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943 lines
24 KiB
943 lines
24 KiB
/*** |
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* |
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* Copyright (c) 1999, 2000 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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#if !defined( OEM_BUILD ) && !defined( HLDEMO_BUILD ) |
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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 "player.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 "effects.h" |
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#include "customentity.h" |
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#include "gamerules.h" |
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#include "shake.h" |
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#include "BMOD_messaging.h" |
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#define EGON_PRIMARY_VOLUME 450 |
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#define EGON_BEAM_SPRITE "sprites/xbeam1.spr" |
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#define EGON_FLARE_SPRITE "sprites/XSpark1.spr" |
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#define EGON_SOUND_OFF "weapons/egon_off1.wav" |
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#define EGON_SOUND_RUN "weapons/egon_run3.wav" |
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#define EGON_SOUND_STARTUP "weapons/egon_windup2.wav" |
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#define BUBB_SOUND_OFF "debris/flesh5.wav" |
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#define BUBB_SOUND_RUN "debris/flesh5.wav" |
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#define BUBB_SOUND_STARTUP "debris/flesh6.wav" |
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#define HEAL_SOUND_OFF "debris/beamstart7.wav" |
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#define EGON_SWITCH_NARROW_TIME 0.75 // Time it takes to switch fire modes |
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#define EGON_SWITCH_WIDE_TIME 1.5 |
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#define BUBBLE_HEAL_RADIUS 64 |
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#define BUBBLE_HEAL_AMT 70 |
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extern cvar_t bm_gluon_mod; |
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extern cvar_t bm_thrust; |
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enum egon_e { |
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EGON_IDLE1 = 0, |
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EGON_FIDGET1, |
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EGON_ALTFIREON, |
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EGON_ALTFIRECYCLE, |
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EGON_ALTFIREOFF, |
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EGON_FIRE1, |
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EGON_FIRE2, |
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EGON_FIRE3, |
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EGON_FIRE4, |
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EGON_DRAW, |
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EGON_HOLSTER |
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}; |
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class CEgon : public CBasePlayerWeapon |
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{ |
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public: |
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int Save( CSave &save ); |
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int Restore( CRestore &restore ); |
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static TYPEDESCRIPTION m_SaveData[]; |
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void Spawn( void ); |
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void Precache( void ); |
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int iItemSlot( void ) { return 4; } |
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int GetItemInfo(ItemInfo *p); |
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int AddToPlayer( CBasePlayer *pPlayer ); |
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BOOL Deploy( void ); |
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void Holster( int skiplocal = 0 ); |
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void CreateEffect( void ); |
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void UpdateEffect( const Vector &startPoint, const Vector &endPoint, float timeBlend ); |
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void DestroyEffect( void ); |
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void EndBubbleAttack( void ); |
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void EndAttack( void ); |
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void BubbleAttack( void ); |
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void Attack( void ); |
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void PrimaryAttack( void ); |
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void SecondaryAttack( void ); |
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void WeaponIdle( void ); |
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static int g_fireAnims1[]; |
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static int g_fireAnims2[]; |
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float m_flAmmoUseTime;// since we use < 1 point of ammo per update, we subtract ammo on a timer. |
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float GetPulseInterval( void ); |
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float GetDischargeInterval( void ); |
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void Fire( const Vector &vecOrigSrc, const Vector &vecDir ); |
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void BubbleFire( const Vector &vecOrigSrc, const Vector &vecDir ); |
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void FireHeal( void ); |
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BOOL HasAmmo( void ) |
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{ |
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if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0) |
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return FALSE; |
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return TRUE; |
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} |
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void UseAmmo( int count ) |
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{ |
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if ( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] >= count ) |
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m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] -= count; |
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else |
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m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] = 0; |
