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351 lines
9.7 KiB
351 lines
9.7 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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/*********************************************** |
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************************************************ |
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GRAPPLE |
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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 "player.h" |
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#include "weapons.h" |
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#include "grapple.h" |
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unsigned short g_usHook; |
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unsigned short g_usCable; |
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void CGrapple::Reset_Grapple() |
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{ |
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CBasePlayer *pOwner = (CBasePlayer *)CBaseEntity::Instance( pev->owner ); |
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pOwner->m_bOn_Hook = FALSE; |
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pOwner->m_bHook_Out = FALSE; |
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PLAYBACK_EVENT_FULL( FEV_GLOBAL | FEV_RELIABLE, |
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pOwner->edict(), g_usCable, 0, (float*)&g_vecZero, (float*)&g_vecZero, |
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0.0, 0.0, entindex(), pev->team, 1, 0 ); |
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STOP_SOUND( edict(), CHAN_WEAPON, "weapons/grhang.wav" ); |
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STOP_SOUND( pOwner->edict(), CHAN_WEAPON, "weapons/grfire.wav" ); |
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STOP_SOUND( pOwner->edict(), CHAN_WEAPON, "weapons/grpull.wav" ); |
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pOwner->m_ppHook = NULL; |
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pev->enemy = NULL; |
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UTIL_Remove( this ); |
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} |
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void CGrapple::GrappleTouch( CBaseEntity *pOther ) |
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{ |
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CBasePlayer *pOwner = (CBasePlayer *)CBaseEntity::Instance( pev->owner ); |
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if( pOther == pOwner ) |
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return; |
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// DO NOT allow the grapple to hook to any projectiles, no matter WHAT! |
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// if you create new types of projectiles, make sure you use one of the |
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// classnames below or write code to exclude your new classname so |
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// grapples will not stick to them. |
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if( pOther->Classify() == CLASS_PROJECTILE ) |
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return; |
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if( pOther->IsPlayer() ) |
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{ |
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// glance off of teammates |
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if( pOther->pev->team == pOwner->pev->team ) |
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return; |
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// sound( self, CHAN_WEAPON, "player/axhit1.wav", 1, ATTN_NORM ); |
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// TakeDamage( pOther->pev, pOwner->pev, 10, DMG_GENERIC ); |
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// make hook invisible since we will be pulling directly |
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// towards the player the hook hit. Quakeworld makes it |
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// too quirky to try to match hook's velocity with that of |
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// the client that it hit. |
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// setmodel( self, ""); |
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pev->velocity = g_vecZero; |
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UTIL_SetOrigin( pev, pOther->pev->origin ); |
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} |
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else |
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{ |
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// sound( self, CHAN_WEAPON, "player/axhit2.wav", 1, ATTN_NORM ); |
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// One point of damage inflicted upon impact. Subsequent |
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// damage will only be done to PLAYERS... this way secret |
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// doors and triggers will only be damaged once. |
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if( pOther->pev->takedamage ) |
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TakeDamage( pOther->pev, pOwner->pev, 1, DMG_GENERIC ); |
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pev->velocity = g_vecZero; |
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EMIT_SOUND( ENT( pev ), CHAN_WEAPON, "weapons/grhit.wav", 1, ATTN_NORM ); |
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// No sparks underwater |
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if( pev->waterlevel == 0 ) |
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UTIL_Sparks( pev->origin ); |
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} |
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// conveniently clears the sound channel of the CHAIN1 sound, |
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// which is a looping sample and would continue to play. Tink1 is |
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// the least offensive choice, ass NULL.WAV loops and clogs the |
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// channel with silence |
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// sound (self.owner, CHAN_NO_PHS_ADD+CHAN_WEAPON, "weapons/tink1.wav", 1, ATTN_NORM); |
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if( !( pOwner->pev->button & IN_ATTACK ) ) |
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{ |
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if( pOwner->m_bOn_Hook ) |
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{ |
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Reset_Grapple(); |
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return; |
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} |
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} |
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if( pOwner->pev->flags & FL_ONGROUND ) |
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{ |
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pOwner->pev->flags &= ~FL_ONGROUND; |
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// setorigin(self.owner,self.owner.origin + '0 0 1'); |
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} |
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pOwner->m_bOn_Hook = TRUE; |
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// sound( self.owner, CHAN_WEAPON, "weapons/chain2.wav", 1, ATTN_NORM ); |
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// CHAIN2 is a looping sample. Use LEFTY as a flag so that client.qc |
