/*** * * 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" #ifndef CLIENT_DLL extern int gmsgAlienState; #endif #define CROWBAR_BODYHIT_VOLUME 128 #define CROWBAR_WALLHIT_VOLUME 512 #define SLAVE_PRIMARY_CHARGE_VOLUME 256// how loud gauss is while charging #define SLAVE_PRIMARY_FIRE_VOLUME 450// how loud gauss is when discharged LINK_ENTITY_TO_CLASS( weapon_vorti, CVortiHands ); enum vorti_e { SLAVE_IDLE1 = 0, SLAVE_IDLE2, SLAVE_ATTACK1HIT, SLAVE_ATTACK1MISS, SLAVE_ATTACK2MISS, SLAVE_ATTACK2HIT, SLAVE_ATTACK3MISS, SLAVE_ATTACK3HIT, SLAVE_CHARGE, SLAVE_CHARGE_LOOP, SLAVE_ZAP, SLAVE_RETURN }; void CVortiHands::Spawn( ) { Precache( ); m_iId = WEAPON_VORTI; SET_MODEL(ENT(pev), "models/w_slave.mdl"); m_iClip = -1; FallInit();// get ready to fall down. } void CVortiHands::Precache( void ) { PRECACHE_MODEL("models/v_slave.mdl"); //v_slave.mdl PRECACHE_MODEL("models/w_slave.mdl"); PRECACHE_MODEL("models/p_slave.mdl"); PRECACHE_SOUND("debris/zap1.wav"); PRECACHE_SOUND("debris/zap4.wav"); PRECACHE_SOUND("zombie/claw_strike1.wav"); PRECACHE_SOUND("zombie/claw_strike2.wav"); PRECACHE_SOUND("zombie/claw_strike3.wav"); PRECACHE_SOUND("zombie/claw_miss1.wav"); PRECACHE_SOUND("zombie/claw_miss2.wav"); PRECACHE_MODEL("sprites/lgtning.spr"); PRECACHE_SOUND("zombie/claw_miss2.wav"); PRECACHE_SOUND("aslave/slv_word5.wav"); PRECACHE_SOUND("aslave/slv_word7.wav"); PRECACHE_SOUND("aslave/slv_word3.wav"); PRECACHE_SOUND("aslave/slv_word4.wav"); m_usVorti = PRECACHE_EVENT ( 1, "events/vorti.sc" ); m_usVortiFire = PRECACHE_EVENT( 1, "events/vortifire.sc" ); m_usVortiSpin = PRECACHE_EVENT( 1, "events/vortispin.sc" ); } int CVortiHands::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 = 1; p->iId = WEAPON_VORTI; p->iWeight = 0; return 1; } BOOL CVortiHands::Deploy( ) { return DefaultDeploy( "models/v_slave.mdl", "models/p_slave.mdl", SLAVE_IDLE1, "crowbar" ); } void CVortiHands::Holster( int skiplocal /* = 0 */ ) { m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5; SendWeaponAnim( SLAVE_IDLE1 ); } void CVortiHands::PrimaryAttack() { m_pPlayer->m_iWeaponVolume = SLAVE_PRIMARY_FIRE_VOLUME; m_fPrimaryFire = TRUE; m_fInAttack = 0; #ifndef CLIENT_DLL MESSAGE_BEGIN( MSG_ONE, gmsgAlienState, NULL, m_pPlayer->pev ); WRITE_BYTE( 0 ); MESSAGE_END(); #endif if (! Swing( 1 )) { SetThink( &CVortiHands::SwingAgain ); pev->nextthink = gpGlobals->time + 0.1; } } void CVortiHands::Smack( ) { DecalGunshot( &m_trHit, BULLET_PLAYER_CROWBAR ); } void CVortiHands::SwingAgain( void ) { Swing( 0 ); } int CVortiHands::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 PLAYBACK_EVENT_FULL( FEV_NOTHOST, m_pPlayer->edict(), m_usVorti, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0, 0, 0, 0.0, 0, 0.0 ); if ( tr.flFraction >= 1.0 ) { if (fFirst) { // miss m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.5; // player "shoot" animation m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); } } else { switch( ((m_iSwing++) % 2) + 1 ) { case 0: SendWeaponAnim( SLAVE_ATTACK1HIT ); break; case 1: SendWeaponAnim( SLAVE_ATTACK2HIT ); break; case 2: SendWeaponAnim( SLAVE_ATTACK3HIT ); break; } // player "shoot" animation m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); #ifndef CLIENT_DLL // hit fDidHit = TRUE; CBaseEntity *pEntity = CBaseEntity::Instance(tr.pHit); ClearMultiDamage( ); if ( (m_flNextPrimaryAttack + 1 < UTIL_WeaponTimeBase() ) || g_pGameRules->IsMultiplayer() ) { // first swing does full damage pEntity->TraceAttack(m_pPlayer->pev, gSkillData.plrDmgCrowbar, gpGlobals->v_forward, &tr, DMG_CLUB ); if ( pEntity->IsAlive() == true ) m_pPlayer->TakeHealth( gSkillData.plrDmgCrowbar, 0 ); } else { // subsequent swings do half pEntity->TraceAttack(m_pPlayer->pev, gSkillData.plrDmgCrowbar / 2, gpGlobals->v_forward, &tr, DMG_CLUB ); if ( pEntity->IsAlive() == true ) m_pPlayer->TakeHealth( gSkillData.plrDmgCrowbar / 2, 0 ); } ApplyMultiDamage( m_pPlayer->pev, m_pPlayer->pev ); // 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_ITEM, "zombie/claw_strike1.wav", 1, ATTN_NORM); break; case 1: EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_ITEM, "zombie/claw_strike2.wav", 1, ATTN_NORM); break; case 2: EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_ITEM, "zombie/claw_strike3.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, "zombie/claw_miss1.wav", fvolbar, ATTN_NORM, 0, 98 + RANDOM_LONG(0,3)); break; case 1: EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "zombie/claw_miss2.wav", fvolbar, ATTN_NORM, 0, 98 + RANDOM_LONG(0,3)); break; } // delay the decal a bit m_trHit = tr; } m_pPlayer->m_iWeaponVolume = flVol * CROWBAR_WALLHIT_VOLUME; #endif m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.25; SetThink( &CVortiHands::Smack ); pev->nextthink = UTIL_WeaponTimeBase() + 0.2; } return fDidHit; } float CVortiHands::GetFullChargeTime( void ) { /* #ifdef CLIENT_DLL if ( bIsMultiplayer() ) #else if ( g_pGameRules->IsMultiplayer() ) #endif */ { return 3; } return 3; } void CVortiHands::SecondaryAttack( void ) { // don't fire underwater if ( m_pPlayer->pev->waterlevel == 3 ) { if ( m_fInAttack != 0 ) { //EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/electro4.wav", 1.0, ATTN_NORM, 0, 80 + RANDOM_LONG(0,0x3f)); SendWeaponAnim( SLAVE_IDLE1 ); m_fInAttack = 0; } else { PlayEmptySound( ); } m_flNextSecondaryAttack = m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.5; return; } if ( m_fInAttack == 0 ) { /*if ( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 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_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]--;// take one ammo just to start the spin //m_pPlayer->m_flNextAmmoBurn = UTIL_WeaponTimeBase(); // spin up m_pPlayer->m_iWeaponVolume = SLAVE_PRIMARY_CHARGE_VOLUME; #ifndef CLIENT_DLL MESSAGE_BEGIN( MSG_ONE, gmsgAlienState, NULL, m_pPlayer->pev); WRITE_BYTE( 1 ); MESSAGE_END(); #endif SendWeaponAnim( SLAVE_CHARGE ); m_fInAttack = 1; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1; //0.5; m_pPlayer->m_flStartCharge = gpGlobals->time; m_pPlayer->m_flAmmoStartCharge = UTIL_WeaponTimeBase() + GetFullChargeTime(); PLAYBACK_EVENT_FULL( FEV_NOTHOST, m_pPlayer->edict(), m_usVortiSpin, 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 < UTIL_WeaponTimeBase()) { SendWeaponAnim( SLAVE_CHARGE_LOOP ); m_fInAttack = 2; #ifndef CLIENT_DLL MESSAGE_BEGIN( MSG_ONE, gmsgAlienState, NULL, m_pPlayer->pev); WRITE_BYTE( 2 ); MESSAGE_END(); #endif } } else { // during the charging