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339 lines
8.0 KiB
339 lines
8.0 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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#define SWORD_BODYHIT_VOLUME 128 |
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#define SWORD_WALLHIT_VOLUME 512 |
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class CSword : 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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int iItemSlot( void ) { return 1; } |
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void EXPORT SwingAgain( void ); |
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void EXPORT Smack( void ); |
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int GetItemInfo(ItemInfo *p); |
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int AddToPlayer( CBasePlayer *pPlayer ); |
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int menu_on ; |
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void PrimaryAttack( void ); |
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int Swing( int fFirst ); |
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BOOL Deploy( void ); |
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void Holster( void ); |
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int m_iSwing; |
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TraceResult m_trHit; |
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}; |
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LINK_ENTITY_TO_CLASS( weapon_sword, CSword ); |
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enum sword_e { |
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SWORD_IDLE = 0, |
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SWORD_DRAW, |
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SWORD_HOLSTER, |
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SWORD_ATTACK1HIT, |
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SWORD_ATTACK1MISS, |
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SWORD_ATTACK2MISS, |
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SWORD_ATTACK2HIT, |
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SWORD_ATTACK3MISS, |
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SWORD_ATTACK3HIT |
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}; |
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void CSword::Spawn( ) |
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{ |
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Precache( ); |
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m_iId = WEAPON_SWORD; |
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SET_MODEL(ENT(pev), "models/wmodels/w_sword.mdl"); |
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m_iClip = -1; |
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FallInit(); |
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} |
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void CSword::Precache( void ) |
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{ |
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PRECACHE_MODEL("models/vmodels/v_sword.mdl"); |
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PRECACHE_MODEL("models/wmodels/w_sword.mdl"); |
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PRECACHE_MODEL("models/pmodels/p_sword.mdl"); |
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} |
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int CSword::GetItemInfo(ItemInfo *p) |
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{ |
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p->pszName = STRING(pev->classname); |
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p->pszAmmo1 = NULL; |
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p->iMaxAmmo1 = -1; |
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p->pszAmmo2 = NULL; |
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p->iMaxAmmo2 = -1; |
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p->iMaxClip = WEAPON_NOCLIP; |
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p->iSlot = 0; |
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p->iPosition = 2; |
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p->iId = WEAPON_SWORD; |
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p->iWeight = SWORD_WEIGHT; |
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return 1; |
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} |
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int CSword::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 CSword::Deploy( ) |
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{ |
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return DefaultDeploy( "models/vmodels/v_sword.mdl", "models/pmodels/p_sword.mdl", SWORD_DRAW, "crowbar" ); |
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} |
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void CSword::Holster( ) |
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{ |
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m_pPlayer->m_flNextAttack = gpGlobals->time + 0.5; |
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SendWeaponAnim( SWORD_HOLSTER ); |
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} |
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void FindHullIntersectionSword( const Vector &vecSrc, TraceResult &tr, float *mins, float *maxs, edict_t *pEntity ) |
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{ |
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int i, j, k; |
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float distance; |
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float *minmaxs[2] = {mins, maxs}; |
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TraceResult tmpTrace; |
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Vector vecHullEnd = tr.vecEndPos; |
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Vector vecEnd; |
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distance = 1e6f; |
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vecHullEnd = vecSrc + ((vecHullEnd - vecSrc)*2); |
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UTIL_TraceLine( vecSrc, vecHullEnd, dont_ignore_monsters, pEntity, &tmpTrace ); |
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if ( tmpTrace.flFraction < 1.0 ) |
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{ |
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tr = tmpTrace; |
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return; |
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} |
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for ( i = 0; i < 2; i++ ) |
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{ |
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for ( j = 0; j < 2; j++ ) |
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{ |
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for ( k = 0; k < 2; k++ ) |
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{ |
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vecEnd.x = vecHullEnd.x + minmaxs[i][0]; |
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vecEnd.y = vecHullEnd.y + minmaxs[j][1]; |
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vecEnd.z = vecHullEnd.z + minmaxs[k][2]; |
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UTIL_TraceLine( vecSrc, vecEnd, dont_ignore_monsters, pEntity, &tmpTrace ); |
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if ( tmpTrace.flFraction < 1.0 ) |
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{ |
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float thisDistance = (tmpTrace.vecEndPos - vecSrc).Length(); |
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if ( thisDistance < distance ) |
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{ |
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tr = tmpTrace; |
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distance = thisDistance; |
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} |
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} |
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} |
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} |
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} |
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} |
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void CSword::PrimaryAttack() |
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{ |
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if (! Swing( 1 )) |
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{ |
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SetThink( &CSword::SwingAgain ); |
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pev->nextthink = gpGlobals->time + 0.1; |
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} |
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} |
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void CSword::Smack( ) |
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{ |
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DecalGunshot( &m_trHit, BULLET_PLAYER_CROWBAR ); |
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} |
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void CSword::SwingAgain( void ) |
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{ |
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Swing( 0 ); |
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} |
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int CSword::Swing( int fFirst ) |
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{ |
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int fDidHit = FALSE; |
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TraceResult tr; |
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UTIL_MakeVectors (m_pPlayer->pev->v_angle); |
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Vector vecSrc = m_pPlayer->GetGunPosition( ); |
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Vector vecEnd = vecSrc + gpGlobals->v_forward * 32; |
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UTIL_TraceLine( vecSrc, vecEnd, dont_ignore_monsters, ENT( m_pPlayer->pev ), &tr ); |
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if ( tr.flFraction >= 1.0 ) |
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{ |