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} |
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enum EGON_FIRESTATE { FIRE_OFF, FIRE_CHARGE }; |
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enum EGON_FIREMODE { FIRE_NARROW, FIRE_WIDE}; |
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private: |
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float m_shootTime; |
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CBeam *m_pBeam; |
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CBeam *m_pNoise; |
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CSprite *m_pSprite; |
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EGON_FIRESTATE m_fireState; |
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EGON_FIREMODE m_fireMode; |
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float m_shakeTime; |
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BOOL m_deployed; |
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float m_bubbletime; |
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float m_healAmmoUsed; |
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float m_healAmmoUseTime; |
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unsigned short m_usEgonFire; |
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unsigned short m_usEgonStop; |
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}; |
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LINK_ENTITY_TO_CLASS( weapon_egon, CEgon ); |
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int CEgon::g_fireAnims1[] = { EGON_FIRE1, EGON_FIRE2, EGON_FIRE3, EGON_FIRE4 }; |
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int CEgon::g_fireAnims2[] = { EGON_ALTFIRECYCLE }; |
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TYPEDESCRIPTION CEgon::m_SaveData[] = |
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{ |
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DEFINE_FIELD( CEgon, m_pBeam, FIELD_CLASSPTR ), |
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DEFINE_FIELD( CEgon, m_pNoise, FIELD_CLASSPTR ), |
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DEFINE_FIELD( CEgon, m_pSprite, FIELD_CLASSPTR ), |
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DEFINE_FIELD( CEgon, m_shootTime, FIELD_TIME ), |
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DEFINE_FIELD( CEgon, m_fireState, FIELD_INTEGER ), |
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DEFINE_FIELD( CEgon, m_fireMode, FIELD_INTEGER ), |
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DEFINE_FIELD( CEgon, m_shakeTime, FIELD_TIME ), |
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DEFINE_FIELD( CEgon, m_flAmmoUseTime, FIELD_TIME ), |
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}; |
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IMPLEMENT_SAVERESTORE( CEgon, CBasePlayerWeapon ); |
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void CEgon::Spawn( ) |
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{ |
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pev->classname = MAKE_STRING("weapon_egon"); |
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Precache( ); |
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m_iId = WEAPON_EGON; |
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SET_MODEL(ENT(pev), "models/w_egon.mdl"); |
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m_iDefaultAmmo = EGON_DEFAULT_GIVE; |
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FallInit();// get ready to fall down. |
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} |
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void CEgon::Precache( void ) |
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{ |
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PRECACHE_MODEL("models/w_egon.mdl"); |
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PRECACHE_MODEL("models/v_egon.mdl"); |
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PRECACHE_MODEL("models/p_egon.mdl"); |
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PRECACHE_MODEL("models/w_9mmclip.mdl"); |
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PRECACHE_SOUND("items/9mmclip1.wav"); |
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PRECACHE_SOUND( EGON_SOUND_OFF ); |
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PRECACHE_SOUND( EGON_SOUND_RUN ); |
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PRECACHE_SOUND( EGON_SOUND_STARTUP ); |
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PRECACHE_SOUND( BUBB_SOUND_OFF ); |
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PRECACHE_SOUND( BUBB_SOUND_RUN ); |
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PRECACHE_SOUND( BUBB_SOUND_STARTUP ); |
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PRECACHE_SOUND( HEAL_SOUND_OFF ); |
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PRECACHE_MODEL( EGON_BEAM_SPRITE ); |
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PRECACHE_MODEL( EGON_FLARE_SPRITE ); |
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PRECACHE_SOUND ("weapons/357_cock1.wav"); |
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m_usEgonFire = PRECACHE_EVENT ( 1, "events/egon_fire.sc" ); |
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m_usEgonStop = PRECACHE_EVENT ( 1, "events/egon_stop.sc" ); |
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} |
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BOOL CEgon::Deploy( void ) |
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{ |
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if (bm_gluon_mod.value) { |
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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."); |
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} |
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m_deployed = FALSE; |
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return DefaultDeploy( "models/v_egon.mdl", "models/p_egon.mdl", EGON_DRAW, "egon" ); |
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} |
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int CEgon::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 CEgon::Holster( int skiplocal /* = 0 */ ) |
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{ |
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5; |
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// m_flTimeWeaponIdle = gpGlobals->time + UTIL_RandomFloat ( 10, 15 ); |
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SendWeaponAnim( EGON_HOLSTER ); |
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if ( m_fireState != FIRE_OFF ) { |
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if (bm_gluon_mod.value) |
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EndBubbleAttack(); |
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else |
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EndAttack(); |
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} |
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} |
