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413 lines
10 KiB
413 lines
10 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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#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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LINK_ENTITY_TO_CLASS( weapon_crowbar, CCrowbar ) |
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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_HOLSTER, |
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CROWBAR_ATTACK1HIT, |
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CROWBAR_ATTACK1MISS, |
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CROWBAR_ATTACK2MISS, |
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CROWBAR_ATTACK2HIT, |
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CROWBAR_ATTACK3MISS, |
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#if !CROWBAR_IDLE_ANIM |
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CROWBAR_ATTACK3HIT |
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#else |
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CROWBAR_ATTACK3HIT, |
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CROWBAR_IDLE2, |
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CROWBAR_IDLE3 |
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#endif |
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}; |
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void CCrowbar::Spawn() |
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{ |
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Precache(); |
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m_iId = WEAPON_CROWBAR; |
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SET_MODEL( ENT( pev ), "models/w_crowbar.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 CCrowbar::Precache( void ) |
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{ |
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PRECACHE_MODEL( "models/v_crowbar.mdl" ); |
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PRECACHE_MODEL( "models/w_crowbar.mdl" ); |
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PRECACHE_MODEL( "models/p_crowbar.mdl" ); |
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PRECACHE_SOUND( "weapons/cbar_hit1.wav" ); |
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PRECACHE_SOUND( "weapons/cbar_hit2.wav" ); |
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PRECACHE_SOUND( "weapons/cbar_hitbod1.wav" ); |
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PRECACHE_SOUND( "weapons/cbar_hitbod2.wav" ); |
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PRECACHE_SOUND( "weapons/cbar_hitbod3.wav" ); |
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PRECACHE_SOUND( "weapons/cbar_miss1.wav" ); |
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PRECACHE_SOUND( "kelly/cbar_hitkelly1.wav" ); |
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PRECACHE_SOUND( "kelly/cbar_hitkelly2.wav" ); |
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PRECACHE_SOUND( "kelly/cbar_hitkelly3.wav" ); |
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} |
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int CCrowbar::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 = 0; |
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p->iId = WEAPON_CROWBAR; |
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p->iWeight = CROWBAR_WEIGHT; |
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return 1; |
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} |
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int CCrowbar::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 CCrowbar::Deploy() |
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{ |
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return DefaultDeploy( "models/v_crowbar.mdl", "models/p_crowbar.mdl", CROWBAR_DRAW, "crowbar" ); |
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} |
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void CCrowbar::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( CROWBAR_HOLSTER ); |
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} |
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void FindHullIntersection( 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 ) * 2.0f ); |
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UTIL_TraceLine( vecSrc, vecHullEnd, dont_ignore_monsters, pEntity, &tmpTrace ); |
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if( tmpTrace.flFraction < 1.0f ) |
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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 < 1.0f ) |
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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 CCrowbar::PrimaryAttack() |
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{ |
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if( !Swing( 1 ) ) |
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{ |
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#if !CLIENT_DLL |
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SetThink( &CCrowbar::SwingAgain ); |
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pev->nextthink = gpGlobals->time + 0.1f; |
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#endif |
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} |
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} |
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void CCrowbar::Smack() |
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{ |
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DecalGunshot( &m_trHit, BULLET_PLAYER_CROWBAR ); |
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} |
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void CCrowbar::SwingAgain( void ) |
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{ |
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Swing( 0 ); |
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} |
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int CCrowbar::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 * 32.0f; |
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UTIL_TraceLine( vecSrc, vecEnd, dont_ignore_monsters, ENT( m_pPlayer->pev ), &tr ); |
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#if !CLIENT_DLL |
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if( tr.flFraction >= 1.0f ) |
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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 < 1.0f ) |
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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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FindHullIntersection( 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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if( tr.flFraction >= 1.0f ) |
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{ |
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if( fFirst ) |
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{ |
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// miss |
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switch( ( m_iSwing++ ) % 3 ) |
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{ |
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case 0: |
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SendWeaponAnim( CROWBAR_ATTACK1MISS ); |
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break; |
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case 1: |
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SendWeaponAnim( CROWBAR_ATTACK2MISS ); |
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break; |
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case 2: |
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SendWeaponAnim( CROWBAR_ATTACK3MISS ); |
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break; |
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} |
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.5f; |
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EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_WEAPON, "weapons/cbar_miss1.wav", 1, ATTN_NORM, 0, 94 + RANDOM_LONG( 0, 0xF ) ); |
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#if CROWBAR_IDLE_ANIM |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); |
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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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} |
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else |
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{ |
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switch( ( ( m_iSwing++ ) % 2 ) + 1 ) |
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{ |
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case 0: |
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SendWeaponAnim( CROWBAR_ATTACK1HIT ); |
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break; |
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case 1: |
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SendWeaponAnim( CROWBAR_ATTACK2HIT ); |
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break; |
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case 2: |
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SendWeaponAnim( CROWBAR_ATTACK3HIT ); |
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break; |
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} |
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// player "shoot" animation |
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m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); |
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#if !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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// play thwack, smack, or dong sound |
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float flVol = 1.0f; |