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// will know to only play the tink sound ONCE to clear the weapons |
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// sound channel. (Lefty is a leftover from AI.QC, so I reused it to |
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// avoid adding a field) |
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//self.owner.lefty = TRUE; |
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STOP_SOUND( pOwner->edict(), CHAN_WEAPON, "weapons/grfire.wav" ); |
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pev->enemy = pOther->edict();// remember this guy! |
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SetThink( &CGrapple::Grapple_Track ); |
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pev->nextthink = gpGlobals->time; |
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m_flNextIdleTime = gpGlobals->time + 0.1; |
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pev->solid = SOLID_NOT; |
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SetTouch( NULL ); |
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} |
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bool CanSee( CBaseEntity *pEnemy, CBaseEntity *pOwner ) |
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{ |
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TraceResult tr; |
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UTIL_TraceLine( pOwner->pev->origin, pEnemy->pev->origin, ignore_monsters, ENT( pOwner->pev ), &tr ); |
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if( tr.flFraction == 1 ) |
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return TRUE; |
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UTIL_TraceLine( pOwner->pev->origin, pEnemy->pev->origin + Vector( 15, 15, 0 ), ignore_monsters, ENT( pOwner->pev ), &tr ); |
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if( tr.flFraction == 1 ) |
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return TRUE; |
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UTIL_TraceLine( pOwner->pev->origin, pEnemy->pev->origin + Vector( -15, -15, 0 ), ignore_monsters, ENT( pOwner->pev ), &tr ); |
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if( tr.flFraction == 1 ) |
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return TRUE; |
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UTIL_TraceLine( pOwner->pev->origin, pEnemy->pev->origin + Vector( -15, 15, 0 ), ignore_monsters, ENT( pOwner->pev ), &tr ); |
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if( tr.flFraction == 1 ) |
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return TRUE; |
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UTIL_TraceLine( pOwner->pev->origin, pEnemy->pev->origin + Vector( 15, -15, 0 ), ignore_monsters, ENT( pOwner->pev ), &tr ); |
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if( tr.flFraction == 1 ) |
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return TRUE; |
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return FALSE; |
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} |
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void CGrapple::Grapple_Track() |
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{ |
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CBasePlayer *pOwner = (CBasePlayer*)CBaseEntity::Instance( pev->owner ); |
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CBaseEntity *pEnemy = CBaseEntity::Instance( pev->enemy ); |
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// Release dead targets |
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if( pEnemy->IsPlayer() && pEnemy->pev->health <= 0 ) |
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Reset_Grapple(); |
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// drop the hook if owner is dead or has released the button |
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if( !pOwner->m_bOn_Hook || pOwner->pev->health <= 0 ) |
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{ |
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Reset_Grapple(); |
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return; |
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} |
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if( !( pOwner->pev->button & IN_ATTACK ) ) |
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{ |
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if( pOwner->m_iQuakeWeapon == IT_EXTRA_WEAPON ) |
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{ |
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Reset_Grapple(); |
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return; |
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} |
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} |
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// bring the pAiN! |
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if( pEnemy->IsPlayer() ) |
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{ |
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if( !CanSee( pEnemy, pOwner ) ) |
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{ |
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Reset_Grapple(); |
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return; |
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} |
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// move the hook along with the player. It's invisible, but |
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// we need this to make the sound come from the right spot |
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UTIL_SetOrigin( pev, pEnemy->pev->origin ); |
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// sound( self, CHAN_WEAPON, "blob/land1.wav", 1, ATTN_NORM ); |
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SpawnBlood( pEnemy->pev->origin, BLOOD_COLOR_RED, 1 ); |
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( (CBasePlayer *)pEnemy )->TakeDamage( pev, pOwner->pev, 1, DMG_GENERIC ); |
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} |
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// If the hook is not attached to the player, constantly copy |
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// copy the target's velocity. Velocity copying DOES NOT work properly |
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// for a hooked client. |
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else |
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pev->velocity = pEnemy->pev->velocity; |
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pev->nextthink = gpGlobals->time + 0.1; |
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} |
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void CBasePlayer::Service_Grapple() |
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{ |
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Vector hook_dir; |
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CBaseEntity *pEnemy = CBaseEntity::Instance( pev->enemy ); |
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// drop the hook if player lets go of button |
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if( !( pev->button & IN_ATTACK ) ) |
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{ |
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if( m_iQuakeWeapon == IT_EXTRA_WEAPON ) |
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{ |
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m_ppHook->Reset_Grapple(); |
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return; |
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} |
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} |
