/*** * * Copyright (c) 1999, 2000 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 class CCrowbar : public CBasePlayerWeapon { public: void Spawn( void ); void Precache( void ); int iItemSlot( void ) { return 1; } void EXPORT SwingAgain( void ); void EXPORT Smack( void ); int GetItemInfo(ItemInfo *p); void PrimaryAttack( void ); int Swing( int fFirst ); BOOL Deploy( void ); void Holster( int skiplocal = 0 ); int m_iSwing; TraceResult m_trHit; }; LINK_ENTITY_TO_CLASS( weapon_crowbar, CCrowbar ); enum gauss_e { CROWBAR_IDLE = 0, CROWBAR_DRAW, CROWBAR_HOLSTER, CROWBAR_ATTACK1HIT, CROWBAR_ATTACK1MISS, CROWBAR_ATTACK2MISS, CROWBAR_ATTACK2HIT, CROWBAR_ATTACK3MISS, CROWBAR_ATTACK3HIT }; 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"); } 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; } BOOL CCrowbar::Deploy( ) { 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 )) { SetThink( SwingAgain ); pev->nextthink = gpGlobals->time + 0.1; } } 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 ); 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) } } if ( tr.flFraction >= 1.0 ) { if (fFirst) { // miss switch( (m_iSwing++) % 3 ) { case 0: SendWeaponAnim( CROWBAR_ATTACK1MISS ); break; case 1: SendWeaponAnim( CROWBAR_ATTACK2MISS ); break; case 2: SendWeaponAnim( CROWBAR_ATTACK3MISS ); break; } m_flNextPrimaryAttack = gpGlobals->time + 0.5; // play wiff or swish sound EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/cbar_miss1.wav", 1, ATTN_NORM, 0, 94 + RANDOM_LONG(0,0xF)); // player "shoot" animation m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); } } else { // hit fDidHit = TRUE; CBaseEntity *pEntity = CBaseEntity::Instance(tr.pHit); 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 ); ClearMultiDamage( ); if ( (m_flNextPrimaryAttack + 1 < gpGlobals->time) || g_pGameRules->IsMultiplayer() ) { // 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 ); m_flNextPrimaryAttack = gpGlobals->time + 0.25; // play thwack, smack, or dong sound float flVol = 1.0; int fHitWorld = TRUE; if (pEntity) { 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_WEAPON, "weapons/cbar_hitbod1.wav", 1, ATTN_NORM); break; case 1: EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/cbar_hitbod2.wav", 1, ATTN_NORM); break; case 2: EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "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: //UTIL_EmitAmbientSound(ENT(0), ptr->vecEndPos, "weapons/cbar_hit1.wav", fvolbar, ATTN_NORM, 0, 98 + RANDOM_LONG(0,3)); 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: //UTIL_EmitAmbientSound(ENT(0), ptr->vecEndPos, "weapons/cbar_hit2.wav", fvolbar, ATTN_NORM, 0, 98 + RANDOM_LONG(0,3)); 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; SetThink( Smack ); pev->nextthink = gpGlobals->time + 0.2; m_pPlayer->m_iWeaponVolume = flVol * CROWBAR_WALLHIT_VOLUME; } return fDidHit; }
# | Change | User | Description | Committed | |
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#1 | 937 | Sam Stafford |
Renaming my guest directory to the more conventional sam_stafford. |
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//guest/samwise/p4hl/src/dlls/crowbar.cpp | |||||
#1 | 936 | Sam Stafford |
Adding P4HL to the public depot. See relnotes.txt for installation instructions; all relevant files are under p4hl/dist. Source code is under p4hl/src in the form of a VC++ project. |