From 9c9e7769c78373366e43c92fb211fc73d42cd1ea Mon Sep 17 00:00:00 2001 From: Night Owl Date: Thu, 25 Oct 2018 20:12:59 +0500 Subject: [PATCH] Remove useless file. --- dlls/poke646/xensquasher.cpp | 545 ----------------------------------- 1 file changed, 545 deletions(-) delete mode 100644 dlls/poke646/xensquasher.cpp diff --git a/dlls/poke646/xensquasher.cpp b/dlls/poke646/xensquasher.cpp deleted file mode 100644 index 4b051717..00000000 --- a/dlls/poke646/xensquasher.cpp +++ /dev/null @@ -1,545 +0,0 @@ -/*** -* -* Copyright (c) 1996-2001, 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 "soundent.h" -#include "shake.h" -#include "gamerules.h" -#include "xenspit.h" - - -#define XS_PRIMARY_CHARGE_VOLUME 256 // how loud xen squasher is while charging -#define XS_PRIMARY_FIRE_VOLUME 450 // how loud xen squasher is when discharged - -enum xensquasher_e { - XS_IDLE = 0, - XS_IDLE2, - XS_FIDGET, - XS_SPINUP, - XS_SPIN, - XS_FIRE, - XS_FIRE2, - XS_HOLSTER, - XS_DRAW, - XS_RELOAD -}; - -LINK_ENTITY_TO_CLASS(weapon_xs, CXenSquasher); - -float CXenSquasher::GetFullChargeTime(void) -{ - return 4; -} - -#ifdef CLIENT_DLL -extern int g_irunninggausspred; -#endif - -void CXenSquasher::Spawn() -{ - Precache(); - m_iId = WEAPON_XS; - SET_MODEL(ENT(pev), "models/w_xs.mdl"); - - m_iDefaultAmmo = XS_DEFAULT_GIVE; - - FallInit();// get ready to fall down. -} - - -void CXenSquasher::Precache(void) -{ - PRECACHE_MODEL("models/w_xs.mdl"); - PRECACHE_MODEL("models/v_xs.mdl"); - PRECACHE_MODEL("models/p_xs.mdl"); - - PRECACHE_SOUND("items/9mmclip1.wav"); - - - PRECACHE_SOUND("weapons/xs_moan1.wav"); - PRECACHE_SOUND("weapons/xs_moan2.wav"); - PRECACHE_SOUND("weapons/xs_moan3.wav"); - PRECACHE_SOUND("weapons/xs_reload.wav"); - PRECACHE_SOUND("weapons/xs_shot.wav"); - PRECACHE_SOUND("weapons/xs_windup.wav"); - - m_usXSSpin = PRECACHE_EVENT(1, "events/xsspin.sc"); - - PRECACHE_MODEL("sprites/glow02.spr"); - - UTIL_PrecacheOther("xs_beam"); -} - -int CXenSquasher::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; -} - -int CXenSquasher::GetItemInfo(ItemInfo *p) -{ - p->pszName = STRING(pev->classname); - p->pszAmmo1 = "xencandy"; - p->iMaxAmmo1 = XENCANDY_MAX_CARRY; - p->pszAmmo2 = NULL; - p->iMaxAmmo2 = -1; - p->iMaxClip = XS_MAX_CLIP; - p->iSlot = 3; - p->iPosition = 0; - p->iId = m_iId = WEAPON_XS; - p->iFlags = 0; - p->iWeight = XS_WEIGHT; - - return 1; -} - -BOOL CXenSquasher::Deploy() -{ - m_pPlayer->m_flPlayAftershock = 0.0; - return DefaultDeploy("models/v_xs.mdl", "models/p_xs.mdl", XS_DRAW, "xensquasher"); -} - -void CXenSquasher::Holster(int skiplocal /* = 0 */) -{ - m_fInReload = FALSE; - - PLAYBACK_EVENT_FULL(FEV_RELIABLE | FEV_GLOBAL, m_pPlayer->edict(), m_usXSFire, 0.01, (float *)&m_pPlayer->pev->origin, (float *)&m_pPlayer->pev->angles, 0.0, 0.0, 0, 0, 0, 1); - - m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5; - - SendWeaponAnim(XS_HOLSTER); - - m_fInAttack = 0; -} - - -void CXenSquasher::PrimaryAttack() -{ - // don't fire underwater - if (m_pPlayer->pev->waterlevel == 3) - { - PlayEmptySound(); - m_flNextSecondaryAttack = m_flNextPrimaryAttack = GetNextAttackDelay(0.15); - return; - } - - if (m_iClip <= 0) - { - PlayEmptySound(); - m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5; - return; - } - - m_pPlayer->m_iWeaponVolume = XS_PRIMARY_FIRE_VOLUME; - m_fPrimaryFire = TRUE; - - m_iClip--; - - StartFire(); - m_fInAttack = 0; - m_flTimeWeaponIdle = gpGlobals->time + 1.0; - // m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.2; - m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.45; -} - -void