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513 lines
14 KiB
513 lines
14 KiB
/*** |
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* |
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* Copyright (c) 1996-2002, Valve LLC. All rights reserved. |
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* |
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* This product contains software technology licensed from Id |
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. |
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* All Rights Reserved. |
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* |
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* Use, distribution, and modification of this source code and/or resulting |
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* object code is restricted to non-commercial enhancements to products from |
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* Valve LLC. All other use, distribution, or modification is prohibited |
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* without written permission from Valve LLC. |
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* |
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****/ |
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#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 "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 "soundent.h" |
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#include "shake.h" |
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#include "gamerules.h" |
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#include "game.h" |
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#include "xsbeam.h" |
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#define XS_PRIMARY_CHARGE_VOLUME 256// how loud xen squasher is while charging |
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#define XS_PRIMARY_FIRE_VOLUME 450// how loud xen squasher is when discharged |
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enum xs_e |
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{ |
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XS_IDLE = 0, |
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XS_IDLE2, |
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XS_FIDGET, |
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XS_SPINUP, |
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XS_SPIN, |
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XS_FIRE, |
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XS_FIRE2, |
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XS_HOLSTER, |
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XS_DRAW, |
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XS_RELOAD |
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}; |
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LINK_ENTITY_TO_CLASS( weapon_xs, CXS ) |
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float CXS::GetFullChargeTime( void ) |
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{ |
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#ifdef CLIENT_DLL |
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if( bIsMultiplayer() ) |
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#else |
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if( g_pGameRules->IsMultiplayer() ) |
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#endif |
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{ |
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return 1.5f; |
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} |
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return 4.0f; |
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} |
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void CXS::Spawn() |
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{ |
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Precache(); |
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m_iId = WEAPON_XS; |
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SET_MODEL( ENT( pev ), "models/w_xs.mdl" ); |
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m_iDefaultAmmo = XS_DEFAULT_GIVE; |
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FallInit();// get ready to fall down. |
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pev->sequence = 0; |
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pev->animtime = gpGlobals->time; |
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pev->framerate = 1; |
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} |
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void CXS::Precache( void ) |
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{ |
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PRECACHE_MODEL( "models/w_xs.mdl" ); |
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PRECACHE_MODEL( "models/v_xs.mdl" ); |
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PRECACHE_MODEL( "models/p_gauss.mdl" ); |
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PRECACHE_SOUND( "items/9mmclip1.wav" ); |
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PRECACHE_SOUND( "weapons/xs_shot.wav" ); |
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PRECACHE_SOUND( "weapons/xs_moan1.wav" ); |
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PRECACHE_SOUND( "weapons/xs_moan2.wav" ); |
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PRECACHE_SOUND( "weapons/xs_moan3.wav" ); |
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PRECACHE_SOUND( "weapons/xs_windup.wav" ); |
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PRECACHE_SOUND( "weapons/xs_reload.wav" ); |
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m_usXSSpin = PRECACHE_EVENT( 1, "events/xsspin.sc" ); |
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UTIL_PrecacheOther( "xs_beam" ); |
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} |
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int CXS::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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int CXS::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 = XS_MAX_CLIP; |
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p->iSlot = 3; |
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p->iPosition = 0; |
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p->iId = m_iId = WEAPON_XS; |
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p->iFlags = 0; |
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p->iWeight = XS_WEIGHT; |
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return 1; |
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} |
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BOOL CXS::IsUseable() |
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{ |
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// Currently charging, allow the player to fire it first. - Solokiller |
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return CBasePlayerWeapon::IsUseable() || m_fInAttack != 0; |
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} |
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BOOL CXS::Deploy() |
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{ |
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return DefaultDeploy( "models/v_xs.mdl", "models/p_gauss.mdl", XS_DRAW, "gauss" ); |
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} |
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void CXS::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( XS_HOLSTER ); |
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m_fInAttack = 0; |
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EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_WEAPON, "common/null.wav", 1.0, ATTN_NORM ); |
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} |
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void CXS::PrimaryAttack() |
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{ |
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// don't fire underwater |
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if( m_pPlayer->pev->waterlevel == 3 ) |
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{ |
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PlayEmptySound(); |
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m_flNextSecondaryAttack = m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.15f; |
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return; |
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} |
