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409 lines
8.7 KiB
409 lines
8.7 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 BOLT_AIR_VELOCITY 2000 |
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#define BOLT_WATER_VELOCITY 1000 |
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class CCrossbowBolt : 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 Classify ( void ); |
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void EXPORT BubbleThink( void ); |
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void EXPORT BoltTouch( CBaseEntity *pOther ); |
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public: |
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static CCrossbowBolt *BoltCreate( void ); |
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}; |
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LINK_ENTITY_TO_CLASS( crossbow_bolt, CCrossbowBolt ); |
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CCrossbowBolt *CCrossbowBolt::BoltCreate( void ) |
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{ |
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CCrossbowBolt *pBolt = GetClassPtr( (CCrossbowBolt *)NULL ); |
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pBolt->pev->classname = MAKE_STRING("bolt"); |
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pBolt->Spawn(); |
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return pBolt; |
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} |
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void CCrossbowBolt::Spawn( ) |
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{ |
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Precache( ); |
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pev->movetype = MOVETYPE_FLY; |
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pev->solid = SOLID_BBOX; |
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pev->gravity = 0.5; |
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SET_MODEL(ENT(pev), "models/bolt.mdl"); |
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UTIL_SetOrigin( pev, pev->origin ); |
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UTIL_SetSize(pev, Vector(0, 0, 0), Vector(0, 0, 0)); |
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SetTouch( BoltTouch ); |
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SetThink( BubbleThink ); |
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pev->nextthink = gpGlobals->time + 0.2; |
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} |
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void CCrossbowBolt::Precache( ) |
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{ |
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PRECACHE_MODEL ("models/bolt.mdl"); |
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PRECACHE_SOUND("weapons/xbow_hitbod1.wav"); |
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PRECACHE_SOUND("weapons/xbow_hitbod2.wav"); |
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PRECACHE_SOUND("weapons/xbow_fly1.wav"); |
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PRECACHE_SOUND("weapons/xbow_hit1.wav"); |
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} |
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int CCrossbowBolt :: Classify ( void ) |
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{ |
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return CLASS_NONE; |
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} |
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void CCrossbowBolt::BoltTouch( CBaseEntity *pOther ) |
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{ |
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SetTouch( NULL ); |
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SetThink( NULL ); |
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if (pOther->pev->takedamage) |
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{ |
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TraceResult tr = UTIL_GetGlobalTrace( ); |
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entvars_t *pevOwner; |
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pevOwner = VARS( pev->owner ); |
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ClearMultiDamage( ); |
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if ( pOther->IsPlayer() ) |
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{ |
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pOther->TraceAttack(pevOwner, gSkillData.plrDmgBoltgun, pev->velocity.Normalize(), &tr, DMG_NEVERGIB ); |
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} |
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ApplyMultiDamage( pev, pevOwner ); |
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UTIL_Remove(this); //remove! |
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pev->velocity = Vector( 0, 0, 0 ); |
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switch( RANDOM_LONG(0,1) ) |
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{ |
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case 0: |
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EMIT_SOUND(ENT(pev), CHAN_WEAPON, "weapons/xbow_hitbod1.wav", 1, ATTN_NORM); break; |
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case 1: |
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EMIT_SOUND(ENT(pev), CHAN_WEAPON, "weapons/xbow_hitbod2.wav", 1, ATTN_NORM); break; |
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} |
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if ( !g_pGameRules->IsMultiplayer() ) |
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{ |
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Killed( pev, GIB_NEVER ); |
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} |
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} |
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else |
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{ |
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EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, "weapons/xbow_hit1.wav", RANDOM_FLOAT(0.95, 1.0), ATTN_NORM, 0, 98 + RANDOM_LONG(0,7)); |
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SetThink( SUB_Remove ); |
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pev->nextthink = gpGlobals->time; |
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if ( FClassnameIs( pOther->pev, "worldspawn" ) ) |
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{ |
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Vector vecDir = pev->velocity.Normalize( ); |
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UTIL_SetOrigin( pev, pev->origin - vecDir * 12 ); |
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pev->angles = UTIL_VecToAngles( vecDir ); |
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pev->solid = SOLID_NOT; |
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pev->movetype = MOVETYPE_FLY; |
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pev->velocity = Vector( 0, 0, 0 ); |
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pev->avelocity.z = 0; |
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pev->angles.z = RANDOM_LONG(0,360); |