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int CEgon::GetItemInfo(ItemInfo *p) |
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{ |
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p->pszName = STRING(pev->classname); |
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p->pszAmmo1 = "uranium"; |
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p->iMaxAmmo1 = URANIUM_MAX_CARRY; |
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p->pszAmmo2 = NULL; |
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p->iMaxAmmo2 = -1; |
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p->iMaxClip = WEAPON_NOCLIP; |
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p->iSlot = 3; |
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p->iPosition = 2; |
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p->iId = m_iId = WEAPON_EGON; |
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p->iFlags = 0; |
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p->iWeight = EGON_WEIGHT; |
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return 1; |
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} |
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//#define EGON_PULSE_INTERVAL 0.25 |
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//#define EGON_DISCHARGE_INTERVAL 0.5 |
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#define EGON_PULSE_INTERVAL 0.1 |
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#define EGON_DISCHARGE_INTERVAL 0.1 |
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float CEgon::GetPulseInterval( void ) |
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{ |
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if ( g_pGameRules->IsMultiplayer() ) |
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{ |
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return 0.1; |
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} |
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return EGON_PULSE_INTERVAL; |
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} |
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float CEgon::GetDischargeInterval( void ) |
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{ |
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if ( g_pGameRules->IsMultiplayer() ) |
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{ |
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return 0.1; |
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} |
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return EGON_DISCHARGE_INTERVAL; |
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} |
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void CEgon::BubbleAttack( void ) |
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{ |
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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( ); |
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switch( m_fireState ) |
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{ |
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case FIRE_OFF: |
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{ |
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if ( !HasAmmo() ) |
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{ |
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m_flNextPrimaryAttack = gpGlobals->time + 0.25; |
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if (m_flNextSecondaryAttack <= gpGlobals->time) |
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m_flNextSecondaryAttack = gpGlobals->time + 0.25; |
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PlayEmptySound( ); |
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return; |
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} |
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m_flAmmoUseTime = gpGlobals->time;// start using ammo ASAP. |
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SendWeaponAnim( g_fireAnims1[ RANDOM_LONG(0,ARRAYSIZE(g_fireAnims1)-1) ] ); |
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m_shakeTime = 0; |
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m_pPlayer->m_iWeaponVolume = EGON_PRIMARY_VOLUME; |
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m_flTimeWeaponIdle = gpGlobals->time + 0.1; |
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// m_shootTime = gpGlobals->time + 2; |
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m_shootTime = gpGlobals->time + .2; |
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if ( m_fireMode == FIRE_WIDE ) |
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{ |
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EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_WEAPON, BUBB_SOUND_STARTUP, 0.98, ATTN_NORM, 0, 125 ); |
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} |
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else |
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{ |
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EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_WEAPON, BUBB_SOUND_STARTUP, 0.9, ATTN_NORM, 0, 80 ); |
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m_healAmmoUsed = 0; |
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m_healAmmoUseTime = -1; |
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} |
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pev->dmgtime = gpGlobals->time + GetPulseInterval(); |
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m_fireState = FIRE_CHARGE; |
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} |
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break; |
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case FIRE_CHARGE: |
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{ |
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if ( m_fireMode == FIRE_WIDE ) |
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BubbleFire( vecSrc, vecAiming ); |
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else |
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FireHeal(); |
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m_pPlayer->m_iWeaponVolume = EGON_PRIMARY_VOLUME; |
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if ( m_shootTime != 0 && gpGlobals->time > m_shootTime ) |
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{ |
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if ( m_fireMode == FIRE_WIDE ) |
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{ |
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EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_STATIC, BUBB_SOUND_RUN, 0.98, ATTN_NORM, 0, 100 + RANDOM_LONG(0, 100) ); |
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} |
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else |
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{ |
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EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_STATIC, BUBB_SOUND_RUN, 0.9, ATTN_NORM, 0, 50 + (m_healAmmoUsed * 2) ); |