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if( m_iClip <= 0 ) |
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{ |
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PlayEmptySound(); |
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5f; |
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return; |
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} |
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m_pPlayer->m_iWeaponVolume = XS_PRIMARY_FIRE_VOLUME; |
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m_fPrimaryFire = TRUE; |
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--m_iClip; |
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StartFire(); |
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m_fInAttack = 0; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.2f; |
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.4f; |
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} |
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void CXS::SecondaryAttack() |
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{ |
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// don't fire underwater |
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if( m_pPlayer->pev->waterlevel == 3 ) |
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{ |
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if( m_fInAttack != 0 ) |
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{ |
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EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_WEAPON, "weapons/xs_moan1.wav", 1.0, ATTN_NORM, 0, 80 + RANDOM_LONG( 0, 0x3f ) ); |
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SendWeaponAnim( XS_IDLE ); |
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m_fInAttack = 0; |
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} |
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else |
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{ |
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PlayEmptySound(); |
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} |
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m_flNextSecondaryAttack = m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.5f; |
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return; |
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} |
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if( m_fInAttack == 0 ) |
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{ |
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if( m_iClip <= 0 ) |
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{ |
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EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_WEAPON, "weapons/357_cock1.wav", 0.8, ATTN_NORM ); |
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5f; |
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return; |
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} |
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m_fPrimaryFire = FALSE; |
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--m_iClip;// take one ammo just to start the spin |
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m_pPlayer->m_flNextAmmoBurn = UTIL_WeaponTimeBase(); |
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// spin up |
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m_pPlayer->m_iWeaponVolume = XS_PRIMARY_CHARGE_VOLUME; |
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SendWeaponAnim( XS_SPINUP ); |
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m_fInAttack = 1; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.5f; |
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m_pPlayer->m_flStartCharge = gpGlobals->time; |
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m_pPlayer->m_flAmmoStartCharge = UTIL_WeaponTimeBase() + GetFullChargeTime(); |
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PLAYBACK_EVENT_FULL( 0, m_pPlayer->edict(), m_usXSSpin, 0.0, g_vecZero, g_vecZero, 0.0, 0.0, 110, 0, 0, 0 ); |
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m_iSoundState = SND_CHANGE_PITCH; |
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} |
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else if( m_fInAttack == 1 ) |
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{ |
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if( m_flTimeWeaponIdle < UTIL_WeaponTimeBase() ) |
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{ |
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SendWeaponAnim( XS_SPIN ); |
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m_fInAttack = 2; |
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} |
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} |
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else |
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{ |
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// Moved to before the ammo burn. |
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// Because we drained 1 when m_InAttack == 0, then 1 again now before checking if we're out of ammo, |
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// this resuled in the player having -1 ammo, which in turn caused CanDeploy to think it could be deployed. |
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// This will need to be fixed further down the line by preventing negative ammo unless explicitly required (infinite ammo?), |
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// But this check will prevent the problem for now. - Solokiller |
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// TODO: investigate further. |
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if( m_iClip <= 0 ) |
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{ |
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// out of ammo! force the gun to fire |
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StartFire(); |
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m_fInAttack = 0; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.2f; |
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1; |
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return; |
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} |
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// during the charging process, eat one bit of ammo every once in a while |
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if( UTIL_WeaponTimeBase() >= m_pPlayer->m_flNextAmmoBurn && m_pPlayer->m_flNextAmmoBurn != 1000 ) |
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{ |
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#ifdef CLIENT_DLL |
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if( bIsMultiplayer() ) |
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#else |
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if( g_pGameRules->IsMultiplayer() ) |
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#endif |
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{ |
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--m_iClip; |
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m_pPlayer->m_flNextAmmoBurn = UTIL_WeaponTimeBase() + 0.1f; |
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} |
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else |
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{ |
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--m_iClip; |
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m_pPlayer->m_flNextAmmoBurn = UTIL_WeaponTimeBase() + 0.3f; |
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} |
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} |
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if( UTIL_WeaponTimeBase() >= m_pPlayer->m_flAmmoStartCharge ) |
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{ |
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// don't eat any more ammo after gun is fully charged. |
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m_pPlayer->m_flNextAmmoBurn = 1000; |
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} |
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int pitch = (int)( ( gpGlobals->time - m_pPlayer->m_flStartCharge ) * ( 150 / GetFullChargeTime() ) + 100 ); |
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if( pitch > 250 ) |
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pitch = 250; |
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// ALERT( at_console, "%d %d %d\n", m_fInAttack, m_iSoundState, pitch ); |
