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158 lines
3.4 KiB
158 lines
3.4 KiB
/*** |
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* |
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* Copyright (c) 1996-2001, Valve LLC. All rights reserved. |
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* |
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* This product contains software technology licensed from Id |
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. |
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* All Rights Reserved. |
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* |
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* Use, distribution, and modification of this source code and/or resulting |
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* object code is restricted to non-commercial enhancements to products from |
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* Valve LLC. All other use, distribution, or modification is prohibited |
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* without written permission from Valve LLC. |
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* |
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****/ |
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#include "extdll.h" |
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#include "util.h" |
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#include "cbase.h" |
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#include "monsters.h" |
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#include "weapons.h" |
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#include "nodes.h" |
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#include "player.h" |
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#include "soundent.h" |
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#include "gamerules.h" |
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enum torch_e { |
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TORCH_IDLE_OFF = 0, |
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TORCH_DRAW, |
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TORCH_IDLE_ON, |
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TORCH_SWITCH, |
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TORCH_HOLSTER_OFF, |
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TORCH_HOLSTER_ON |
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}; |
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LINK_ENTITY_TO_CLASS( weapon_torch, CTorch ) |
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void CTorch::Spawn() |
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{ |
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Precache(); |
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SET_MODEL( ENT( pev ), "models/w_torch.mdl" ); |
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m_iId = WEAPON_TORCH; |
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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 CTorch::Precache() |
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{ |
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PRECACHE_MODEL( "models/v_torch.mdl" ); |
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PRECACHE_MODEL( "models/w_torch.mdl" ); |
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PRECACHE_MODEL( "models/p_torch.mdl" ); |
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PRECACHE_SOUND( "items/flashlight1.wav" ); |
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UTIL_PrecacheOther( "light_spot2" ); |
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UTIL_PrecacheOther( "wall_spot2" ); |
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} |
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int CTorch::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 = 1; |
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p->iId = WEAPON_TORCH; |
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p->iWeight = TORCH_WEIGHT; |
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return 1; |
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} |
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int CTorch::AddToPlayer( CBasePlayer *pPlayer ) |
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{ |
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if( CBasePlayerWeapon::AddToPlayer( pPlayer ) ) |
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{ |
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MESSAGE_BEGIN( MSG_ONE, gmsgWeapPickup, NULL, pPlayer->pev ); |
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WRITE_BYTE( m_iId ); |
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MESSAGE_END(); |
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return TRUE; |
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} |
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return FALSE; |
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} |
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BOOL CTorch::Deploy() |
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{ |
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return DefaultDeploy( "models/v_torch.mdl", "models/p_torch.mdl", TORCH_DRAW, "torch" ); |
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} |
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void CTorch::Holster( int skiplocal /*= 0*/ ) |
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{ |
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if( m_fIsOn ) |
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PrimaryAttack(); |
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SendWeaponAnim( TORCH_HOLSTER_OFF ); |
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5f; |
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} |
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void CTorch::PrimaryAttack() |
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{ |
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SendWeaponAnim( TORCH_SWITCH ); |
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EMIT_SOUND( ENT( pev ), CHAN_VOICE, "items/flashlight1.wav", VOL_NORM, ATTN_NORM ); |
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m_fIsOn = ( m_fIsOn == FALSE ); |
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if( !m_fIsOn ) |
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{ |
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SetBits( m_pLightSpot->pev->effects, EF_NODRAW ); |
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ClearBits( m_pLightSpot->pev->effects, EF_DIMLIGHT ); |
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SetBits( m_pWallSpot->pev->effects, EF_NODRAW ); |
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} |
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m_flNextPrimaryAttack = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.4f; |
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} |
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void CTorch::WeaponIdle() |
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{ |
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UpdateSpot(); |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.0f; // how long till we do this again. |
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} |
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void CTorch::UpdateSpot() |
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{ |
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if( m_fIsOn ) |
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{ |
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if( !m_pLightSpot ) |
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{ |
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m_pLightSpot = CLightSpot::CreateSpot(); |
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m_pWallSpot = CWallSpot::CreateSpot(); |
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} |
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else |
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{ |
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ClearBits( m_pLightSpot->pev->effects, EF_NODRAW ); |
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SetBits( m_pLightSpot->pev->effects, EF_DIMLIGHT ); |
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ClearBits( m_pWallSpot->pev->effects, EF_NODRAW ); |
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} |
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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 vecAiming = gpGlobals->v_forward; |
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TraceResult tr; |
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UTIL_SetOrigin( m_pLightSpot->pev, vecSrc + vecAiming * 10.0f ); |
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UTIL_TraceLine( vecSrc, vecSrc + vecAiming * 250.0f, dont_ignore_monsters, ENT( m_pPlayer->pev ), &tr ); |
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UTIL_SetOrigin( m_pWallSpot->pev, tr.vecEndPos ); |
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} |
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}
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