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549 lines
13 KiB
549 lines
13 KiB
/* |
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Copyright (c) 1999, Cold Ice Modification. |
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This code has been written by SlimShady ( darcuri@optonline.net ) |
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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 and from the Cold Ice team. |
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Please if you use this code in any public form, please give us credit. |
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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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#include "shake.h" |
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enum nuke_e { |
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NUKE_IDLE = 0, |
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NUKE_FIDGET, |
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NUKE_RELOAD, // to reload |
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NUKE_FIRE2, // to empty |
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NUKE_HOLSTER1, // loaded |
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NUKE_DRAW1, // loaded |
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NUKE_HOLSTER2, // unloaded |
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NUKE_DRAW_UL, // unloaded |
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NUKE_IDLE_UL, // unloaded idle |
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NUKE_FIDGET_UL, // unloaded fidget |
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}; |
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class CNuke : public CBasePlayerWeapon |
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{ |
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public: |
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void Spawn( void ); |
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void Precache( void ); |
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void Reload( void ); |
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int iItemSlot( void ) { return 4; } |
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int GetItemInfo(ItemInfo *p); |
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int AddToPlayer( CBasePlayer *pPlayer ); |
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BOOL Deploy( void ); |
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BOOL CanHolster( void ); |
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void Holster( void ); |
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void PrimaryAttack( void ); |
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void SecondaryAttack( void ); |
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void WeaponIdle( void ); |
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BOOL ShouldWeaponIdle( void ) { return TRUE; }; |
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}; |
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LINK_ENTITY_TO_CLASS( weapon_nuke, CNuke ); |
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//========================================================= |
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//========================================================= |
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class CNukeRocket : public CGrenade |
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{ |
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public: |
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int Save( CSave &save ); |
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int Restore( CRestore &restore ); |
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static TYPEDESCRIPTION m_SaveData[]; |
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void Spawn( void ); |
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void Precache( void ); |
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void EXPORT IgniteThink( void ); |
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void EXPORT BlowMeUp( void ); |
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void EXPORT FollowThink( void ); |
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void EXPORT RocketTouch( CBaseEntity *pOther ); |
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static CNukeRocket *CreateNukeRocket( Vector vecOrigin, Vector vecAngles, CBaseEntity *pOwner, CNuke *pLauncher ); |
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int m_iSpriteTexture; |
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int m_iExplode; |
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int m_iBalls; |
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int killit; |
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int m_iTrail; |
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float m_flIgniteTime; |
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CNuke *m_pLauncher; |
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}; |
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LINK_ENTITY_TO_CLASS( nuke, CNukeRocket ); |
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TYPEDESCRIPTION CNukeRocket::m_SaveData[] = |
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{ |
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DEFINE_FIELD( CNukeRocket, m_flIgniteTime, FIELD_TIME ), |
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DEFINE_FIELD( CNukeRocket, m_pLauncher, FIELD_CLASSPTR ), |
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}; |
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IMPLEMENT_SAVERESTORE( CNukeRocket, CGrenade ); |
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//========================================================= |
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//========================================================= |
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CNukeRocket *CNukeRocket::CreateNukeRocket( Vector vecOrigin, Vector vecAngles, CBaseEntity *pOwner, CNuke *pLauncher ) |
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{ |
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CNukeRocket *pNuke = GetClassPtr( (CNukeRocket *)NULL ); |
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UTIL_SetOrigin( pNuke->pev, vecOrigin ); |
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pNuke->pev->angles = vecAngles; |
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pNuke->Spawn(); |
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pNuke->SetTouch( &CNukeRocket::RocketTouch ); |
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pNuke->m_pLauncher = pLauncher; |
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pNuke->pev->owner = pOwner->edict(); |
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return pNuke; |
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} |
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//========================================================= |
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//========================================================= |
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void CNukeRocket :: Spawn( void ) |
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{ |
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Precache( ); |
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// motor |
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pev->movetype = MOVETYPE_BOUNCE; |
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pev->solid = SOLID_BBOX; |
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SET_MODEL(ENT(pev), "models/nuke.mdl"); |
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UTIL_SetSize(pev, Vector( 0, 0, 0), Vector(0, 0, 0)); |
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UTIL_SetOrigin( pev, pev->origin ); |
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pev->classname = MAKE_STRING("nuke"); |
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SetThink( &CNukeRocket::IgniteThink ); |
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SetTouch( &CNukeRocket::ExplodeTouch ); |
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pev->angles.x -= 30; |
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UTIL_MakeVectors( pev->angles ); |
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pev->angles.x = -(pev->angles.x + 30); |