process, eat one bit of ammo every once in a while /* if ( UTIL_WeaponTimeBase() >= m_pPlayer->m_flNextAmmoBurn && m_pPlayer->m_flNextAmmoBurn != 1000 ) { #ifdef CLIENT_DLL if ( bIsMultiplayer() ) #else if ( g_pGameRules->IsMultiplayer() ) #endif { m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]--; m_pPlayer->m_flNextAmmoBurn = UTIL_WeaponTimeBase() + 0.1; } else { m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]--; m_pPlayer->m_flNextAmmoBurn = UTIL_WeaponTimeBase() + 0.3; } }*/ /*if ( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 ) { // out of ammo! force the gun to fire StartFire(); m_fInAttack = 0; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.0; m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1; return; }*/ //if ( UTIL_WeaponTimeBase() >= 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 ); #ifndef CLIENT_DLL MESSAGE_BEGIN( MSG_ONE, gmsgAlienState, NULL, m_pPlayer->pev); WRITE_BYTE( 3 ); MESSAGE_END(); #endif PLAYBACK_EVENT_FULL( FEV_NOTHOST, m_pPlayer->edict(), m_usVortiSpin, 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 = SLAVE_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/electro4.wav", 1.0, ATTN_NORM, 0, 80 + RANDOM_LONG(0,0x3f)); EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/electro6.wav", 1.0, ATTN_NORM, 0, 75 + RANDOM_LONG(0,0x3f)); m_fInAttack = 0; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.0; m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.0; /* #ifndef CLIENT_DLL m_pPlayer->TakeDamage( VARS(eoNullEntity), VARS(eoNullEntity), 50, DMG_SHOCK ); UTIL_ScreenFade( m_pPlayer, Vector(255,128,0), 2, 0.5, 128, FFADE_IN ); #endif */ #ifndef CLIENT_DLL MESSAGE_BEGIN( MSG_ONE, gmsgAlienState, NULL, m_pPlayer->pev); WRITE_BYTE( 0 ); MESSAGE_END(); #endif SendWeaponAnim( SLAVE_IDLE1 ); // Player may have been killed and this weapon dropped, don't execute any more code after this! return; } } } void CVortiHands::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/electro4.wav", RANDOM_FLOAT(0.7, 0.8), ATTN_NORM); break; case 1: EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/electro5.wav", RANDOM_FLOAT(0.7, 0.8), ATTN_NORM); break; case 2: EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/electro6.wav", RANDOM_FLOAT(0.7, 0.8), ATTN_NORM); break; case 3: break; // no sound } m_pPlayer->m_flPlayAftershock = 0.0; }*/ if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase()) return; if (m_fInAttack != 0) { #ifndef CLIENT_DLL MESSAGE_BEGIN( MSG_ONE, gmsgAlienState, NULL, m_pPlayer->pev); WRITE_BYTE( 0 ); MESSAGE_END(); #endif ALERT( at_console, "released right button!\n" ); StartFire(); m_fInAttack = 0; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.0; }/* else { int iAnim; float flRand = RANDOM_FLOAT(0, 1); if (flRand <= 0.5) { iAnim = GAUSS_IDLE; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); } else if (flRand <= 0.75) { iAnim = GAUSS_IDLE2; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); } else { iAnim = GAUSS_FIDGET; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 3; } return; SendWeaponAnim( iAnim ); }*/ } //========================================================= // 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 CVortiHands::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_up * -8 + gpGlobals->v_right * 8; if ( gpGlobals->time - m_pPlayer->m_flStartCharge > GetFullChargeTime() ) { flDamage = 60; } else { flDamage = 60 * (( 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 CVortiHands::Fire( Vector vecOrigSrc, Vector vecDir, float flDamage ) { m_pPlayer->m_iWeaponVolume = SLAVE_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( FEV_NOTHOST, m_pPlayer->edict(), m_usVortiFire, 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( FEV_NOTHOST | FEV_RELIABLE, m_pPlayer->edict(), m_usVortiFire, 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 while (flDamage > 10 && nMaxHits > 0) { nMaxHits--; // ALERT( at_console, "." ); UTIL_TraceLine(vecSrc, vecDest, dont_ignore_monsters, pentIgnore, &tr); if (tr.fAllSolid) break; CBaseEntity *pEntity = CBaseEntity::Instance(tr.pHit); if (pEntity == NULL) break; if ( fFirstBeam ) { m_pPlayer->pev->effects |= EF_MUZZLEFLASH; fFirstBeam = 0; nTotal += 26; } if (pEntity->pev->takedamage) { ClearMultiDamage(); pEntity->TraceAttack( m_pPlayer->pev, flDamage, vecDir, &tr, DMG_BULLET ); ApplyMultiDamage(m_pPlayer->pev, m_pPlayer->pev); if ( pEntity->IsAlive() == true ) m_pPlayer->TakeHealth( 10, 0 ); } /* if ( pEntity->ReflectGauss() ) { float n; pentIgnore = NULL; n = -DotProduct(tr.vecPlaneNormal, vecDir); if (n < 0.5) // 60 degrees { // ALERT( at_console, "reflect %f\n", n ); // reflect Vector r; r = 2.0 * tr.vecPlaneNormal * n + vecDir; flMaxFrac = flMaxFrac - tr.flFraction; vecDir = r; vecSrc = tr.vecEndPos + vecDir * 8; vecDest = vecSrc + vecDir * 8192; // explode a bit m_pPlayer->RadiusDamage( tr.vecEndPos, pev, m_pPlayer->pev, flDamage * n, CLASS_NONE, DMG_BLAST ); nTotal += 34; // lose energy if (n == 0) n = 0.1; flDamage = flDamage * (1 - n); } else { nTotal += 13; // limit it to one hole punch if (fHasPunched) break; fHasPunched = 1; // try punching through wall if secondary attack (primary is incapable of breaking through) if ( !m_fPrimaryFire ) { UTIL_TraceLine( tr.vecEndPos + vecDir * 8, vecDest, dont_ignore_monsters, pentIgnore, &beam_tr); if (!beam_tr.fAllSolid) { // trace backwards to find exit point UTIL_TraceLine( beam_tr.vecEndPos, tr.vecEndPos, dont_ignore_monsters, pentIgnore, &beam_tr); float n = (beam_tr.vecEndPos - tr.vecEndPos).Length( ); if (n < flDamage) { if (n == 0) n = 1; flDamage -= n; // ALERT( at_console, "punch %f\n", n ); nTotal += 21; // exit blast damage //m_pPlayer->RadiusDamage( beam_tr.vecEndPos + vecDir * 8, pev, m_pPlayer->pev, flDamage, CLASS_NONE, DMG_BLAST ); float damage_radius; if ( g_pGameRules->IsMultiplayer() ) { damage_radius = flDamage * 1.75; // Old code == 2.5 } else { damage_radius = flDamage * 2.5; } ::RadiusDamage( beam_tr.vecEndPos + vecDir * 8, pev, m_pPlayer->pev, flDamage, damage_radius, CLASS_NONE, DMG_BLAST ); CSoundEnt::InsertSound ( bits_SOUND_COMBAT, pev->origin, NORMAL_EXPLOSION_VOLUME, 3.0 ); nTotal += 53; vecSrc = beam_tr.vecEndPos + vecDir; } } else { //ALERT( at_console, "blocked %f\n", n ); flDamage = 0; } } else { //ALERT( at_console, "blocked solid\n" ); flDamage = 0; } } } else */ { vecSrc = tr.vecEndPos + vecDir; pentIgnore = ENT( pEntity->pev ); } } #endif // ALERT( at_console, "%d bytes\n", nTotal ); }