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755 lines
18 KiB
755 lines
18 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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enum rpg_e { |
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RPG_IDLE = 0, |
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RPG_FIDGET, |
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RPG_RELOAD, // to reload |
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RPG_FIRE2, // to empty |
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RPG_HOLSTER1, // loaded |
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RPG_DRAW1, // loaded |
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RPG_HOLSTER2, // unloaded |
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RPG_DRAW_UL, // unloaded |
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RPG_IDLE_UL, // unloaded idle |
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RPG_FIDGET_UL, // unloaded fidget |
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}; |
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class CLaserSpot : public CBaseEntity |
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{ |
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void Spawn( void ); |
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void Precache( void ); |
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int ObjectCaps( void ) { return FCAP_DONT_SAVE; } |
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public: |
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void Suspend( float flSuspendTime ); |
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void EXPORT Revive( void ); |
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static CLaserSpot *CreateSpot( void ); |
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}; |
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LINK_ENTITY_TO_CLASS( laser_spot, CLaserSpot ); |
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class CRpg : public CBasePlayerWeapon |
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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 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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void UpdateSpot( void ); |
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BOOL ShouldWeaponIdle( void ) { return TRUE; }; |
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CLaserSpot *m_pSpot; |
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int m_fSpotActive; |
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int m_cActiveRockets; |
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int rocket_load; |
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}; |
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LINK_ENTITY_TO_CLASS( weapon_rocketl, CRpg ); |
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LINK_ENTITY_TO_CLASS ( weapon_rpg, CRpg ); |
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TYPEDESCRIPTION CRpg::m_SaveData[] = |
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{ |
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DEFINE_FIELD( CRpg, m_fSpotActive, FIELD_INTEGER ), |
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DEFINE_FIELD( CRpg, m_cActiveRockets, FIELD_INTEGER ), |
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}; |
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IMPLEMENT_SAVERESTORE( CRpg, CBasePlayerWeapon ); |
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//========================================================= |
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//========================================================= |
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CLaserSpot *CLaserSpot::CreateSpot( void ) |
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{ |
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CLaserSpot *pSpot = GetClassPtr( (CLaserSpot *)NULL ); |
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pSpot->Spawn(); |
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pSpot->pev->classname = MAKE_STRING("laser_spot"); |
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return pSpot; |
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} |
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//========================================================= |
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//========================================================= |
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void CLaserSpot::Spawn( void ) |
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{ |
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Precache( ); |
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pev->movetype = MOVETYPE_NONE; |
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pev->solid = SOLID_NOT; |
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pev->rendermode = kRenderGlow; |
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pev->renderfx = kRenderFxNoDissipation; |
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pev->renderamt = 255; |
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SET_MODEL(ENT(pev), "sprites/laserdot.spr"); |
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UTIL_SetOrigin( pev, pev->origin ); |
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}; |
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//========================================================= |
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// Suspend- make the laser sight invisible. |
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//========================================================= |
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void CLaserSpot::Suspend( float flSuspendTime ) |
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{ |
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pev->effects |= EF_NODRAW; |
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SetThink( &CLaserSpot::Revive ); |
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pev->nextthink = gpGlobals->time + flSuspendTime; |
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} |
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//========================================================= |
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// Revive - bring a suspended laser sight back. |