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pev->velocity = gpGlobals->v_forward * 250; |
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pev->gravity = 0.5; |
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pev->nextthink = gpGlobals->time + 0.4; |
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} |
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//========================================================= |
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//========================================================= |
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void CNukeRocket :: RocketTouch ( CBaseEntity *pOther ) |
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{ |
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STOP_SOUND( edict(), CHAN_VOICE, "weapons/rocket1.wav" ); |
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// ExplodeTouch( pOther ); |
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//initialize a vector that finds the center of the RPG models hitbox |
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Vector vecSpot = pev->origin + (pev->mins + pev->maxs) * 0.5; |
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killit++; |
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if ( killit == 1 ) |
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{ |
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// blast circle "The Infamous Disc of Death" |
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MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, pev->origin ); |
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WRITE_BYTE( TE_BEAMCYLINDER ); |
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WRITE_COORD( pev->origin.x);//center of effect on x axis |
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WRITE_COORD( pev->origin.y);//center of effect on y axis |
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WRITE_COORD( pev->origin.z);//center of effect on z axis |
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WRITE_COORD( pev->origin.x);//axis of effect on x axis |
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WRITE_COORD( pev->origin.y);//axis of effect on y axis |
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WRITE_COORD( pev->origin.z + 300 ); // z axis and Radius of effect |
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WRITE_SHORT( m_iSpriteTexture );//Name of the sprite to use, as defined at begining of tut |
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WRITE_BYTE( 0 ); // startframe |
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WRITE_BYTE( 0 ); //framerate in 0.1's |
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WRITE_BYTE( 40 ); //Life in 0.1's |
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WRITE_BYTE( 302 ); //Line Width in .1 units |
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WRITE_BYTE( 0 ); //Noise Amplitude in 0.01's |
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WRITE_BYTE( 255 ); // Red Color Value |
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WRITE_BYTE( 255 ); // Green Color Value |
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WRITE_BYTE( 192 ); // Blue Color Value |
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WRITE_BYTE( 128 ); // brightness |
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WRITE_BYTE( 0 ); // speed |
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MESSAGE_END(); |
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pev->effects |= EF_NODRAW;//stop showing the model!! |
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pev->velocity = g_vecZero;//set velocity to "0" |
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UTIL_ScreenShake( pev->origin, 500.0, 400.0, 6.0, 1800 ); |
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entvars_t *pevOwner; |
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if ( pev->owner ) |
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pevOwner = VARS( pev->owner ); |
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else |
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pevOwner = NULL; |
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pev->owner = NULL; // can't traceline attack owner if this is set |
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/*Big Damage |
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The first parameter is the center of where the damage radiates from. The second is the inflictor |
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( or what caused it ). The third is the attacker (or what caused this ). The fourth parameter is the |
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damage to inflict, the fifth is the class to ignore ( or what entity not apply damage to ). The final |
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parameter is the damage type--(with multiple damage types delineated by a | ).*/ |
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::RadiusDamage( pev->origin, pev, pevOwner, 400, 1000, CLASS_NONE, DMG_BLAST | DMG_BURN | DMG_ALWAYSGIB ); |
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EMIT_SOUND(ENT(pev), CHAN_STATIC, "weapons/nuke1.wav", 1.0, 0.3); |
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MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, pev->origin ); |
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WRITE_BYTE( TE_SPRITE );//additive sprite plays though once |
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WRITE_COORD( pev->origin.x );//where to make the sprite appear on x axis |
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WRITE_COORD( pev->origin.y );//where to make the sprite appear on y axis |
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WRITE_COORD( pev->origin.z + 128 );//Creates sprite 128 units above model's center |
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WRITE_SHORT( m_iExplode );//Name of the sprite to use, as defined at begining of tut |
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WRITE_BYTE( 400 ); // scale in .1 units --by comparison the player is 72 units tall |
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WRITE_BYTE( 255 ); // brightness (this is as bright as it gets) |
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MESSAGE_END(); |
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UTIL_Remove( this ); |
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} |
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killit = 0; |
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} |
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//========================================================= |
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//========================================================= |
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void CNukeRocket :: Precache( void ) |
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{ |
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PRECACHE_MODEL("models/nuke.mdl"); |
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m_iTrail = PRECACHE_MODEL("sprites/blueflare1.spr"); |
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PRECACHE_SOUND ("weapons/rocket1.wav"); |
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PRECACHE_SOUND("weapons/mortarhit.wav");//precache the Big Booming Sound |
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m_iSpriteTexture = PRECACHE_MODEL( "sprites/white.spr" );//precache the sprite for disc |
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m_iBalls = PRECACHE_MODEL("sprites/blueflare1.spr"); |
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m_iExplode = PRECACHE_MODEL( "sprites/fexplo.spr" );//precache the sprite for explosion |
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} |
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void CNukeRocket :: IgniteThink( void ) |
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{ |
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pev->movetype = MOVETYPE_FLY; |
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pev->effects |= EF_LIGHT; |
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EMIT_SOUND( ENT(pev), CHAN_VOICE, "weapons/rocket1.wav", 1, 0.5 ); |
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MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY ); |
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WRITE_BYTE( TE_BEAMFOLLOW ); |
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WRITE_SHORT(entindex()); // entity |
