Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 
 

280 lines
6.5 KiB

/***
Dicks
***/
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "weapons.h"
#include "nodes.h"
#include "player.h"
#include "gamerules.h"
#define CROWBAR_BODYHIT_VOLUME 128
#define CROWBAR_WALLHIT_VOLUME 512
class CHammer : public CBasePlayerWeapon
{
public:
void Spawn( void );
void Precache( void );
int iItemSlot( void ) { return 1; }
void EXPORT SwingAgain( void );
void EXPORT Smack( void );
int GetItemInfo(ItemInfo *p);
void PrimaryAttack( void );
int Swing( int fFirst );
BOOL Deploy( void );
void Holster( int skiplocal = 0 );
int m_iSwing;
TraceResult m_trHit;
virtual BOOL UseDecrement( void )
{
#if defined( CLIENT_WEAPONS )
return TRUE;
#else
return FALSE;
#endif
}
private:
};
LINK_ENTITY_TO_CLASS( weapon_hammer, CHammer )
enum crowbar_e
{
CROWBAR_IDLE = 0,
CROWBAR_DRAW,
CROWBAR_ATTACK
};
void CHammer::Spawn( )
{
Precache();
m_iId = WEAPON_HAMMER;
SET_MODEL( ENT( pev ), "models/w_hammer.mdl" );
m_iClip = -1;
FallInit();// get ready to fall down.
}
void CHammer::Precache( void )
{
PRECACHE_MODEL( "models/v_hammer.mdl" );
PRECACHE_MODEL( "models/w_hammer.mdl" );
PRECACHE_MODEL( "models/p_hammer.mdl" );
PRECACHE_SOUND( "weapons/hammer_hit.wav" );
PRECACHE_SOUND( "weapons/hammer_hitbod.wav" );
}
int CHammer::GetItemInfo( ItemInfo *p )
{
p->pszName = STRING( pev->classname );
p->pszAmmo1 = NULL;
p->iMaxAmmo1 = -1;
p->pszAmmo2 = NULL;
p->iMaxAmmo2 = -1;
p->iMaxClip = WEAPON_NOCLIP;
p->iSlot = 0;
p->iPosition = 3;
p->iId = WEAPON_HAMMER;
p->iWeight = 10;
return 1;
}
BOOL CHammer::Deploy()
{
return DefaultDeploy( "models/v_hammer.mdl", "models/p_hammer.mdl", CROWBAR_DRAW, "hammer" );
}
void CHammer::Holster( int skiplocal /* = 0 */ )
{
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1;
}
void FindHullIntersection69( const Vector &vecSrc, TraceResult &tr, float *mins, float *maxs, edict_t *pEntity )
{
int i, j, k;
float distance;
float *minmaxs[2] = {mins, maxs};
TraceResult tmpTrace;
Vector vecHullEnd = tr.vecEndPos;
Vector vecEnd;
distance = 1e6f;
vecHullEnd = vecSrc + ( ( vecHullEnd - vecSrc ) * 2 );
UTIL_TraceLine( vecSrc, vecHullEnd, dont_ignore_monsters, pEntity, &tmpTrace );
if( tmpTrace.flFraction < 1.0 )
{
tr = tmpTrace;
return;
}
for( i = 0; i < 2; i++ )
{
for( j = 0; j < 2; j++ )
{
for( k = 0; k < 2; k++ )
{
vecEnd.x = vecHullEnd.x + minmaxs[i][0];
vecEnd.y = vecHullEnd.y + minmaxs[j][1];
vecEnd.z = vecHullEnd.z + minmaxs[k][2];
UTIL_TraceLine( vecSrc, vecEnd, dont_ignore_monsters, pEntity, &tmpTrace );
if( tmpTrace.flFraction < 1.0 )
{
float thisDistance = ( tmpTrace.vecEndPos - vecSrc ).Length();
if( thisDistance < distance )
{
tr = tmpTrace;
distance = thisDistance;
}
}
}
}
}
}
void CHammer::PrimaryAttack()
{
if( !Swing( 1 ) )
{
SetThink( &CCrowbar::SwingAgain );
pev->nextthink = gpGlobals->time + 1;
}
}
void CHammer::Smack()
{
DecalGunshot( &m_trHit, BULLET_PLAYER_CROWBAR );
}
void CHammer::SwingAgain( void )
{
Swing( 0 );
}
int CHammer::Swing( int fFirst )
{
int fDidHit = FALSE;
TraceResult tr;
UTIL_MakeVectors( m_pPlayer->pev->v_angle );
Vector vecSrc = m_pPlayer->GetGunPosition();
