Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "weapons.h"
#include "nodes.h"
#include "player.h"
#include "gamerules.h"
// BMOD Begin - Flying Crowbar
#include "BMOD_flyingcrowbar.h"
#include "BMOD_messaging.h"
extern cvar_t bm_cbar_mod;
// BMOD End - Flying Crowbar
#define CROWBAR_BODYHIT_VOLUME 128
#define CROWBAR_WALLHIT_VOLUME 512
LINK_ENTITY_TO_CLASS( weapon_crowbar, CCrowbar )
enum crowbar_e
{
CROWBAR_IDLE = 0,
CROWBAR_DRAW,
CROWBAR_HOLSTER,
CROWBAR_ATTACK1HIT,
CROWBAR_ATTACK1MISS,
CROWBAR_ATTACK2MISS,
CROWBAR_ATTACK2HIT,
CROWBAR_ATTACK3MISS,
#ifndef CROWBAR_IDLE_ANIM
CROWBAR_ATTACK3HIT
#else
CROWBAR_ATTACK3HIT,
CROWBAR_IDLE2,
CROWBAR_IDLE3
#endif
};
void CCrowbar::Spawn()
{
Precache();
m_iId = WEAPON_CROWBAR;
SET_MODEL( ENT( pev ), "models/w_crowbar.mdl" );
m_iClip = -1;
FallInit();// get ready to fall down.
}
void CCrowbar::Precache( void )
{
PRECACHE_MODEL( "models/v_crowbar.mdl" );
PRECACHE_MODEL( "models/w_crowbar.mdl" );
PRECACHE_MODEL( "models/p_crowbar.mdl" );
PRECACHE_SOUND( "weapons/cbar_hit1.wav" );
PRECACHE_SOUND( "weapons/cbar_hit2.wav" );
PRECACHE_SOUND( "weapons/cbar_hitbod1.wav" );
PRECACHE_SOUND( "weapons/cbar_hitbod2.wav" );
PRECACHE_SOUND( "weapons/cbar_hitbod3.wav" );
PRECACHE_SOUND( "weapons/cbar_miss1.wav" );
// BMOD Edit - Flying Crowbar
UTIL_PrecacheOther( "flying_crowbar" );
PRECACHE_MODEL( "models/w_weaponbox.mdl" );
m_usCrowbar = PRECACHE_EVENT( 1, "events/crowbar.sc" );
}
int CCrowbar::GetItemInfo( ItemInfo *p )
{
p->pszName = STRING( pev->classname );
p->pszAmmo1 = NULL;
p->iMaxAmmo1 = -1;
p->pszAmmo2 = NULL;
p->iMaxAmmo2 = -1;
p->iMaxClip = WEAPON_NOCLIP;
p->iSlot = 0;
p->iPosition = 0;
p->iId = WEAPON_CROWBAR;
p->iWeight = CROWBAR_WEIGHT;
return 1;
}
int CCrowbar::AddToPlayer( CBasePlayer *pPlayer )
{
if( CBasePlayerWeapon::AddToPlayer( pPlayer ) )
{
MESSAGE_BEGIN( MSG_ONE, gmsgWeapPickup, NULL, pPlayer->pev );
WRITE_BYTE( m_iId );
MESSAGE_END();
return TRUE;
}
return FALSE;
}
BOOL CCrowbar::Deploy()
{
// BMOD Edit - Modified crowbar message
if( bm_cbar_mod.value )
PrintMessage( m_pPlayer, BMOD_CHAN_WEAPON, Vector( 20, 250, 20 ), Vector( 1, 4, 2 ), "\nCROWBAR\nSECONDARY FIRE: Throw crowbar." );
return DefaultDeploy( "models/v_crowbar.mdl", "models/p_crowbar.mdl", CROWBAR_DRAW, "crowbar" );
}
void CCrowbar::Holster( int skiplocal /* = 0 */ )
{
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5;
SendWeaponAnim( CROWBAR_HOLSTER );
}
void FindHullIntersection( const Vector &vecSrc, TraceResult &tr, float *mins, float *maxs, edict_t *pEntity )
{
int i, j, k;
float distance;
float *minmaxs[2] = {mins, maxs};
TraceResult tmpTrace;
Vector vecHullEnd = tr.vecEndPos;
Vector vecEnd;
distance = 1e6f;
vecHullEnd = vecSrc + ( ( vecHullEnd - vecSrc ) * 2 );
UTIL_TraceLine( vecSrc, vecHullEnd, dont_ignore_monsters, pEntity, &tmpTrace );
if( tmpTrace.flFraction < 1.0 )
{
tr = tmpTrace;
return;
}
for( i = 0; i < 2; i++ )
{
for( j = 0; j < 2; j++ )
{
for( k = 0; k < 2; k++ )
{
vecEnd.x = vecHullEnd.x + minmaxs[i][0];
vecEnd.y = vecHullEnd.y + minmaxs[j][1];
vecEnd.z = vecHullEnd.z + minmaxs[k][2];
UTIL_TraceLine( vecSrc, vecEnd, dont_ignore_monsters, pEntity, &tmpTrace );
if( tmpTrace.flFraction < 1.0 )
{
float thisDistance = ( tmpTrace.vecEndPos - vecSrc ).Length();
if( thisDistance < distance )
{
tr = tmpTrace;
distance = thisDistance;
}
}
}
}
}
}
void CCrowbar::PrimaryAttack()
{
if( !Swing( 1 ) )
{
#ifndef CLIENT_DLL
SetThink( &CCrowbar::SwingAgain );
pev->nextthink = gpGlobals->time + 0.1;
#endif
}
}
void CCrowbar::Smack()
{
DecalGunshot( &m_trHit, BULLET_PLAYER_CROWBAR );
}
void CCrowbar::SwingAgain( void )
{
Swing( 0 );
}
int CCrowbar::Swing( int fFirst )