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WRITE_SHORT(m_iTrail ); // model |
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WRITE_BYTE( 10 ); // life |
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WRITE_BYTE( 9 ); // width |
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WRITE_BYTE( 224 ); // r, g, b |
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WRITE_BYTE( 224 ); // r, g, b |
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WRITE_BYTE( 255 ); // r, g, b |
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WRITE_BYTE( 128 ); // brightness |
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MESSAGE_END(); |
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m_flIgniteTime = gpGlobals->time; |
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SetThink( &CNukeRocket::FollowThink ); |
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pev->nextthink = gpGlobals->time + 0.1; |
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} |
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void CNukeRocket :: FollowThink( void ) |
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{ |
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CBaseEntity *pOther = NULL; |
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Vector vecTarget; |
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Vector vecDir; |
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float flMax; |
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TraceResult tr; |
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UTIL_MakeAimVectors( pev->angles ); |
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vecTarget = gpGlobals->v_forward; |
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flMax = 4096; |
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pev->angles = UTIL_VecToAngles( vecTarget ); |
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// this acceleration and turning math is totally wrong, but it seems to respond well so don't change it. |
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float flSpeed = pev->velocity.Length(); |
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if (gpGlobals->time - m_flIgniteTime < 1.0) |
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{ |
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pev->velocity = pev->velocity * 0.2 + vecTarget * (flSpeed * 0.8 + 400); |
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if (pev->waterlevel == 3) |
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{ |
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// go slow underwater |
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if (pev->velocity.Length() > 300) |
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{ |
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pev->velocity = pev->velocity.Normalize() * 300; |
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} |
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UTIL_BubbleTrail( pev->origin - pev->velocity * 0.1, pev->origin, 4 ); |
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} |
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else |
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{ |
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if (pev->velocity.Length() > 2000) |
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{ |
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pev->velocity = pev->velocity.Normalize() * 2000; |
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} |
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} |
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} |
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else |
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{ |
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if (pev->effects & EF_LIGHT) |
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{ |
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pev->effects = 0; |
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STOP_SOUND( ENT(pev), CHAN_VOICE, "weapons/rocket1.wav" ); |
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} |
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pev->velocity = pev->velocity * 0.2 + vecTarget * flSpeed * 0.798; |
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if (pev->waterlevel == 0 && pev->velocity.Length() < 1500) |
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{ |
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Detonate( ); |
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} |
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} |
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// ALERT( at_console, "%.0f\n", flSpeed ); |
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pev->nextthink = gpGlobals->time + 0.1; |
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} |
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void CNuke::Reload( void ) |
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{ |
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int iResult; |
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if ( m_iClip == 1 ) |
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{ |
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return; |
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} |
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m_flNextPrimaryAttack = gpGlobals->time + 0.5; |
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if (m_iClip == 0) |
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{ |
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iResult = DefaultReload( NUKE_MAX_CLIP, NUKE_RELOAD, 2 ); |
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} |
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if (iResult) |
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{ |
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m_flTimeWeaponIdle = gpGlobals->time + RANDOM_FLOAT ( 10, 15 ); |
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} |
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} |
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void CNuke::Spawn( ) |
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{ |
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pev->classname = MAKE_STRING("weapon_nuke"); |
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Precache( ); |
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m_iId = WEAPON_NUKE; |
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SET_MODEL(ENT(pev), "models/wmodels/w_nuke.mdl"); |
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m_iDefaultAmmo = NUKE_DEFAULT_GIVE; |
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FallInit(); |
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} |
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void CNuke::Precache( void ) |
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{ |
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PRECACHE_MODEL("models/wmodels/w_nuke.mdl"); |
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PRECACHE_MODEL("models/vmodels/v_nuke.mdl"); |
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PRECACHE_MODEL("models/pmodels/p_nuke.mdl"); |
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PRECACHE_SOUND("items/9mmclip1.wav"); |
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UTIL_PrecacheOther( "nuke" ); |
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PRECACHE_SOUND("weapons/rocketfire1.wav"); |
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PRECACHE_SOUND("weapons/glauncher.wav"); |
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PRECACHE_SOUND("weapons/nuke1.wav"); |
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} |
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int CNuke::GetItemInfo(ItemInfo *p) |
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{ |
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p->pszName = STRING(pev->classname); |
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p->pszAmmo1 = "nuke"; |
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p->iMaxAmmo1 = NUKE_MAX_CARRY; |
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p->pszAmmo2 = NULL; |
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p->iMaxAmmo2 = -1; |
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p->iMaxClip = NUKE_MAX_CLIP; |
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p->iSlot = 3; |