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pev->nextthink = gpGlobals->time + .5; |
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} |
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if (UTIL_PointContents(pev->origin) != CONTENTS_WATER) |
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{ |
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UTIL_Sparks( pev->origin ); |
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} |
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} |
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} |
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void CCrossbowBolt::BubbleThink( void ) |
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{ |
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pev->nextthink = gpGlobals->time + 0.1; |
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if (pev->waterlevel == 0) |
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{ |
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return; |
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} |
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UTIL_BubbleTrail( pev->origin - pev->velocity * 0.1, pev->origin, 1 ); |
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} |
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enum boltgun_e { |
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CROSSBOW_IDLE1 = 0, // full |
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CROSSBOW_IDLE2, // empty |
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CROSSBOW_FIDGET1, // full |
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CROSSBOW_FIDGET2, // empty |
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CROSSBOW_FIRE1, // full |
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CROSSBOW_FIRE2, // reload |
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CROSSBOW_FIRE3, // empty |
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CROSSBOW_RELOAD, // from empty |
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CROSSBOW_DRAW1, // full |
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CROSSBOW_DRAW2, // empty |
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CROSSBOW_HOLSTER1, // full |
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CROSSBOW_HOLSTER2, // empty |
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}; |
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class CBoltGun : 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( ) { return 3; } |
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int GetItemInfo(ItemInfo *p); |
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void FireBolt( void ); |
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void PrimaryAttack( void ); |
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int AddToPlayer( CBasePlayer *pPlayer ); |
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BOOL Deploy( ); |
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void Holster( ); |
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void Reload( void ); |
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void WeaponIdle( void ); |
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}; |
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LINK_ENTITY_TO_CLASS( weapon_boltgun, CBoltGun ); |
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LINK_ENTITY_TO_CLASS( weapon_hornetgun, CBoltGun ); |
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void CBoltGun::Spawn( ) |
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{ |
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pev->classname = MAKE_STRING("weapon_boltgun"); |
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Precache( ); |
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m_iId = WEAPON_BOLTGUN; |
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SET_MODEL(ENT(pev), "models/w_crossbow.mdl"); |
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m_iDefaultAmmo = BOLTGUN_DEFAULT_GIVE; |
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FallInit(); |
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} |
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int CBoltGun::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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void CBoltGun::Precache( void ) |
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{ |
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PRECACHE_MODEL("models/w_crossbow.mdl"); |
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PRECACHE_MODEL("models/v_crossbow.mdl"); |
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PRECACHE_MODEL("models/p_crossbow.mdl"); |
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PRECACHE_SOUND("weapons/xbow_reload1.wav"); |
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PRECACHE_SOUND("weapons/boltgun1.wav"); |
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UTIL_PrecacheOther( "crossbow_bolt" ); |
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} |
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int CBoltGun::GetItemInfo(ItemInfo *p) |
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{ |
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p->pszName = STRING(pev->classname); |
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p->pszAmmo1 = "bolts"; |
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p->iMaxAmmo1 = BOLTGUN_MAX_CARRY; |
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p->pszAmmo2 = NULL; |
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p->iMaxAmmo2 = -1; |
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p->iMaxClip = BOLTGUN_MAX_CLIP; |
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p->iSlot = 2; |
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p->iPosition = 6; |
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p->iId = WEAPON_BOLTGUN; |
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p->iFlags = 0; |
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p->iWeight = BOLTGUN_WEIGHT; |
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return 1; |
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} |
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BOOL CBoltGun::Deploy( ) |
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{ |
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if (m_iClip) |
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return DefaultDeploy( "models/v_crossbow.mdl", "models/p_crossbow.mdl", CROSSBOW_DRAW1, "bow" ); |
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return DefaultDeploy( "models/v_crossbow.mdl", "models/p_crossbow.mdl", CROSSBOW_DRAW2, "bow" ); |
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} |
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void CBoltGun::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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if (m_iClip) |
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SendWeaponAnim( CROSSBOW_HOLSTER1 ); |
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else |
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SendWeaponAnim( CROSSBOW_HOLSTER2 ); |
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} |
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void CBoltGun::PrimaryAttack( void ) |