{
int fDidHit = FALSE;
TraceResult tr;
UTIL_MakeVectors( m_pPlayer->pev->v_angle );
Vector vecSrc = m_pPlayer->GetGunPosition();
Vector vecEnd = vecSrc + gpGlobals->v_forward * 32;
UTIL_TraceLine( vecSrc, vecEnd, dont_ignore_monsters, ENT( m_pPlayer->pev ), &tr );
#ifndef CLIENT_DLL
if( tr.flFraction >= 1.0 )
{
UTIL_TraceHull( vecSrc, vecEnd, dont_ignore_monsters, head_hull, ENT( m_pPlayer->pev ), &tr );
if( tr.flFraction < 1.0 )
{
// Calculate the point of intersection of the line (or hull) and the object we hit
// This is and approximation of the "best" intersection
CBaseEntity *pHit = CBaseEntity::Instance( tr.pHit );
if( !pHit || pHit->IsBSPModel() )
FindHullIntersection( vecSrc, tr, VEC_DUCK_HULL_MIN, VEC_DUCK_HULL_MAX, m_pPlayer->edict() );
vecEnd = tr.vecEndPos; // This is the point on the actual surface (the hull could have hit space)
}
}
#endif
if( fFirst )
{
PLAYBACK_EVENT_FULL( FEV_NOTHOST, m_pPlayer->edict(), m_usCrowbar,
0.0, g_vecZero, g_vecZero, 0, 0, 0,
0, 0, 0 );
}
if( tr.flFraction >= 1.0 )
{
if( fFirst )
{
// miss
m_flNextPrimaryAttack = GetNextAttackDelay( 0.5 );
#ifdef CROWBAR_IDLE_ANIM
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
#endif
// player "shoot" animation
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
}
}
else
{
switch( ( ( m_iSwing++ ) % 2 ) + 1 )
{
case 0:
SendWeaponAnim( CROWBAR_ATTACK1HIT );
break;
case 1:
SendWeaponAnim( CROWBAR_ATTACK2HIT );
break;
case 2:
SendWeaponAnim( CROWBAR_ATTACK3HIT );
break;
}
// player "shoot" animation
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
#ifndef CLIENT_DLL
int tempDamage = gSkillData.plrDmgCrowbar;
if( m_pPlayer->m_RuneFlags == RUNE_CROWBAR )
tempDamage = 300;
// hit
fDidHit = TRUE;
CBaseEntity *pEntity = CBaseEntity::Instance( tr.pHit );
// play thwack, smack, or dong sound
float flVol = 1.0;
int fHitWorld = TRUE;
if( pEntity )
{
ClearMultiDamage();
// If building with the clientside weapon prediction system,
// UTIL_WeaponTimeBase() is always 0 and m_flNextPrimaryAttack is >= -1.0f, thus making
// m_flNextPrimaryAttack + 1 < UTIL_WeaponTimeBase() always evaluate to false.
#ifdef CLIENT_WEAPONS
if( ( m_flNextPrimaryAttack + 1 == UTIL_WeaponTimeBase() ) || g_pGameRules->IsMultiplayer() )
#else
if( ( m_flNextPrimaryAttack + 1 < UTIL_WeaponTimeBase() ) || g_pGameRules->IsMultiplayer() )
#endif
{
// first swing does full damage
pEntity->TraceAttack( m_pPlayer->pev, tempDamage, gpGlobals->v_forward, &tr, DMG_CLUB );
}
else
{
// subsequent swings do half
pEntity->TraceAttack( m_pPlayer->pev, tempDamage / 2, gpGlobals->v_forward, &tr, DMG_CLUB );
}
ApplyMultiDamage( m_pPlayer->pev, m_pPlayer->pev );
if( pEntity->Classify() != CLASS_NONE && pEntity->Classify() != CLASS_MACHINE )
{
// play thwack or smack sound
switch( RANDOM_LONG( 0, 2 ) )
{
case 0:
EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/cbar_hitbod1.wav", 1, ATTN_NORM );
break;
case 1:
EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/cbar_hitbod2.wav", 1, ATTN_NORM );
break;
case 2:
EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/cbar_hitbod3.wav", 1, ATTN_NORM );
break;
}
m_pPlayer->m_iWeaponVolume = CROWBAR_BODYHIT_VOLUME;
if( !pEntity->IsAlive() )
return TRUE;
else
flVol = 0.1;
fHitWorld = FALSE;
}
}
// play texture hit sound
// UNDONE: Calculate the correct point of intersection when we hit with the hull instead of the line
if( fHitWorld )
{
float fvolbar = TEXTURETYPE_PlaySound( &tr, vecSrc, vecSrc + ( vecEnd - vecSrc ) * 2, BULLET_PLAYER_CROWBAR );
if( g_pGameRules->IsMultiplayer() )
{
// override the volume here, cause we don't play texture sounds in multiplayer,
// and fvolbar is going to be 0 from the above call.
