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208 lines
4.8 KiB
208 lines
4.8 KiB
//========= 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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