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p->iPosition = 4; |
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p->iId = m_iId = WEAPON_NUKE; |
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p->iFlags = 0; |
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p->iWeight = NUKE_WEIGHT; |
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return 1; |
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} |
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int CNuke::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 CNuke::Deploy( ) |
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{ |
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if ( m_iClip == 0 ) |
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{ |
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return DefaultDeploy( "models/vmodels/v_nuke.mdl", "models/pmodels/p_nuke.mdl", NUKE_DRAW_UL, "egon" ); |
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} |
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return DefaultDeploy( "models/vmodels/v_nuke.mdl", "models/pmodels/p_nuke.mdl", NUKE_DRAW1, "egon" ); |
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} |
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BOOL CNuke::CanHolster( void ) |
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{ |
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return TRUE; |
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} |
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void CNuke::Holster( ) |
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{ |
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m_fInReload = FALSE; |
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m_pPlayer->m_flNextAttack = gpGlobals->time + 0.5; |
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SendWeaponAnim( NUKE_HOLSTER1 ); |
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} |
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void CNuke::PrimaryAttack() |
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{ |
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if (m_iClip) |
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{ |
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m_pPlayer->m_iWeaponVolume = LOUD_GUN_VOLUME; |
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m_pPlayer->m_iWeaponFlash = BRIGHT_GUN_FLASH; |
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SendWeaponAnim( NUKE_FIRE2 ); |
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m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); |
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UTIL_MakeVectors( m_pPlayer->pev->v_angle ); |
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Vector vecSrc = m_pPlayer->GetGunPosition( ) + gpGlobals->v_forward * 16 + gpGlobals->v_right * 8 + gpGlobals->v_up * -8; |
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CNukeRocket * pNuke = CNukeRocket::CreateNukeRocket( vecSrc, m_pPlayer->pev->v_angle, m_pPlayer, this ); |
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UTIL_MakeVectors( m_pPlayer->pev->v_angle ); |
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pNuke->pev->velocity = pNuke->pev->velocity + gpGlobals->v_forward * DotProduct( m_pPlayer->pev->velocity, gpGlobals->v_forward ); |
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EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/rocketfire1.wav", 0.9, ATTN_NORM ); |
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EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/glauncher.wav", 0.7, ATTN_NORM ); |
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m_iClip--; |
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m_flNextPrimaryAttack = gpGlobals->time + 1.5; |
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m_flTimeWeaponIdle = gpGlobals->time + 1.5; |
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m_pPlayer->pev->punchangle.x -= 5; |
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} |
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else |
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{ |
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PlayEmptySound( ); |
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m_flNextPrimaryAttack = gpGlobals->time + .15; |
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} |
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} |
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void CNuke::SecondaryAttack() |
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{ |
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} |
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void CNuke::WeaponIdle( void ) |
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{ |
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ResetEmptySound( ); |
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if (m_flTimeWeaponIdle > gpGlobals->time) |
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return; |
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if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]) |
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{ |
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int iAnim; |
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float flRand = RANDOM_FLOAT(0, 1); |
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if (flRand <= 0.75 ) |
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{ |
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if ( m_iClip == 0 ) |
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iAnim = NUKE_IDLE_UL; |
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else |
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iAnim = NUKE_IDLE; |
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m_flTimeWeaponIdle = gpGlobals->time + 90.0 / 15.0; |
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} |
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else |
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{ |
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if ( m_iClip == 0 ) |
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iAnim = NUKE_FIDGET_UL; |
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else |
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iAnim = NUKE_FIDGET; |
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m_flTimeWeaponIdle = gpGlobals->time + 3.0; |
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} |
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SendWeaponAnim( iAnim ); |
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} |
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else |
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{ |
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m_flTimeWeaponIdle = gpGlobals->time + 1; |
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} |
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} |
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class CNukeAmmo : public CBasePlayerAmmo |
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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_rpgammo.mdl"); |
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CBasePlayerAmmo::Spawn( ); |
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} |
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void Precache( void ) |
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{ |
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PRECACHE_MODEL ("models/w_rpgammo.mdl"); |
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PRECACHE_SOUND("items/9mmclip1.wav"); |
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} |
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BOOL AddAmmo( CBaseEntity *pOther ) |
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{ |
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int iGive; |
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iGive = AMMO_NUKECLIP_GIVE; |
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if (pOther->GiveAmmo( iGive, "nuke", NUKE_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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} |
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return FALSE; |
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} |
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}; |
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LINK_ENTITY_TO_CLASS( ammo_nukeclip, CNukeAmmo );
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