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209 lines
4.8 KiB
209 lines
4.8 KiB
3 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Snark
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "npcevent.h"
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#include "hl1_basecombatweapon_shared.h"
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#include "basecombatcharacter.h"
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#include "ai_basenpc.h"
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#include "player.h"
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#include "gamerules.h"
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#include "in_buttons.h"
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#include "soundent.h"
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#include "game.h"
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#include "vstdlib/random.h"
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#include "engine/IEngineSound.h"
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#include "hl1_npc_snark.h"
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#include "beam_shared.h"
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//-----------------------------------------------------------------------------
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// CWeaponSnark
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//-----------------------------------------------------------------------------
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#define SNARK_NEST_MODEL "models/w_sqknest.mdl"
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class CWeaponSnark : public CBaseHL1CombatWeapon
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{
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DECLARE_CLASS( CWeaponSnark, CBaseHL1CombatWeapon );
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public:
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CWeaponSnark( void );
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void Precache( void );
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void PrimaryAttack( void );
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void WeaponIdle( void );
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bool Deploy( void );
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bool Holster( CBaseCombatWeapon *pSwitchingTo = NULL );
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DECLARE_SERVERCLASS();
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DECLARE_DATADESC();
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private:
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bool m_bJustThrown;
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};
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LINK_ENTITY_TO_CLASS( weapon_snark, CWeaponSnark );
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PRECACHE_WEAPON_REGISTER( weapon_snark );
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IMPLEMENT_SERVERCLASS_ST( CWeaponSnark, DT_WeaponSnark )
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END_SEND_TABLE()
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BEGIN_DATADESC( CWeaponSnark )
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DEFINE_FIELD( m_bJustThrown, FIELD_BOOLEAN ),
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END_DATADESC()
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//-----------------------------------------------------------------------------
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// Purpose: Constructor
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//-----------------------------------------------------------------------------
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CWeaponSnark::CWeaponSnark( void )
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{
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m_bReloadsSingly = false;
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m_bFiresUnderwater = true;
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m_bJustThrown = false;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CWeaponSnark::Precache( void )
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{
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BaseClass::Precache();
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PrecacheScriptSound( "WpnSnark.PrimaryAttack" );
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PrecacheScriptSound( "WpnSnark.Deploy" );
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UTIL_PrecacheOther("monster_snark");
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CWeaponSnark::PrimaryAttack( void )
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{
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// Only the player fires this way so we can cast
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CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
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if ( !pPlayer )
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{
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return;
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}
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if ( pPlayer->GetAmmoCount( m_iPrimaryAmmoType ) <= 0 )
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return;
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Vector vecForward;
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pPlayer->EyeVectors( &vecForward );
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// find place to toss monster
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// Does this need to consider a crouched player?
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Vector vecStart = pPlayer->WorldSpaceCenter() + (vecForward * 20);
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Vector vecEnd = vecStart + (vecForward * 44);
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trace_t tr;
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UTIL_TraceLine( vecStart, vecEnd, MASK_SOLID, this, COLLISION_GROUP_NONE, &tr );
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if ( tr.allsolid || tr.startsolid || tr.fraction <= 0.25 )
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return;
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// player "shoot" animation
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SendWeaponAnim( ACT_VM_PRIMARYATTACK );
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pPlayer->SetAnimation( PLAYER_ATTACK1 );
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CSnark *pSnark = (CSnark*)Create( "monster_snark", tr.endpos, pPlayer->EyeAngles(), GetOwner() );
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if ( pSnark )
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{
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pSnark->SetAbsVelocity( vecForward * 200 + pPlayer->GetAbsVelocity() );
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}
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// play hunt sound
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CPASAttenuationFilter filter( this );
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EmitSound( filter, entindex(), "WpnSnark.PrimaryAttack" );
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CSoundEnt::InsertSound( SOUND_DANGER, GetAbsOrigin(), 200, 0.2 );
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pPlayer->RemoveAmmo( 1, m_iPrimaryAmmoType );
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m_bJustThrown = true;
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m_flNextPrimaryAttack = gpGlobals->curtime + 0.3;
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SetWeaponIdleTime( gpGlobals->curtime + 1.0 );
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}
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void CWeaponSnark::WeaponIdle( void )
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{
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CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
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if ( !pPlayer )
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{
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return;
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}
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if ( !HasWeaponIdleTimeElapsed() )
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return;
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if ( m_bJustThrown )
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{
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m_bJustThrown = false;
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if ( pPlayer->GetAmmoCount( m_iPrimaryAmmoType ) <= 0 )
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{
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if ( !pPlayer->SwitchToNextBestWeapon( pPlayer->GetActiveWeapon() ) )
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Holster();
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}
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else
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{
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SendWeaponAnim( ACT_VM_DRAW );
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SetWeaponIdleTime( gpGlobals->curtime + random->RandomFloat( 10, 15 ) );
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}
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}
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else
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{
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if ( random->RandomFloat( 0, 1 ) <= 0.75 )
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{
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SendWeaponAnim( ACT_VM_IDLE );
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}
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else
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{
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SendWeaponAnim( ACT_VM_FIDGET );
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}
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}
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}
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bool CWeaponSnark::Deploy( void )
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{
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CPASAttenuationFilter filter( this );
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EmitSound( filter, entindex(), "WpnSnark.Deploy" );
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return BaseClass::Deploy();
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}
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bool CWeaponSnark::Holster( CBaseCombatWeapon *pSwitchingTo )
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{
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CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
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if ( !pPlayer )
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{
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return false;
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}
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if ( !BaseClass::Holster( pSwitchingTo ) )
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{
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return false;
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}
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if ( pPlayer->GetAmmoCount( m_iPrimaryAmmoType ) <= 0 )
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{
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SetThink( &CWeaponSnark::DestroyItem );
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SetNextThink( gpGlobals->curtime + 0.1 );
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}
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pPlayer->SetNextAttack( gpGlobals->curtime + 0.5 );
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return true;
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}
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