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280 lines
6.5 KiB
280 lines
6.5 KiB
/*** |
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Dicks |
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***/ |
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#include "extdll.h" |
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#include "util.h" |
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#include "cbase.h" |
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#include "monsters.h" |
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#include "weapons.h" |
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#include "nodes.h" |
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#include "player.h" |
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#include "gamerules.h" |
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#define CROWBAR_BODYHIT_VOLUME 128 |
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#define CROWBAR_WALLHIT_VOLUME 512 |
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class CHammer : public CBasePlayerWeapon |
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{ |
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public: |
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void Spawn( void ); |
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void Precache( void ); |
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int iItemSlot( void ) { return 1; } |
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void EXPORT SwingAgain( void ); |
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void EXPORT Smack( void ); |
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int GetItemInfo(ItemInfo *p); |
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void PrimaryAttack( void ); |
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int Swing( int fFirst ); |
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BOOL Deploy( void ); |
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void Holster( int skiplocal = 0 ); |
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int m_iSwing; |
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TraceResult m_trHit; |
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virtual BOOL UseDecrement( void ) |
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{ |
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#if defined( CLIENT_WEAPONS ) |
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return TRUE; |
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#else |
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return FALSE; |
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#endif |
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} |
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private: |
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}; |
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LINK_ENTITY_TO_CLASS( weapon_hammer, CHammer ) |
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enum crowbar_e |
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{ |
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CROWBAR_IDLE = 0, |
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CROWBAR_DRAW, |
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CROWBAR_ATTACK |
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}; |
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void CHammer::Spawn( ) |
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{ |
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Precache(); |
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m_iId = WEAPON_HAMMER; |
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SET_MODEL( ENT( pev ), "models/w_hammer.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 CHammer::Precache( void ) |
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{ |
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PRECACHE_MODEL( "models/v_hammer.mdl" ); |
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PRECACHE_MODEL( "models/w_hammer.mdl" ); |
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PRECACHE_MODEL( "models/p_hammer.mdl" ); |
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PRECACHE_SOUND( "weapons/hammer_hit.wav" ); |
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PRECACHE_SOUND( "weapons/hammer_hitbod.wav" ); |
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} |
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int CHammer::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 = 3; |
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p->iId = WEAPON_HAMMER; |
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p->iWeight = 10; |
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return 1; |
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} |
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BOOL CHammer::Deploy() |
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{ |
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return DefaultDeploy( "models/v_hammer.mdl", "models/p_hammer.mdl", CROWBAR_DRAW, "hammer" ); |
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} |
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void CHammer::Holster( int skiplocal /* = 0 */ ) |
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{ |
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1; |
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} |
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void FindHullIntersection69( 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 CHammer::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 + 1; |
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} |
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} |
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void CHammer::Smack() |
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{ |
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DecalGunshot( &m_trHit, BULLET_PLAYER_CROWBAR ); |
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} |
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void CHammer::SwingAgain( void ) |
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{ |
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Swing( 0 ); |
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} |
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int CHammer::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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FindHullIntersection69( 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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SendWeaponAnim( CROWBAR_ATTACK ); |
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m_pPlayer->pev->effects = (int)(m_pPlayer->pev->effects) | EF_MUZZLEFLASH; |
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pev->effects |= EF_MUZZLEFLASH; |
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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() + 1; |
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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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SendWeaponAnim( CROWBAR_ATTACK); |
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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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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, 50, gpGlobals->v_forward, &tr, DMG_CLUB | DMG_ALWAYSGIB ); |
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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, 50, gpGlobals->v_forward, &tr, DMG_CLUB | DMG_ALWAYSGIB ); |
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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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EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/hammer_hitbod.wav", 1, ATTN_NORM ); |
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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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EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/hammer_hit.wav", fvolbar, ATTN_NORM, 0, 98 + RANDOM_LONG( 0, 3 ) ); |
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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() + 1; |
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SetThink( &CCrowbar::Smack ); |
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pev->nextthink = UTIL_WeaponTimeBase() + 0.3; |
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} |
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return fDidHit; |
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}
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