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//========================================================= |
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void CLaserSpot::Revive( void ) |
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{ |
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pev->effects &= ~EF_NODRAW; |
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SetThink( NULL ); |
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} |
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void CLaserSpot::Precache( void ) |
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{ |
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PRECACHE_MODEL("sprites/laserdot.spr"); |
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}; |
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class CRpgRocket : 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 FollowThink( void ); |
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void EXPORT IgniteThink( void ); |
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void EXPORT RocketTouch( CBaseEntity *pOther ); |
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static CRpgRocket *CreateRpgRocket( Vector vecOrigin, Vector vecAngles, CBaseEntity *pOwner, CRpg *pLauncher ); |
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int m_iTrail; |
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float m_flIgniteTime; |
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CRpg *m_pLauncher;// pointer back to the launcher that fired me. |
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}; |
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LINK_ENTITY_TO_CLASS( rocket, CRpgRocket ); |
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TYPEDESCRIPTION CRpgRocket::m_SaveData[] = |
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{ |
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DEFINE_FIELD( CRpgRocket, m_flIgniteTime, FIELD_TIME ), |
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DEFINE_FIELD( CRpgRocket, m_pLauncher, FIELD_CLASSPTR ), |
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}; |
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IMPLEMENT_SAVERESTORE( CRpgRocket, CGrenade ); |
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//========================================================= |
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//========================================================= |
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CRpgRocket *CRpgRocket::CreateRpgRocket( Vector vecOrigin, Vector vecAngles, CBaseEntity *pOwner, CRpg *pLauncher ) |
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{ |
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CRpgRocket *pRocket = GetClassPtr( (CRpgRocket *)NULL ); |
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UTIL_SetOrigin( pRocket->pev, vecOrigin ); |
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pRocket->pev->angles = vecAngles; |
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pRocket->Spawn(); |
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pRocket->SetTouch( &CRpgRocket::RocketTouch ); |
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pRocket->m_pLauncher = pLauncher;// remember what RPG fired me. |
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pRocket->m_pLauncher->m_cActiveRockets++;// register this missile as active for the launcher |
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pRocket->pev->owner = pOwner->edict(); |
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return pRocket; |
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} |
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//========================================================= |
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//========================================================= |
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void CRpgRocket :: 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/rpgrocket.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("rocket"); |
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SetThink( &CRpgRocket::IgniteThink ); |
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SetTouch( &CRpgRocket::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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pev->dmg = gSkillData.plrDmgRocket; |
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} |
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//========================================================= |
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//========================================================= |
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void CRpgRocket :: RocketTouch ( CBaseEntity *pOther ) |
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{ |
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if ( m_pLauncher ) |
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{ |
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m_pLauncher->m_cActiveRockets--; |
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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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} |
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//========================================================= |
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//========================================================= |
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void CRpgRocket :: Precache( void ) |
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{ |
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PRECACHE_MODEL("models/rpgrocket.mdl"); |
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m_iTrail = PRECACHE_MODEL("sprites/smoke.spr"); |
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PRECACHE_SOUND ("weapons/rocket1.wav"); |
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} |
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void CRpgRocket :: 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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// make rocket sound |
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EMIT_SOUND( ENT(pev), CHAN_VOICE, "weapons/rocket1.wav", 1, 0.5 ); |
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// rocket trail |