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if( m_iSoundState == 0 ) |
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ALERT( at_console, "sound state %d\n", m_iSoundState ); |
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PLAYBACK_EVENT_FULL( 0, m_pPlayer->edict(), m_usXSSpin, 0.0f, g_vecZero, g_vecZero, 0.0f, 0.0f, pitch, 0, ( m_iSoundState == SND_CHANGE_PITCH ) ? 1 : 0, 0 ); |
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m_iSoundState = SND_CHANGE_PITCH; // hack for going through level transitions |
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m_pPlayer->m_iWeaponVolume = XS_PRIMARY_CHARGE_VOLUME; |
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// m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.1f; |
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if( m_pPlayer->m_flStartCharge < gpGlobals->time - 10.0f ) |
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{ |
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// Player charged up too long. Zap him. |
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EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_WEAPON, "weapons/xs_moan1.wav", 1.0f, ATTN_NORM, 0, 80 + RANDOM_LONG( 0, 0x3f ) ); |
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EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/xs_moan3.wav", 1.0f, ATTN_NORM, 0, 75 + RANDOM_LONG( 0, 0x3f ) ); |
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m_fInAttack = 0; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.2f; |
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.0f; |
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#ifndef CLIENT_DLL |
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m_pPlayer->TakeDamage( VARS( eoNullEntity ), VARS( eoNullEntity ), 50, DMG_POISON ); |
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UTIL_ScreenFade( m_pPlayer, Vector( 192, 224, 0 ), 2, 0.5f, 128, FFADE_IN ); |
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#endif |
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SendWeaponAnim( XS_IDLE ); |
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// Player may have been killed and this weapon dropped, don't execute any more code after this! |
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return; |
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} |
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} |
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} |
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//========================================================= |
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// StartFire- since all of this code has to run and then |
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// call Fire(), it was easier at this point to rip it out |
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// of weaponidle() and make its own function then to try to |
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// merge this into Fire(), which has some identical variable names |
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//========================================================= |
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void CXS::StartFire( void ) |
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{ |
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float flDamage; |
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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() + gpGlobals->v_forward * 20 + gpGlobals->v_up * -6 + gpGlobals->v_right * 3; |
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if( gpGlobals->time - m_pPlayer->m_flStartCharge > GetFullChargeTime() ) |
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{ |
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flDamage = 200.0f; |
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} |
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else |
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{ |
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flDamage = 200.0f * ( ( gpGlobals->time - m_pPlayer->m_flStartCharge ) / GetFullChargeTime() ); |
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} |
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if( m_fPrimaryFire ) |
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{ |
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// fixed damage on primary attack |
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#ifdef CLIENT_DLL |
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flDamage = 20.0f; |
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#else |
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flDamage = gSkillData.plrDmgGauss; |
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#endif |
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} |
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if( m_fInAttack != 3 ) |
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{ |
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//ALERT( at_console, "Time:%f Damage:%f\n", gpGlobals->time - m_pPlayer->m_flStartCharge, flDamage ); |
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#ifndef CLIENT_DLL |
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float flZVel = m_pPlayer->pev->velocity.z; |
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if( !m_fPrimaryFire ) |
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{ |
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m_pPlayer->pev->velocity = m_pPlayer->pev->velocity - gpGlobals->v_forward * flDamage * 5.0f; |
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} |
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if( !g_pGameRules->IsMultiplayer() ) |
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{ |
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// in deathmatch, xen squasher can pop you up into the air. Not in single play. |
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m_pPlayer->pev->velocity.z = flZVel; |
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} |
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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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// time until aftershock 'static discharge' sound |
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m_pPlayer->m_flPlayAftershock = gpGlobals->time + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0.3f, 0.8f ); |
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Fire( vecSrc, vecAiming, flDamage ); |
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} |
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void CXS::Fire( Vector vecOrigSrc, Vector vecDir, float flDamage ) |
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{ |
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m_pPlayer->m_iWeaponVolume = XS_PRIMARY_FIRE_VOLUME; |
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CXSBeam *pXSBeam = CXSBeam::CXSBeamCreate( flDamage ); |
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pXSBeam->pev->origin = vecOrigSrc; |
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pXSBeam->m_vecOldOrigin = vecOrigSrc; |
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pXSBeam->pev->angles = m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle; |
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pXSBeam->pev->velocity = vecDir * 1250.0f; |
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pXSBeam->pev->owner = m_pPlayer->edict(); |
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pXSBeam->Init(); |
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EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_WEAPON, "weapons/xs_shot.wav", flDamage * 0.0025f + 0.5f, ATTN_NORM, 0, 85 + RANDOM_LONG( 0, 16 ) ); |
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// This reliable event is used to stop the spinning sound |
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// It's delayed by a fraction of second to make sure it is delayed by 1 frame on the client |
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// It's sent reliably anyway, which could lead to other delays |
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PLAYBACK_EVENT_FULL( FEV_RELIABLE, m_pPlayer->edict(), m_usXSSpin, 0.01f, (float *)&m_pPlayer->pev->origin, (float *)&m_pPlayer->pev->angles, 0.0f, 0.0f, 0, 0, 0, 1 ); |
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pev->effects |= EF_MUZZLEFLASH; |