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{ |
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FireBolt(); |
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} |
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void CBoltGun::FireBolt() |
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{ |
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TraceResult tr; |
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if (m_iClip == 0) |
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{ |
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PlayEmptySound( ); |
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return; |
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} |
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m_pPlayer->m_iWeaponVolume = QUIET_GUN_VOLUME; |
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m_iClip--; |
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// make twang sound |
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EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/boltgun1.wav", RANDOM_FLOAT(0.95, 1.0), ATTN_NORM, 0, 93 + RANDOM_LONG(0,0xF)); |
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SendWeaponAnim( CROSSBOW_FIRE3 ); |
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// player "shoot" animation |
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m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); |
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Vector anglesAim = m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle; |
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UTIL_MakeVectors( anglesAim ); |
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anglesAim.x = -anglesAim.x; |
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Vector vecSrc = m_pPlayer->GetGunPosition( ) - gpGlobals->v_up * 2; |
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Vector vecDir = gpGlobals->v_forward; |
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CCrossbowBolt *pBolt = CCrossbowBolt::BoltCreate(); |
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pBolt->pev->origin = vecSrc; |
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pBolt->pev->angles = anglesAim; |
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pBolt->pev->owner = m_pPlayer->edict(); |
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if (m_pPlayer->pev->waterlevel == 3) |
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{ |
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pBolt->pev->velocity = vecDir * BOLT_WATER_VELOCITY; |
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pBolt->pev->speed = BOLT_WATER_VELOCITY; |
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} |
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else |
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{ |
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pBolt->pev->velocity = vecDir * BOLT_AIR_VELOCITY; |
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pBolt->pev->speed = BOLT_AIR_VELOCITY; |
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} |
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pBolt->pev->avelocity.z = 10; |
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m_flNextPrimaryAttack = gpGlobals->time + 0.1; |
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if (m_iClip != 0) |
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m_flTimeWeaponIdle = gpGlobals->time + 5.0; |
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else |
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m_flTimeWeaponIdle = 0.75; |
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m_pPlayer->pev->punchangle.x -= 1; |
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} |
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void CBoltGun::Reload( void ) |
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{ |
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if (DefaultReload( 30, CROSSBOW_RELOAD, 4.5 )) |
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{ |
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EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/xbow_reload1.wav", RANDOM_FLOAT(0.95, 1.0), ATTN_NORM, 0, 93 + RANDOM_LONG(0,0xF)); |
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} |
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} |
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void CBoltGun::WeaponIdle( void ) |
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{ |
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m_pPlayer->GetAutoaimVector( AUTOAIM_2DEGREES ); // get the autoaim vector but ignore it; used for autoaim crosshair in DM |
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ResetEmptySound( ); |
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if (m_flTimeWeaponIdle < gpGlobals->time) |
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{ |
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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) |
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{ |
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SendWeaponAnim( CROSSBOW_IDLE1 ); |
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} |
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else |
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{ |
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SendWeaponAnim( CROSSBOW_IDLE2 ); |
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} |
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m_flTimeWeaponIdle = gpGlobals->time + RANDOM_FLOAT ( 10, 15 ); |
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} |
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else |
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{ |
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if (m_iClip) |
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{ |
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SendWeaponAnim( CROSSBOW_FIDGET1 ); |
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m_flTimeWeaponIdle = gpGlobals->time + 90.0 / 30.0; |
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} |
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else |
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{ |
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SendWeaponAnim( CROSSBOW_FIDGET2 ); |
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m_flTimeWeaponIdle = gpGlobals->time + 80.0 / 30.0; |
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} |
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} |
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} |
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} |
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class CBoltGunAmmo : 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_crossbow_clip.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_crossbow_clip.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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if (pOther->GiveAmmo( AMMO_BOLTGUN_GIVE, "bolts", BOLTGUN_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_boltgun, CBoltGunAmmo ); |
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