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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( 5 ); // life |
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WRITE_BYTE( 5 ); // 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( 255 ); // brightness |
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MESSAGE_END(); // move PHS/PVS data sending into here (SEND_ALL, SEND_PVS, SEND_PHS) |
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m_flIgniteTime = gpGlobals->time; |
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SetThink( &CRpgRocket::FollowThink ); |
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pev->nextthink = gpGlobals->time + 0.1; |
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} |
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void CRpgRocket :: 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 flDist, flMax, flDot; |
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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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// Examine all entities within a reasonable radius |
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while ((pOther = UTIL_FindEntityByClassname( pOther, "laser_spot" )) != NULL) |
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{ |
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UTIL_TraceLine ( pev->origin, pOther->pev->origin, dont_ignore_monsters, ENT(pev), &tr ); |
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// ALERT( at_console, "%f\n", tr.flFraction ); |
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if (tr.flFraction >= 0.90) |
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{ |
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vecDir = pOther->pev->origin - pev->origin; |
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flDist = vecDir.Length( ); |
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vecDir = vecDir.Normalize( ); |
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flDot = DotProduct( gpGlobals->v_forward, vecDir ); |
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if ((flDot > 0) && (flDist * (1 - flDot) < flMax)) |
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{ |
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flMax = flDist * (1 - flDot); |
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vecTarget = vecDir; |
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} |
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} |
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} |
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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 CRpg::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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// don't bother with any of this if don't need to reload. |
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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_cActiveRockets && m_fSpotActive ) |
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{ |
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// no reloading when there are active missiles tracking the designator. |
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// ward off future autoreload attempts by setting next attack time into the future for a bit. |
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return; |
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} |
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if (m_pSpot && m_fSpotActive) |
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{ |
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m_pSpot->Suspend( 2.1 ); |
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m_flNextSecondaryAttack = gpGlobals->time + 2.1; |
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} |
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if (m_iClip == 0) |
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{ |
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iResult = DefaultReload( ROCKETL_MAX_CLIP, RPG_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 CRpg::Spawn( ) |
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{ |
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pev->classname = MAKE_STRING("weapon_rocketl"); |
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Precache( ); |
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m_iId = WEAPON_ROCKETL; |
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SET_MODEL(ENT(pev), "models/wmodels/w_rocketl.mdl"); |
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m_fSpotActive = 1; |
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m_iDefaultAmmo = ROCKETL_DEFAULT_GIVE; |
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FallInit(); |
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} |
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void CRpg::Precache( void ) |
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{ |
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PRECACHE_MODEL("models/wmodels/w_rocketl.mdl"); |
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PRECACHE_MODEL("models/vmodels/v_rocketl.mdl"); |
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PRECACHE_MODEL("models/pmodels/p_rocketl.mdl"); |
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UTIL_PrecacheOther( "laser_spot" ); |
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UTIL_PrecacheOther( "rocket" ); |
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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/rocketalert.wav"); |
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PRECACHE_SOUND("weapons/rocketload.wav"); |
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} |
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int CRpg::GetItemInfo(ItemInfo *p) |
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{ |
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p->pszName = STRING(pev->classname); |
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p->pszAmmo1 = "rocket"; |
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p->iMaxAmmo1 = ROCKETL_MAX_CARRY; |
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p->pszAmmo2 = "heli-rockets"; |
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p->iMaxAmmo2 = HELIROCKET_MAX_CARRY; |
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p->iMaxClip = ROCKETL_MAX_CLIP; |