CXenSquasher::SecondaryAttack() -{ - // don't fire underwater - if (m_pPlayer->pev->waterlevel == 3) - { - if (m_fInAttack != 0) - { - EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/xs_moan2.wav", 1.0, ATTN_NORM, 0, 80 + RANDOM_LONG(0, 0x3f)); - SendWeaponAnim(XS_IDLE); - m_fInAttack = 0; - } - else - { - PlayEmptySound(); - } - - m_flNextSecondaryAttack = m_flNextPrimaryAttack = GetNextAttackDelay(0.5); - return; - } - - if (m_fInAttack == 0) - { - if (m_iClip <= 0) - { - EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/357_cock1.wav", 0.8, ATTN_NORM); - m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5; - return; - } - - m_fPrimaryFire = FALSE; - - m_iClip--;// take one ammo just to start the spin - m_pPlayer->m_flNextAmmoBurn = gpGlobals->time; - - // spin up - m_pPlayer->m_iWeaponVolume = XS_PRIMARY_CHARGE_VOLUME; - - SendWeaponAnim(XS_SPINUP); - m_fInAttack = 1; - m_flTimeWeaponIdle = gpGlobals->time + 0.5; - m_pPlayer->m_flStartCharge = gpGlobals->time; - m_pPlayer->m_flAmmoStartCharge = gpGlobals->time + GetFullChargeTime(); - - PLAYBACK_EVENT_FULL(0, m_pPlayer->edict(), m_usXSSpin, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, 110, 0, 0, 0); - - m_iSoundState = SND_CHANGE_PITCH; - } - else if (m_fInAttack == 1) - { - if (m_flTimeWeaponIdle < gpGlobals->time) - { - SendWeaponAnim(XS_SPIN); - m_fInAttack = 2; - } - } - else - { - // during the charging process, eat one bit of ammo every once in a while - if (gpGlobals->time >= m_pPlayer->m_flNextAmmoBurn && m_pPlayer->m_flNextAmmoBurn != 1000) - { - m_iClip--; - m_pPlayer->m_flNextAmmoBurn = gpGlobals->time + 0.3; - } - - if (m_iClip <= 0) - { - // out of ammo! force the gun to fire - StartFire(); - m_fInAttack = 0; - m_flTimeWeaponIdle = gpGlobals->time + 1.0; - m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1; - return; - } - - if (gpGlobals->time >= m_pPlayer->m_flAmmoStartCharge) - { - // don't eat any more ammo after gun is fully charged. - m_pPlayer->m_flNextAmmoBurn = 1000; - } - - int pitch = (gpGlobals->time - m_pPlayer->m_flStartCharge) * (150 / GetFullChargeTime()) + 100; - if (pitch > 250) - pitch = 250; - - // ALERT( at_console, "%d %d %d\n", m_fInAttack, m_iSoundState, pitch ); - - if (m_iSoundState == 0) - ALERT(at_console, "sound state %d\n", m_iSoundState); - - PLAYBACK_EVENT_FULL(0, m_pPlayer->edict(), m_usXSSpin, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, pitch, 0, (m_iSoundState == SND_CHANGE_PITCH) ? 1 : 0, 0); - - m_iSoundState = SND_CHANGE_PITCH; // hack for going through level transitions - - m_pPlayer->m_iWeaponVolume = XS_PRIMARY_CHARGE_VOLUME; - - // m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.1; - if (m_pPlayer->m_flStartCharge < gpGlobals->time - 10) - { - // Player charged up too long. Zap him. - EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/xs_moan1.wav", 1.0, ATTN_NORM, 0, 80 + RANDOM_LONG(0, 0x3f)); - EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/xs_moan3.wav", 1.0, ATTN_NORM, 0, 75 + RANDOM_LONG(0, 0x3f)); - - m_fInAttack = 0; - m_flTimeWeaponIdle = gpGlobals->time + 1.0; - m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.0; - -#ifndef CLIENT_DLL - m_pPlayer->TakeDamage(VARS(eoNullEntity), VARS(eoNullEntity), 50, DMG_POISON); - UTIL_ScreenFade(m_pPlayer, Vector(161, 188, 0), 2, 0.5, 128, FFADE_IN); -#endif - SendWeaponAnim(XS_IDLE); - - // Player may have been killed and this weapon dropped, don't execute any more code after