fvolbar = 1;
}
// also play crowbar strike
switch( RANDOM_LONG( 0, 1 ) )
{
case 0:
EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/cbar_hit1.wav", fvolbar, ATTN_NORM, 0, 98 + RANDOM_LONG( 0, 3 ) );
break;
case 1:
EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/cbar_hit2.wav", fvolbar, ATTN_NORM, 0, 98 + RANDOM_LONG( 0, 3 ) );
break;
}
// delay the decal a bit
m_trHit = tr;
}
m_pPlayer->m_iWeaponVolume = (int)( flVol * CROWBAR_WALLHIT_VOLUME );
SetThink( &CCrowbar::Smack );
pev->nextthink = UTIL_WeaponTimeBase() + 0.2;
#endif
m_flNextPrimaryAttack = GetNextAttackDelay( 0.25 );
}
#ifdef CROWBAR_IDLE_ANIM
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
#endif
return fDidHit;
}
// BMOD Begin - Flying Crowbar
void CCrowbar::SecondaryAttack()
{
if( !bm_cbar_mod.value )
{
return;
}
// Don't throw underwater, and only throw if we were able to detatch
// from player.
if( ( m_pPlayer->pev->waterlevel != 3 ) )//&&
//( m_pPlayer->RemovePlayerItem( this ) ) )
{
// Get the origin, direction, and fix the angle of the throw.
Vector vecSrc = m_pPlayer->GetGunPosition() + gpGlobals->v_right * 8 + gpGlobals->v_forward * 16;
Vector vecDir = gpGlobals->v_forward;
Vector vecAng = UTIL_VecToAngles( vecDir );
vecAng.z = vecDir.z - 90;
// Create a flying crowbar.
CFlyingCrowbar *pFCBar = (CFlyingCrowbar *)Create( "flying_crowbar", vecSrc, Vector( 0, 0, 0 ), m_pPlayer->edict() );
// Give the crowbar its velocity, angle, and spin.
// Lower the gravity a bit, so it flys.
pFCBar->pev->velocity = vecDir * 500 + m_pPlayer->pev->velocity;
pFCBar->pev->angles = vecAng;
pFCBar->pev->avelocity.x = -1000;
pFCBar->pev->gravity = .5;
pFCBar->m_pPlayer = m_pPlayer;
// Do player weapon anim and sound effect.
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_WEAPON, "weapons/cbar_miss1.wav", 1, ATTN_NORM, 0, 94 + RANDOM_LONG( 0, 0xF ) );
// Control the speed of the next crowbar toss if
// this is a rune.
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + .5;
// Crowbar Rune?
if( m_pPlayer->m_RuneFlags != RUNE_CROWBAR )
{
// Nope! take away the crowbar
m_pPlayer->RemovePlayerItem( this, TRUE );
// take item off hud
m_pPlayer->pev->weapons &= ~( 1 << this->m_iId );
// Destroy this weapon
DestroyItem();
// They no longer have an active item.
m_pPlayer->m_pActiveItem = NULL;
}
else
{
// We have RUNE! Make a swing animation
switch( ( ( m_iSwing++ ) % 2 ) + 1 )
{
case 0:
SendWeaponAnim( CROWBAR_ATTACK1HIT );
break;
case 1:
SendWeaponAnim( CROWBAR_ATTACK1HIT );
break;
case 2:
SendWeaponAnim( CROWBAR_DRAW );
break;
}
}
}
}
// BMOD End - Flying Crowbar
#ifdef CROWBAR_IDLE_ANIM
void CCrowbar::WeaponIdle( void )
{
if( m_flTimeWeaponIdle < UTIL_WeaponTimeBase() )
{
int iAnim;
float flRand = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0, 1 );
if( flRand > 0.9 )
{
iAnim = CROWBAR_IDLE2;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 160.0 / 30.0;
}
else
{
if( flRand > 0.5 )
{
iAnim = CROWBAR_IDLE;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 70.0 / 30.0;
}
else
{
iAnim = CROWBAR_IDLE3;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 160.0 / 30.0;
}
}
SendWeaponAnim( iAnim );
}
}
#endif