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p->iSlot = 3; |
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p->iPosition = 1; |
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p->iId = m_iId = WEAPON_ROCKETL; |
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p->iFlags = 0; |
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p->iWeight = ROCKETL_WEIGHT; |
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return 1; |
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} |
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int CRpg::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 CRpg::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_rocketl.mdl", "models/pmodels/p_rocketl.mdl", RPG_DRAW_UL, "egon" ); |
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} |
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return DefaultDeploy( "models/vmodels/v_rocketl.mdl", "models/pmodels/p_rocketl.mdl", RPG_DRAW1, "egon" ); |
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} |
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BOOL CRpg::CanHolster( void ) |
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{ |
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if ( m_fSpotActive && m_cActiveRockets ) |
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{ |
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// can't put away while guiding a missile. |
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return FALSE; |
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} |
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return TRUE; |
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} |
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void CRpg::Holster( ) |
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{ |
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m_fInReload = FALSE; |
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rocket_load = 0; |
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m_pPlayer->m_flNextAttack = gpGlobals->time + 0.5; |
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SendWeaponAnim( RPG_HOLSTER1 ); |
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if (m_pSpot) |
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{ |
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m_pSpot->Killed( NULL, GIB_NEVER ); |
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m_pSpot = NULL; |
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} |
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} |
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void CRpg::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( RPG_FIRE2 ); |
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// player "shoot" animation |
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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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CRpgRocket *pRocket = CRpgRocket::CreateRpgRocket( vecSrc, m_pPlayer->pev->v_angle, m_pPlayer, this ); |
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UTIL_MakeVectors( m_pPlayer->pev->v_angle );// RpgRocket::Create stomps on globals, so remake. |
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pRocket->pev->velocity = pRocket->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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if( m_pPlayer->m_iPlayerRune == RUNE_ROCKETARENA ) |
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{ |
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m_flNextPrimaryAttack = gpGlobals->time + .5; |
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} |
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else |
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{ |
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m_flNextPrimaryAttack = gpGlobals->time + 1.5; |
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} |
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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 + .5; |
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} |
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UpdateSpot( ); |
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} |
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void CRpg::SecondaryAttack() |
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{ |
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if ( g_pGameRules->IsRocketArena() == 0 ) |
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{ |
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m_fSpotActive = ! m_fSpotActive; |
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if (!m_fSpotActive && m_pSpot) |
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{ |
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m_pSpot->Killed( NULL, GIB_NORMAL ); |
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m_pSpot = NULL; |
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} |
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m_flNextSecondaryAttack = gpGlobals->time + 0.2; |
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} |
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else |
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{ |
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if (m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType]) |
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{ |
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rocket_load++; |
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if ( rocket_load == 1 ) |
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{ |
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EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/rocketload.wav", 0.9, ATTN_NORM ); |
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m_flNextSecondaryAttack = gpGlobals->time + 1.0; |
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} |
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if ( rocket_load == 2 ) |
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{ |
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EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/rocketload.wav", 0.9, ATTN_NORM ); |
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m_flNextSecondaryAttack = gpGlobals->time + 1.0; |
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} |
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if ( rocket_load == 3 ) |