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} |
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m_shootTime += (.1 + RANDOM_FLOAT(0,.1)); |
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} |
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if ( !HasAmmo() ) |
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{ |
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EndBubbleAttack(); |
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m_fireState = FIRE_OFF; |
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m_flNextPrimaryAttack = gpGlobals->time + 1.0; |
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if (m_flNextSecondaryAttack <= gpGlobals->time) |
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m_flNextSecondaryAttack = gpGlobals->time + 1.0; |
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} |
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} |
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break; |
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} |
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} |
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void CEgon::PrimaryAttack( void ) |
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{ |
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if (bm_gluon_mod.value) { |
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m_fireMode = FIRE_WIDE; |
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BubbleAttack(); |
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} |
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else { |
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m_fireMode = FIRE_WIDE; |
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Attack(); |
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} |
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} |
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void CEgon::SecondaryAttack( void ) |
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{ |
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if (bm_gluon_mod.value) { |
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m_fireMode = FIRE_NARROW; |
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BubbleAttack(); |
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} |
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else { |
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} |
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} |
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// *********************************** |
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// Eggplant's Bubble Gun |
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// *********************************** |
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void CEgon::BubbleFire( const Vector &vecOrigSrc, const Vector &vecDir ) |
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{ |
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if (!(m_bubbletime <= gpGlobals->time)) |
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return; |
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m_bubbletime = gpGlobals->time + .05; |
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UTIL_MakeVectors( m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle ); |
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m_pPlayer->pev->velocity = m_pPlayer->pev->velocity - gpGlobals->v_forward * bm_thrust.value; |
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TraceResult tr; |
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// Give player air! |
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m_pPlayer->pev->air_finished = gpGlobals->time + 12; |
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// First determine where the bubble will appear. It will appear in a random location |
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// from the barrel of the gun to +128 units from the barrel. |
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Vector tmpSrcMin = vecOrigSrc + gpGlobals->v_up * -8 + gpGlobals->v_right * 3; |
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Vector tmpSrcMax = tmpSrcMin + gpGlobals->v_forward * RANDOM_LONG(32, 128); |
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// We dont want to be able to shoot through walls or people, so trace the line from the barrel to the |
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// bubble point and make sure nothing is in the way. |
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UTIL_TraceLine(tmpSrcMin, tmpSrcMax, dont_ignore_monsters, ENT(pev), &tr); |
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if (tr.fStartSolid) |
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return; |
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Vector tmpSrc1 = tmpSrcMin + gpGlobals->v_forward * 32; |
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Vector tmpSrc2 = tr.vecEndPos; |
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// Now trace from the bubble point up 256 units to see where the bubble should pop. |
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Vector vecDest = tmpSrc2 + Vector ( 0, 0, 1 ) * 256; |
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UTIL_TraceLine(tmpSrc2, vecDest, ignore_monsters, ENT(pev), &tr); |
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float flHeight = tr.vecEndPos.z - tmpSrc2.z; |
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// Tell the client about the new bubble. |
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// MESSAGE_BEGIN( MSG_PAS, SVC_TEMPENTITY, tmpSrc ); |
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// WRITE_BYTE( TE_BUBBLES ); |
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// WRITE_COORD( vecMin.x ); // mins |
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// WRITE_COORD( vecMin.y ); |
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// WRITE_COORD( vecMin.z ); |
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// WRITE_COORD( vecMax.x ); // maxz |
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// WRITE_COORD( vecMax.y ); |
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// WRITE_COORD( vecMax.z ); |
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// WRITE_COORD( flHeight ); // height |
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// WRITE_SHORT( g_sModelIndexBubbles ); |
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// WRITE_BYTE( 3 ); // count |
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// WRITE_COORD( 8 ); // speed |
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// MESSAGE_END(); |
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MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY ); |
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WRITE_BYTE( TE_BUBBLETRAIL ); |
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WRITE_COORD( tmpSrc1.x ); // mins |
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WRITE_COORD( tmpSrc1.y ); |
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WRITE_COORD( tmpSrc1.z ); |