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} |
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void CXS::Reload() |
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{ |
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if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 || m_iClip == XS_MAX_CLIP ) |
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return; |
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if( !m_fInAttack && DefaultReload( XS_MAX_CLIP, XS_RELOAD, 3.5f ) ) |
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{ |
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EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_WEAPON, "weapons/xs_reload.wav", 0.8f, ATTN_NORM, 0, ATTN_NORM ); |
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} |
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} |
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void CXS::WeaponIdle( void ) |
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{ |
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ResetEmptySound(); |
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// play aftershock static discharge |
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if( m_pPlayer->m_flPlayAftershock && m_pPlayer->m_flPlayAftershock < gpGlobals->time ) |
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{ |
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switch( RANDOM_LONG( 0, 3 ) ) |
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{ |
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case 0: |
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EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_WEAPON, "weapons/xs_moan1.wav", RANDOM_FLOAT( 0.7, 0.8 ), ATTN_NORM ); |
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break; |
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case 1: |
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EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_WEAPON, "weapons/xs_moan2.wav", RANDOM_FLOAT( 0.7, 0.8 ), ATTN_NORM ); |
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break; |
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case 2: |
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EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_WEAPON, "weapons/xs_moan3.wav", RANDOM_FLOAT( 0.7, 0.8 ), ATTN_NORM ); |
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break; |
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case 3: |
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break; // no sound |
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} |
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m_pPlayer->m_flPlayAftershock = 0.0f; |
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} |
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if( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() ) |
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return; |
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if( m_fInAttack != 0 ) |
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{ |
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StartFire(); |
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m_fInAttack = 0; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.2f; |
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// Need to set m_flNextPrimaryAttack so the weapon gets a chance to complete its secondary fire animation. - Solokiller |
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if( m_iClip <= 0 ) |
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.5f; |
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} |
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else |
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{ |
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int iAnim; |
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float flRand = RANDOM_FLOAT( 0.0f, 1.0f ); |
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if( flRand <= 0.5f ) |
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{ |
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iAnim = XS_IDLE; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); |
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} |
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else if( flRand <= 0.75f ) |
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{ |
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iAnim = XS_IDLE2; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); |
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} |
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else |
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{ |
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iAnim = XS_FIDGET; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 3; |
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} |
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SendWeaponAnim( iAnim ); |
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} |
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} |
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class CXSAmmo : public CBasePlayerAmmo |
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{ |
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void EXPORT FallThink() |
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{ |
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pev->nextthink = gpGlobals->time + 0.1f; |
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if( pev->flags & FL_ONGROUND ) |
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{ |
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// clatter if we have an owner (i.e., dropped by someone) |
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// don't clatter if the gun is waiting to respawn (if it's waiting, it is invisible!) |
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if( !FNullEnt( pev->owner ) ) |
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{ |
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EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "items/weapondrop1.wav", 1, ATTN_NORM, 0, 100 ); |
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} |
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// lie flat |
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pev->angles.x = 0; |
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pev->angles.z = 0; |
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UTIL_SetOrigin( pev, pev->origin );// link into world. |
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SetThink( NULL ); |
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} |
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} |
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void Spawn( void ) |
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{ |
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Precache(); |
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SET_MODEL( ENT( pev ), "models/w_xencandy.mdl" ); |
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CBasePlayerAmmo::Spawn(); |
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SetThink( &CXSAmmo::FallThink ); |
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pev->nextthink = gpGlobals->time + 0.1f; |
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} |
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void Precache( void ) |
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{ |
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PRECACHE_MODEL( "models/w_xencandy.mdl" ); |
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PRECACHE_SOUND( "items/9mmclip1.wav" ); |
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PRECACHE_SOUND( "items/weapondrop1.wav" ); |
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} |
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BOOL AddAmmo( CBaseEntity *pOther ) |
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{ |
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if( pOther->GiveAmmo( AMMO_URANIUMBOX_GIVE, "uranium", URANIUM_MAX_CARRY ) != -1 ) |
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{ |
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EMIT_SOUND( ENT( pev ), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM ); |
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return TRUE; |
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} |
|
return FALSE; |
|
} |
|
}; |
|
|
|
LINK_ENTITY_TO_CLASS( ammo_xencandy, CXSAmmo ) |
|
#endif
|
|
|