this! - return; - } - } -} - -//========================================================= -// StartFire- since all of this code has to run and then -// call Fire(), it was easier at this point to rip it out -// of weaponidle() and make its own function then to try to -// merge this into Fire(), which has some identical variable names -//========================================================= -void CXenSquasher::StartFire(void) -{ - float flDamage; - - UTIL_MakeVectors(m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle); - Vector vecAiming = gpGlobals->v_forward; - Vector vecSrc = m_pPlayer->GetGunPosition() + gpGlobals->v_forward * 16; - - if (gpGlobals->time - m_pPlayer->m_flStartCharge > GetFullChargeTime()) - { - flDamage = 200; - } - else - { - flDamage = 200 * ((gpGlobals->time - m_pPlayer->m_flStartCharge) / GetFullChargeTime()); - } - - if (m_fPrimaryFire) - { - // fixed damage on primary attack -#ifdef CLIENT_DLL - flDamage = 20; -#else - flDamage = gSkillData.plrDmgGauss; -#endif - } - - if (m_fInAttack != 3) - { - //ALERT ( at_console, "Time:%f Damage:%f\n", gpGlobals->time - m_pPlayer->m_flStartCharge, flDamage ); - -#ifndef CLIENT_DLL - float flZVel = m_pPlayer->pev->velocity.z; - - if (!m_fPrimaryFire) - { - m_pPlayer->pev->velocity = m_pPlayer->pev->velocity - gpGlobals->v_forward * flDamage * 5; - } - - if (!g_pGameRules->IsMultiplayer()) - - { - // in deathmatch, gauss can pop you up into the air. Not in single play. - m_pPlayer->pev->velocity.z = flZVel; - } -#endif - // player "shoot" animation - m_pPlayer->SetAnimation(PLAYER_ATTACK1); - } - - // time until aftershock 'static discharge' sound - m_pPlayer->m_flPlayAftershock = gpGlobals->time + UTIL_SharedRandomFloat(m_pPlayer->random_seed, 0.3, 0.8); - - Fire(vecSrc, vecAiming, flDamage); -} - -void CXenSquasher::Fire(Vector vecOrigSrc, Vector vecDir, float flDamage) -{ - m_pPlayer->m_iWeaponVolume = XS_PRIMARY_FIRE_VOLUME; - - Vector vecSrc = vecOrigSrc; - Vector vecDest = vecSrc + vecDir * 8192; - edict_t *pentIgnore; - TraceResult tr, beam_tr; - float flMaxFrac = 1.0; - int nTotal = 0; - int fHasPunched = 0; - int fFirstBeam = 1; - int nMaxHits = 10; - - pentIgnore = ENT(m_pPlayer->pev); - -#ifdef CLIENT_DLL - if (m_fPrimaryFire == false) - g_irunninggausspred = true; -#endif - - - // The main firing event is sent unreliably so it won't be delayed. - PLAYBACK_EVENT_FULL(0, m_pPlayer->edict(), m_usXSFire, 0.0, (float *)&m_pPlayer->pev->origin, (float *)&m_pPlayer->pev->angles, flDamage, 0.0, 0, 0, m_fPrimaryFire ? 1 : 0, 0); - - // This reliable event is used to stop the spinning sound - // It's delayed by a fraction of second to make sure it is delayed by 1 frame on the client - // It's sent reliably anyway, which could lead to other delays - - PLAYBACK_EVENT_FULL(0 | FEV_RELIABLE, m_pPlayer->edict(), m_usXSFire, 0.01, (float *)&m_pPlayer->pev->origin, (float *)&m_pPlayer->pev->angles, 0.0, 0.0, 0, 0, 0, 1); - - - /*ALERT( at_console, "%f %f %f\n%f %f %f\n", - vecSrc.x, vecSrc.y, vecSrc.z, - vecDest.x, vecDest.y, vecDest.z );*/ - - - // ALERT( at_console, "%f %f\n", tr.flFraction, flMaxFrac ); - -#ifndef CLIENT_DLL - if (m_fPrimaryFire) - { - CXenSmallSpit::ShootStraight(m_pPlayer->pev, vecSrc, m_pPlayer->pev->v_angle, vecDir * 800); - } - else - { - - UTIL_MakeVectors(m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle); - - CXenLargeSpit* pLargeSpit = CXenLargeSpit::Shoot(m_pPlayer->pev, vecSrc, m_pPlayer->pev->v_angle, gpGlobals->v_forward); - pLargeSpit->pev->velocity = gpGlobals->v_forward * 800; - pLargeSpit->pev->scale = 0.2f; - - int iNumProjectiles = Q_max(1, flDamage * XENSPIT_MAX_PROJECTILES / 200); - - float cycle = 0; - float cycleGap = 1.0f / (float)iNumProjectiles; - - cycle = cycleGap; - - CXenSmallSpit* pSpit = NULL; - for (int i = 0; i < iNumProjectiles; i++) - { - pSpit = CXenSmallSpit::ShootCycle(m_pPlayer->pev, vecSrc, m_pPlayer->pev->v_angle, gpGlobals->v_forward, pLargeSpit, cycle); - pSpit->pev->velocity = g_vecZero; - pSpit->pev->scale = 0.25f; - pLargeSpit->m_pChildren[i] = pSpit; - pLargeSpit->m_iChildCount++; - - cycle += cycleGap; - } - } -#endif - // ALERT( at_console, "%d bytes\n", nTotal ); -} - -void CXenSquasher::Reload(void) -{ - if (m_pPlayer->ammo_xencandy <= 0) - return; - - int iAnim = XS_RELOAD; - int iResult = DefaultReload(XS_MAX_CLIP, iAnim, 4.0); - - if (iResult) - { - PLAYBACK_EVENT_FULL(0, m_pPlayer->edict(), m_usReload, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, iAnim, 0, 0, 0); - - EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/xs_reload.wav", 0.8, ATTN_NORM); - } -} - - -void CXenSquasher::WeaponIdle(void) -{ - ResetEmptySound(); - - // play aftershock static discharge - if (m_pPlayer->m_flPlayAftershock && m_pPlayer->m_flPlayAftershock < gpGlobals->time) - { - switch (RANDOM_LONG(0, 3)) - { - case 0: EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/xs_moan1.wav", RANDOM_FLOAT(0.7, 0.8), ATTN_NORM); break; - case 1: EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/xs_moan2.wav", RANDOM_FLOAT(0.7, 0.8), ATTN_NORM); break; - case 2: EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/xs_moan3.wav", RANDOM_FLOAT(0.7, 0.8), ATTN_NORM); break; - case 3: break; // no sound - } - m_pPlayer->m_flPlayAftershock = 0.0; - } - - if (m_flTimeWeaponIdle > gpGlobals->time) - return; - - if (m_fInAttack != 0) - { - StartFire(); - m_fInAttack = 0; - m_flTimeWeaponIdle = gpGlobals->time + 2.0; - } - else - { - int iAnim; - float flRand = RANDOM_FLOAT(0, 1); - if (flRand <= 0.5) - { - iAnim = XS_IDLE; - m_flTimeWeaponIdle = gpGlobals->time + (63.0f / 15.0f); - } - else if (flRand <= 0.75) - { - iAnim = XS_IDLE2; - m_flTimeWeaponIdle = gpGlobals->time + (63.0f / 15.0f); - } - else - { - iAnim = XS_FIDGET; - m_flTimeWeaponIdle = gpGlobals->time + (93.0f / 30.0f); - } - - //return; - SendWeaponAnim(iAnim); - - } -} - - - -class CXenCandyAmmo : public CBasePlayerAmmo -{ - void Spawn(void) - { - Precache(); - SET_MODEL(ENT(pev), "models/w_xencandy.mdl"); - CBasePlayerAmmo::Spawn(); - - SetThink(&CXenCandyAmmo::FallThink); - pev->nextthink = gpGlobals->time + 0.1; - } - void Precache(void) - { - PRECACHE_MODEL("models/w_xencandy.mdl"); - PRECACHE_SOUND("items/9mmclip1.wav"); - PRECACHE_SOUND("items/weapondrop1.wav"); - } - BOOL AddAmmo(CBaseEntity *pOther) - { - if (pOther->GiveAmmo(AMMO_XENCANDY_GIVE, "xencandy", XENCANDY_MAX_CARRY) != -1) - { - EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM); - return TRUE; - } - return FALSE; - } - void EXPORT FallThink(void) - { - pev->nextthink = gpGlobals->time + 0.1; - - if (pev->flags & FL_ONGROUND) - { - // clatter if we have an owner (i.e., dropped by someone) - // don't clatter if the gun is waiting to respawn (if it's waiting, it is invisible!) - if (!FNullEnt(pev->owner)) - { - int pitch = 95 + RANDOM_LONG(0, 29); - EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "items/weapondrop1.wav", 1, ATTN_NORM, 0, pitch); - } - - // lie flat - pev->angles.x = 0; - pev->angles.z = 0; - - UTIL_SetOrigin(pev, pev->origin);// link into world. - SetThink(NULL); - } - } -}; -LINK_ENTITY_TO_CLASS(ammo_xencandy, CXenCandyAmmo);