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if( m_ppHook->pev->enemy != NULL ) |
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{ |
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// If hooked to a player, track them directly! |
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if( pEnemy->IsPlayer() ) |
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{ |
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pEnemy = CBaseEntity::Instance( pev->enemy ); |
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hook_dir = ( pEnemy->pev->origin - pev->origin ); |
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} |
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// else, track to hook |
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else |
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hook_dir = ( m_ppHook->pev->origin - pev->origin ); |
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pev->speed = 750; |
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pev->velocity = ( hook_dir.Normalize() * pev->speed ); |
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if( m_ppHook->m_flNextIdleTime <= gpGlobals->time && hook_dir.Length() <= 50 ) |
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{ |
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//No sparks underwater |
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if( m_ppHook->pev->waterlevel == 0 ) |
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UTIL_Sparks( m_ppHook->pev->origin ); |
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STOP_SOUND( edict(), CHAN_WEAPON, "weapons/grpull.wav" ); |
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EMIT_SOUND( ENT( m_ppHook->pev ), CHAN_WEAPON, "weapons/grhang.wav", 1, ATTN_NORM ); |
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m_ppHook->m_flNextIdleTime = gpGlobals->time + RANDOM_LONG( 1, 3 ); |
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PLAYBACK_EVENT_FULL( FEV_GLOBAL | FEV_RELIABLE, |
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edict(), g_usCable, 0, (float *)&g_vecZero, (float *)&g_vecZero, |
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0.0, 0.0, m_ppHook->entindex(), pev->team, 1, 0 ); |
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} |
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else if( m_ppHook->m_flNextIdleTime <= gpGlobals->time ) |
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{ |
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// No sparks underwater |
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if( m_ppHook->pev->waterlevel == 0 ) |
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UTIL_Sparks( m_ppHook->pev->origin ); |
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STOP_SOUND( edict(), CHAN_WEAPON, "weapons/grfire.wav" ); |
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EMIT_SOUND( ENT( pev ), CHAN_WEAPON, "weapons/grpull.wav", 1, ATTN_NORM ); |
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m_ppHook->m_flNextIdleTime = gpGlobals->time + RANDOM_LONG( 1, 3 ); |
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} |
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} |
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} |
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void CGrapple::OnAirThink() |
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{ |
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TraceResult tr; |
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CBaseEntity *pOwner = CBaseEntity::Instance( pev->owner ); |
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if( !( pOwner->pev->button & IN_ATTACK ) ) |
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{ |
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Reset_Grapple(); |
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return; |
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} |
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UTIL_TraceLine( pev->origin, pOwner->pev->origin, ignore_monsters, ENT( pev ), &tr ); |
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if( tr.flFraction < 1.0 ) |
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{ |
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Reset_Grapple(); |
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return; |
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} |
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pev->nextthink = gpGlobals->time + 0.5; |
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} |
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void CGrapple::Spawn() |
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{ |
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pev->movetype = MOVETYPE_FLYMISSILE; |
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pev->solid = SOLID_BBOX; |
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SET_MODEL( ENT( pev ),"models/hook.mdl" ); |
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SetTouch( &CGrapple::GrappleTouch ); |
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SetThink( &CGrapple::OnAirThink ); |
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pev->nextthink = gpGlobals->time + 0.1; |
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} |
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LINK_ENTITY_TO_CLASS( hook, CGrapple ); |
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void CBasePlayer::Throw_Grapple() |
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{ |
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if( m_bHook_Out ) |
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return; |
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CGrapple *pHookCBEnt = NULL; |
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pHookCBEnt = (CGrapple*)CBaseEntity::Create( "hook", pev->origin, pev->angles, NULL ); |
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if( pHookCBEnt ) |
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{ |
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m_ppHook = pHookCBEnt; |
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m_ppHook->pev->owner = edict(); |
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UTIL_MakeVectors( pev->v_angle ); |
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UTIL_SetOrigin( m_ppHook->pev, pev->origin + gpGlobals->v_forward * 16 + Vector( 0, 0, 16 ) ); |
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UTIL_SetSize( m_ppHook->pev, g_vecZero, g_vecZero ); |
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EMIT_SOUND( ENT( pev ), CHAN_WEAPON, "weapons/grfire.wav", 1, ATTN_NORM ); |
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// Make if fly forward |
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m_ppHook->pev->velocity = gpGlobals->v_forward * 1000; |
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// And make the hook face forward too! |
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m_ppHook->pev->angles = UTIL_VecToAngles( gpGlobals->v_forward ); |
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m_ppHook->pev->fixangle = TRUE; |
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PLAYBACK_EVENT_FULL( FEV_GLOBAL | FEV_RELIABLE, |
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edict(), g_usCable, 0, (float*)&g_vecZero, (float*)&g_vecZero, |
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0.0, 0.0, m_ppHook->entindex(), pev->team, 0, 0 ); |
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m_bHook_Out = TRUE; |
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} |
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}
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