You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
362 lines
9.0 KiB
362 lines
9.0 KiB
/*** |
|
* |
|
* 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" |
|
|
|
#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_AIM, |
|
CROWBAR_HOLD, |
|
CROWBAR_RELEASEHIT, |
|
CROWBAR_RELEASEMISS |
|
}; |
|
|
|
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" ); |
|
|
|
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 = 2; |
|
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() |
|
{ |
|
m_flReleaseThrow = -1; |
|
return DefaultDeploy( "models/v_crowbar.mdl", "models/p_crowbar.mdl", CROWBAR_DRAW, "crowbar" ); |
|
} |
|
|
|
BOOL CCrowbar::CanHolster( void ) |
|
{ |
|
// can only holster crowbar when not primed! |
|
return ( m_flStartThrow == 0 ); |
|
} |
|
|
|
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( !m_flStartThrow ) |
|
{ |
|
m_flStartThrow = gpGlobals->time; |
|
m_flReleaseThrow = 0; |
|
|
|
SendWeaponAnim( CROWBAR_AIM ); |
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.45; |
|
} |
|
else if( m_flTimeWeaponIdle <= UTIL_WeaponTimeBase() ) |
|
{ |
|
SendWeaponAnim( CROWBAR_HOLD ); |
|
} |
|
} |
|
|
|
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, (float *)&g_vecZero, (float *)&g_vecZero, 0, 0, 0, |
|
0, 0, 0 ); |
|
} |
|
|
|
if( tr.flFraction >= 1.0 ) |
|
{ |
|
if( fFirst ) |
|
{ |
|
// miss |
|
m_flNextPrimaryAttack = GetNextAttackDelay( 0.5 ); |
|
// player "shoot" animation |
|
m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); |
|
} |
|
} |
|
else |
|
{ |
|
SendWeaponAnim( CROWBAR_RELEASEHIT ); |
|
|
|
// player "shoot" animation |
|
m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); |
|
|
|
#ifndef CLIENT_DLL |
|
// 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, gSkillData.plrDmgCrowbar, gpGlobals->v_forward, &tr, DMG_CLUB ); |
|
} |
|
else |
|
{ |
|
// subsequent swings do half |
|
pEntity->TraceAttack( m_pPlayer->pev, gSkillData.plrDmgCrowbar / 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( 0.5 ); |
|
} |
|
return fDidHit; |
|
} |
|
|
|
void CCrowbar::WeaponIdle( void ) |
|
{ |
|
if( m_flReleaseThrow == 0 && m_flStartThrow ) |
|
m_flReleaseThrow = gpGlobals->time; |
|
|
|
if( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() ) |
|
return; |
|
|
|
if( m_flStartThrow ) |
|
{ |
|
if( !Swing( 1 ) ) |
|
{ |
|
SetThink( &CCrowbar::SwingAgain ); |
|
pev->nextthink = gpGlobals->time + 0.1; |
|
} |
|
|
|
m_flReleaseThrow = 0; |
|
m_flStartThrow = 0; |
|
m_flNextPrimaryAttack = GetNextAttackDelay( 0.5 ); |
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.5; |
|
return; |
|
} |
|
else if( m_flReleaseThrow > 0 ) |
|
{ |
|
// we've finished the throw, restart. |
|
m_flStartThrow = 0; |
|
|
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); |
|
m_flReleaseThrow = -1; |
|
return; |
|
} |
|
|
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 35.0 / 13.0; |
|
SendWeaponAnim( CROWBAR_IDLE ); |
|
}
|
|
|