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int fHitWorld = TRUE; |
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if( pEntity ) |
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{ |
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float flDmg; |
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ClearMultiDamage(); |
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if( g_pGameRules->IsMultiplayer() ) |
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{ |
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// more damage in multiplayer |
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flDmg = gSkillData.plrDmgCrowbar * 1.4f; |
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} |
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// If building with the clientside weapon prediction system, |
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// UTIL_WeaponTimeBase() is always 0 and m_flNextPrimaryAttack is >= -1.0f, thus making |
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// m_flNextPrimaryAttack + 1 < UTIL_WeaponTimeBase() always evaluate to false. |
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#if CLIENT_WEAPONS |
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else if( m_flNextPrimaryAttack + 1.0f == UTIL_WeaponTimeBase() ) |
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#else |
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else if( m_flNextPrimaryAttack + 1.0f < UTIL_WeaponTimeBase() ) |
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#endif |
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{ |
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// first swing does full damage |
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flDmg = gSkillData.plrDmgCrowbar; |
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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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flDmg = gSkillData.plrDmgCrowbar * 0.5f; |
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} |
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pEntity->TraceAttack( m_pPlayer->pev, flDmg, gpGlobals->v_forward, &tr, DMG_CLUB ); |
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ApplyMultiDamage( m_pPlayer->pev, m_pPlayer->pev ); |
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if( pEntity->Classify() != CLASS_NONE && pEntity->Classify() != CLASS_MACHINE ) |
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{ |
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// Skeletons make different hit sounds. |
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if( pEntity->Classify() == CLASS_SKELETON ) |
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{ |
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// play thwack or smack sound |
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switch( RANDOM_LONG( 0, 2 ) ) |
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{ |
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case 0: |
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EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_ITEM, "kelly/cbar_hitkelly1.wav", 1, ATTN_NORM ); |
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break; |
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case 1: |
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EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_ITEM, "kelly/cbar_hitkelly2.wav", 1, ATTN_NORM ); |
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break; |
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case 2: |
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EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_ITEM, "kelly/cbar_hitkelly3.wav", 1, ATTN_NORM ); |
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break; |
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} |
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} |
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else |
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{ |
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// play thwack or smack sound |
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switch( RANDOM_LONG( 0, 2 ) ) |
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{ |
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case 0: |
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EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/cbar_hitbod1.wav", 1, ATTN_NORM ); |
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break; |
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case 1: |
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EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/cbar_hitbod2.wav", 1, ATTN_NORM ); |
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break; |
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case 2: |
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EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/cbar_hitbod3.wav", 1, ATTN_NORM ); |
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break; |
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} |
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} |
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m_pPlayer->m_iWeaponVolume = CROWBAR_BODYHIT_VOLUME; |
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if( !pEntity->IsAlive() ) |
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{ |
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#if CROWBAR_FIX_RAPID_CROWBAR |
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m_flNextPrimaryAttack = GetNextAttackDelay(0.25); |
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#endif |
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return TRUE; |
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} |
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else |
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flVol = 0.1f; |
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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 ) * 2.0f, 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 = 1.0f; |
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} |
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// also play crowbar strike |
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switch( RANDOM_LONG( 0, 1 ) ) |
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{ |
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case 0: |
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EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/cbar_hit1.wav", fvolbar, ATTN_NORM, 0, 98 + RANDOM_LONG( 0, 3 ) ); |
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break; |
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case 1: |
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EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/cbar_hit2.wav", fvolbar, ATTN_NORM, 0, 98 + RANDOM_LONG( 0, 3 ) ); |
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break; |
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} |
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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 = (int)( flVol * CROWBAR_WALLHIT_VOLUME ); |
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SetThink( &CCrowbar::Smack ); |
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pev->nextthink = gpGlobals->time + 0.2f; |
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#endif |
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.25f; |
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} |
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#if CROWBAR_IDLE_ANIM |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); |
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#endif |
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return fDidHit; |
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} |
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#if CROWBAR_IDLE_ANIM |
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void CCrowbar::WeaponIdle( void ) |
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{ |
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if( m_flTimeWeaponIdle < UTIL_WeaponTimeBase() ) |
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{ |
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int iAnim; |
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float flRand = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0, 1 ); |
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if( flRand > 0.9f ) |
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{ |
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iAnim = CROWBAR_IDLE2; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 160.0f / 30.0f; |
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} |
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else |
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{ |
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if( flRand > 0.5f ) |
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{ |
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iAnim = CROWBAR_IDLE; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 70.0f / 30.0f; |
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} |
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else |
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{ |
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iAnim = CROWBAR_IDLE3; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 160.0f / 30.0f; |
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} |
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} |
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SendWeaponAnim( iAnim ); |
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} |
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} |
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#endif
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