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WRITE_COORD( tmpSrc2.x ); // maxz |
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WRITE_COORD( tmpSrc2.y ); |
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WRITE_COORD( tmpSrc2.z ); |
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WRITE_COORD( flHeight ); // height |
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WRITE_SHORT( g_sModelIndexBubbles ); |
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WRITE_BYTE( 5 ); // count |
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WRITE_COORD( 8 ); // speed |
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MESSAGE_END(); |
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} |
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void CEgon::FireHeal( void ) { |
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// Only do this every once in a while to save bandwidth. |
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if (!(m_bubbletime <= gpGlobals->time)) |
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return; |
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m_bubbletime = gpGlobals->time + .1; |
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Vector vecOrigSrc = m_pPlayer->GetGunPosition( ); |
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int bubbleRadius = 1; |
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int numBubbles = 1; |
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int bubbleSpeed = 8; |
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if (m_healAmmoUseTime <= gpGlobals->time) { |
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m_healAmmoUseTime = gpGlobals->time +.5; |
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UseAmmo(5); |
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m_healAmmoUsed += 5; |
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|
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// Runes halve the ammo needed. |
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int healTime = 50; |
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if (m_pPlayer->m_RuneFlags == RUNE_BATTERY || |
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m_pPlayer->m_RuneFlags == RUNE_HEALTH) { |
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healTime /= 2; |
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} |
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if (m_healAmmoUsed >= healTime) { |
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// Heal all players within a radius. |
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CBaseEntity *pEntity = NULL; |
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|
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// Find all the players inside the radius. Heal them, and make the screen flash. |
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while ((pEntity = UTIL_FindEntityInSphere( pEntity, vecOrigSrc, BUBBLE_HEAL_RADIUS )) != NULL) |
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{ |
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if (pEntity->IsPlayer()) |
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{ |
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if (m_pPlayer->m_RuneFlags == RUNE_BATTERY) |
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{ |
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pEntity->pev->armorvalue += BUBBLE_HEAL_AMT; |
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if (pEntity->pev->armorvalue > 100) |
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pEntity->pev->armorvalue = 100; |
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} |
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else |
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{ |
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pEntity->TakeHealth(BUBBLE_HEAL_AMT, DMG_GENERIC); |
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} |
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} |
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UTIL_ScreenFade( pEntity, Vector(0,128,255), 2, 0.5, 200, FFADE_IN ); |
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} |
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|
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// Make a big bubble cloud. |
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bubbleRadius = BUBBLE_HEAL_RADIUS; |
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numBubbles = 1000; |
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bubbleSpeed = -8; |
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|
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// Turn off the bubble gun. |
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EndBubbleAttack(); |
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|
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// Make sure they can't do this again for a while. |
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m_flNextSecondaryAttack = gpGlobals->time + 30; |
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|
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// Make a sound effect. |
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EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_STATIC, HEAL_SOUND_OFF, 0.98, ATTN_NORM, 0, 100); |
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} |
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} |
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|
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// Make bubble(s) |
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TraceResult tr; |
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Vector vecDest = vecOrigSrc + Vector ( 0, 0, 1 ) * 256; |
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UTIL_TraceLine(vecOrigSrc, vecDest, ignore_monsters, ENT(pev), &tr); |
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float flHeight = tr.vecEndPos.z - vecOrigSrc.z; |
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|
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// Tell the client about the new bubble. |
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MESSAGE_BEGIN( MSG_PAS, SVC_TEMPENTITY, vecOrigSrc ); |
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WRITE_BYTE( TE_BUBBLES ); |
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WRITE_COORD( vecOrigSrc.x - bubbleRadius ); // mins |
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WRITE_COORD( vecOrigSrc.y - bubbleRadius ); |
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WRITE_COORD( vecOrigSrc.z - bubbleRadius ); |
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WRITE_COORD( vecOrigSrc.x + bubbleRadius ); // maxz |
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WRITE_COORD( vecOrigSrc.y + bubbleRadius ); |
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WRITE_COORD( vecOrigSrc.z + bubbleRadius ); |
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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
|
|
|