Vector vecEnd = vecSrc + gpGlobals->v_forward * 32;
UTIL_TraceLine( vecSrc, vecEnd, dont_ignore_monsters, ENT( m_pPlayer->pev ), &tr );
#ifndef CLIENT_DLL
if( tr.flFraction >= 1.0 )
{
UTIL_TraceHull( vecSrc, vecEnd, dont_ignore_monsters, head_hull, ENT( m_pPlayer->pev ), &tr );
if( tr.flFraction < 1.0 )
{
// Calculate the point of intersection of the line (or hull) and the object we hit
// This is and approximation of the "best" intersection
CBaseEntity *pHit = CBaseEntity::Instance( tr.pHit );
if( !pHit || pHit->IsBSPModel() )
FindHullIntersection69( vecSrc, tr, VEC_DUCK_HULL_MIN, VEC_DUCK_HULL_MAX, m_pPlayer->edict() );
vecEnd = tr.vecEndPos; // This is the point on the actual surface (the hull could have hit space)
}
}
#endif
// PLAYBACK_EVENT_FULL( FEV_NOTHOST, m_pPlayer->edict(), m_usCrowbar,
//0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0, 0, 0,
// 0.0, 0, 0.0 );
SendWeaponAnim( CROWBAR_ATTACK );
m_pPlayer->pev->effects = (int)(m_pPlayer->pev->effects) | EF_MUZZLEFLASH;
pev->effects |= EF_MUZZLEFLASH;
if( tr.flFraction >= 1.0 )
{
if( fFirst )
{
// miss
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 1;
// player "shoot" animation
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
}
}
else
{
SendWeaponAnim( CROWBAR_ATTACK);
// player "shoot" animation
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
#ifndef CLIENT_DLL
// hit
fDidHit = TRUE;
CBaseEntity *pEntity = CBaseEntity::Instance( tr.pHit );
ClearMultiDamage();
if( ( m_flNextPrimaryAttack + 1 < UTIL_WeaponTimeBase() ) || g_pGameRules->IsMultiplayer() )
{
// first swing does full damage
pEntity->TraceAttack( m_pPlayer->pev, 50, gpGlobals->v_forward, &tr, DMG_CLUB | DMG_ALWAYSGIB );
}
else
{
// subsequent swings do half
pEntity->TraceAttack( m_pPlayer->pev, 50, gpGlobals->v_forward, &tr, DMG_CLUB | DMG_ALWAYSGIB );
}
ApplyMultiDamage( m_pPlayer->pev, m_pPlayer->pev );
// play thwack, smack, or dong sound
float flVol = 1.0;
int fHitWorld = TRUE;
if( pEntity )
{
if( pEntity->Classify() != CLASS_NONE && pEntity->Classify() != CLASS_MACHINE )
{
// play thwack or smack sound
EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/hammer_hitbod.wav", 1, ATTN_NORM );
m_pPlayer->m_iWeaponVolume = CROWBAR_BODYHIT_VOLUME;
if( !pEntity->IsAlive() )
return TRUE;
else
flVol = 0.1;
fHitWorld = FALSE;
}
}
// play texture hit sound
// UNDONE: Calculate the correct point of intersection when we hit with the hull instead of the line
if( fHitWorld )
{
float fvolbar = TEXTURETYPE_PlaySound( &tr, vecSrc, vecSrc + ( vecEnd - vecSrc ) * 2, BULLET_PLAYER_CROWBAR );
if( g_pGameRules->IsMultiplayer() )
{
// override the volume here, cause we don't play texture sounds in multiplayer,
// and fvolbar is going to be 0 from the above call.
fvolbar = 1;
}
EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/hammer_hit.wav", fvolbar, ATTN_NORM, 0, 98 + RANDOM_LONG( 0, 3 ) );
// delay the decal a bit
m_trHit = tr;
}
m_pPlayer->m_iWeaponVolume = flVol * CROWBAR_WALLHIT_VOLUME;
#endif
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 1;
SetThink( &CCrowbar::Smack );
pev->nextthink = UTIL_WeaponTimeBase() + 0.3;
}
return fDidHit;
}