_pPlayer->m_iWeaponVolume = SPANNER_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 * SPANNER_WALLHIT_VOLUME; |
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#endif |
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.2f; |
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SetThink( &CWeaponEinarSpanner::Smack ); |
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pev->nextthink = UTIL_WeaponTimeBase() + 0.2f; |
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} |
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#ifdef CROWBAR_IDLE_ANIM |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); |
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#endif |
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return fDidHit; |
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} |
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#ifdef CROWBAR_IDLE_ANIM |
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void CWeaponEinarSpanner::WeaponIdle() |
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{ |
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if( m_flTimeWeaponIdle < UTIL_WeaponTimeBase() ) |
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{ |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 5, 10 ); |
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SendWeaponAnim( SPANNER_IDLE ); |
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} |
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} |
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#endif
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