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UTIL_TraceHull( vecSrc, vecEnd, dont_ignore_monsters, head_hull, ENT( m_pPlayer->pev ), &tr ); |
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if ( tr.flFraction < 1.0 ) |
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{ |
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// Calculate the point of intersection of the line (or hull) and the object we hit |
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// This is and approximation of the "best" intersection |
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CBaseEntity *pHit = CBaseEntity::Instance( tr.pHit ); |
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if ( !pHit || pHit->IsBSPModel() ) |
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FindHullIntersectionSword( vecSrc, tr, VEC_DUCK_HULL_MIN, VEC_DUCK_HULL_MAX, m_pPlayer->edict() ); |
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vecEnd = tr.vecEndPos; // This is the point on the actual surface (the hull could have hit space) |
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} |
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} |
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if ( tr.flFraction >= 1.0 ) |
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{ |
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if (fFirst) |
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{ |
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// miss |
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switch( (m_iSwing++) % 3 ) |
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{ |
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case 0: |
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SendWeaponAnim( SWORD_ATTACK1MISS ); break; |
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case 1: |
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SendWeaponAnim( SWORD_ATTACK2MISS ); break; |
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case 2: |
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SendWeaponAnim( SWORD_ATTACK3MISS ); break; |
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} |
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m_flNextPrimaryAttack = gpGlobals->time + 0.7; |
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// play wiff or swish sound |
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EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/cbar_miss1.wav", 1, ATTN_NORM, 0, 50 + RANDOM_LONG(0,0xF)); |
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// player "shoot" animation |
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m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); |
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} |
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} |
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else |
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{ |
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// hit |
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fDidHit = TRUE; |
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CBaseEntity *pEntity = CBaseEntity::Instance(tr.pHit); |
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switch( ((m_iSwing++) % 2) + 1 ) |
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{ |
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case 0: |
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SendWeaponAnim( SWORD_ATTACK1HIT ); break; |
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case 1: |
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SendWeaponAnim( SWORD_ATTACK2HIT ); break; |
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case 2: |
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SendWeaponAnim( SWORD_ATTACK3HIT ); break; |
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} |
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// player "shoot" animation |
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m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); |
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ClearMultiDamage( ); |
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if ( (m_flNextPrimaryAttack + 1 < gpGlobals->time) || g_pGameRules->IsMultiplayer() ) |
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{ |
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// first swing does full damage |
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pEntity->TraceAttack(m_pPlayer->pev, gSkillData.plrDmgSword, gpGlobals->v_forward, &tr, DMG_CLUB ); |
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} |
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else |
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{ |
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// subsequent swings do half |
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pEntity->TraceAttack(m_pPlayer->pev, gSkillData.plrDmgSword / 2, gpGlobals->v_forward, &tr, DMG_CLUB ); |
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} |
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ApplyMultiDamage( m_pPlayer->pev, m_pPlayer->pev ); |
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m_flNextPrimaryAttack = gpGlobals->time + 0.7; |
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// play thwack, smack, or dong sound |
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float flVol = 1.0; |
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int fHitWorld = TRUE; |
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if (pEntity) |
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{ |
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if (pEntity->Classify() != CLASS_NONE && pEntity->Classify() != CLASS_MACHINE) |
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{ |
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// play thwack or smack sound |
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switch( RANDOM_LONG(0,2) ) |
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{ |
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case 0: |
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EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/cbar_hitbod1.wav", 1, ATTN_NORM); break; |
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case 1: |
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EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/cbar_hitbod2.wav", 1, ATTN_NORM); break; |
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case 2: |
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EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/cbar_hitbod3.wav", 1, ATTN_NORM); break; |
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} |
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m_pPlayer->m_iWeaponVolume = SWORD_BODYHIT_VOLUME; |
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if (!pEntity->IsAlive() ) |
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return TRUE; |
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else |
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flVol = 0.1; |
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fHitWorld = FALSE; |
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} |
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} |
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// play texture hit sound |
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// UNDONE: Calculate the correct point of intersection when we hit with the hull instead of the line |
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if (fHitWorld) |
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{ |
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float fvolbar = TEXTURETYPE_PlaySound(&tr, vecSrc, vecSrc + (vecEnd-vecSrc)*2, BULLET_PLAYER_CROWBAR); |
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if ( g_pGameRules->IsMultiplayer() ) |
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{ |
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// override the volume here, cause we don't play texture sounds in multiplayer, |
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// and fvolbar is going to be 0 from the above call. |
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fvolbar = 1; |
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} |
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// also play crowbar strike |
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switch( RANDOM_LONG(0,1) ) |
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{ |
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case 0: |
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//UTIL_EmitAmbientSound(ENT(0), ptr->vecEndPos, "weapons/cbar_hit1.wav", fvolbar, ATTN_NORM, 0, 98 + RANDOM_LONG(0,3)); |
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EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/cbar_hit1.wav", fvolbar, ATTN_NORM, 0, 98 + RANDOM_LONG(0,3)); |
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break; |
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case 1: |
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//UTIL_EmitAmbientSound(ENT(0), ptr->vecEndPos, "weapons/cbar_hit2.wav", fvolbar, ATTN_NORM, 0, 98 + RANDOM_LONG(0,3)); |
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EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/cbar_hit2.wav", fvolbar, ATTN_NORM, 0, 98 + RANDOM_LONG(0,3)); |
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break; |
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} |
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} |
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// delay the decal a bit |
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m_trHit = tr; |
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SetThink( &CSword::Smack ); |
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pev->nextthink = gpGlobals->time + 0.2; |
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m_pPlayer->m_iWeaponVolume = flVol * SWORD_WALLHIT_VOLUME; |
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} |
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return fDidHit; |
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} |
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