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{ |
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EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/rocketload.wav", 0.9, ATTN_NORM ); |
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m_flNextSecondaryAttack = gpGlobals->time + 1.0; |
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} |
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if ( rocket_load == 4 ) |
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{ |
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EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_BODY, "weapons/rocketalert.wav", 0.9, ATTN_NORM ); |
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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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|
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SendWeaponAnim( RPG_FIRE2 ); |
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|
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// player "shoot" animation |
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m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); |
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|
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UTIL_MakeVectors( m_pPlayer->pev->v_angle ); |
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|
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Vector vecSrc1 = m_pPlayer->GetGunPosition( ) + gpGlobals->v_forward * 16 + gpGlobals->v_right * -8 + gpGlobals->v_up * -8; |
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Vector vecSrc2 = m_pPlayer->GetGunPosition( ) + gpGlobals->v_forward * 16 + gpGlobals->v_right * 0 + gpGlobals->v_up * -8; |
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Vector vecSrc3 = m_pPlayer->GetGunPosition( ) + gpGlobals->v_forward * 16 + gpGlobals->v_right * 8 + gpGlobals->v_up * -8; |
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|
|
CRpgRocket *pRocket = CRpgRocket::CreateRpgRocket( vecSrc1, m_pPlayer->pev->v_angle, m_pPlayer, this ); |
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CRpgRocket::CreateRpgRocket( vecSrc2, m_pPlayer->pev->v_angle, m_pPlayer, this ); |
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CRpgRocket::CreateRpgRocket( vecSrc3, m_pPlayer->pev->v_angle, m_pPlayer, this ); |
|
|
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UTIL_MakeVectors( m_pPlayer->pev->v_angle ); |
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pRocket->pev->velocity = pRocket->pev->velocity + gpGlobals->v_forward * DotProduct( m_pPlayer->pev->velocity, gpGlobals->v_forward ); |
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|
|
|
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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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|
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m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType]--; |
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|
|
rocket_load = 0; |
|
|
|
m_flNextSecondaryAttack = gpGlobals->time + 1.5; |
|
m_flTimeWeaponIdle = gpGlobals->time + 1.5; |
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m_pPlayer->pev->punchangle.x -= 5; |
|
} |
|
} |
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} |
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|
|
} |
|
|
|
|
|
void CRpg::WeaponIdle( void ) |
|
{ |
|
UpdateSpot( ); |
|
|
|
ResetEmptySound( ); |
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|
|
if (m_flTimeWeaponIdle > gpGlobals->time) |
|
return; |
|
|
|
if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]) |
|
{ |
|
int iAnim; |
|
float flRand = RANDOM_FLOAT(0, 1); |
|
|
|
if (flRand <= 0.75 || m_fSpotActive) |
|
{ |
|
if ( m_iClip == 0 ) |
|
iAnim = RPG_IDLE_UL; |
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else |
|
iAnim = RPG_IDLE; |
|
|
|
m_flTimeWeaponIdle = gpGlobals->time + 90.0 / 15.0; |
|
} |
|
else |
|
{ |
|
if ( m_iClip == 0 ) |
|
iAnim = RPG_FIDGET_UL; |
|
else |
|
iAnim = RPG_FIDGET; |
|
|
|
m_flTimeWeaponIdle = gpGlobals->time + 3.0; |
|
} |
|
|
|
SendWeaponAnim( iAnim ); |
|
} |
|
else |
|
{ |
|
m_flTimeWeaponIdle = gpGlobals->time + 1; |
|
} |
|
} |
|
|
|
|
|
|
|
void CRpg::UpdateSpot( void ) |
|
{ |
|
if (m_fSpotActive) |
|
{ |
|
if (!m_pSpot) |
|
{ |
|
m_pSpot = CLaserSpot::CreateSpot(); |
|
} |
|
|
|
UTIL_MakeVectors( m_pPlayer->pev->v_angle ); |
|
Vector vecSrc = m_pPlayer->GetGunPosition( );; |
|
Vector vecAiming = gpGlobals->v_forward; |
|
|
|
TraceResult tr; |
|
UTIL_TraceLine ( vecSrc, vecSrc + vecAiming * 8192, dont_ignore_monsters, ENT(m_pPlayer->pev), &tr ); |
|
|
|
/* |
|
ALERT( "%f %f\n", gpGlobals->v_forward.y, vecAiming.y ); |
|
|
|
char * a = gpGlobals->v_forward.y * vecAiming.y + gpGlobals->v_forward.x * vecAiming.x; |
|
m_pPlayer->pev->punchangle.y = acos( a ) * (180 / M_PI); |
|
|
|
ShowMenu (m_pPlayer, 0x0, 2, 0, a ); |
|
|
|
|
|
ALERT( at_console, "%f\n", a ); |
|
*/ |
|
|
|
UTIL_SetOrigin( m_pSpot->pev, tr.vecEndPos ); |
|
} |
|
} |
|
|
|
|
|
class CRocketAmmo : public CBasePlayerAmmo |
|
{ |
|
void Spawn( void ) |
|
{ |
|
Precache( ); |
|
SET_MODEL(ENT(pev), "models/ammo/w_rocketl.mdl"); |
|
CBasePlayerAmmo::Spawn( ); |
|
} |
|
void Precache( void ) |
|
{ |
|
PRECACHE_MODEL ("models/ammo/w_rocketl.mdl"); |
|
PRECACHE_SOUND("items/9mmclip1.wav"); |
|
} |
|
BOOL AddAmmo( CBaseEntity *pOther ) |
|
{ |
|
int iGive; |
|
|
|
iGive = AMMO_ROCKET_GIVE; |
|
|
|
if (pOther->GiveAmmo( iGive, "rocket", ROCKETL_MAX_CARRY ) != -1) |
|
{ |
|
EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM); |
|
return TRUE; |
|
} |
|
return FALSE; |
|
} |
|
}; |
|
LINK_ENTITY_TO_CLASS( ammo_rocket, CRocketAmmo ); |
|
|
|
class CHeliRocketAmmo : public CBasePlayerAmmo |
|
{ |
|
void Spawn( void ) |
|
{ |
|
Precache( ); |
|
SET_MODEL(ENT(pev), "models/ammo/w_rocketl.mdl"); |
|
CBasePlayerAmmo::Spawn( ); |
|
} |
|
void Precache( void ) |
|
{ |
|
PRECACHE_MODEL ("models/ammo/w_rocketl.mdl"); |
|
PRECACHE_SOUND("items/9mmclip1.wav"); |
|
} |
|
BOOL AddAmmo( CBaseEntity *pOther ) |
|
{ |
|
|
|
if (pOther->GiveAmmo( HELIROCKET_MAX_CARRY, "heli-rockets", HELIROCKET_MAX_CARRY ) != -1) |
|
{ |
|
EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM); |
|
return TRUE; |
|
} |
|
return FALSE; |
|
} |
|
}; |
|
LINK_ENTITY_TO_CLASS( ammo_helirockets, CHeliRocketAmmo );
|
|
|