mirror of https://github.com/FWGS/hlsdk-xash3d
494 lines
12 KiB
C++
494 lines
12 KiB
C++
/***
|
|
*
|
|
* 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.
|
|
*
|
|
****/
|
|
#if !defined( OEM_BUILD ) && !defined( HLDEMO_BUILD )
|
|
|
|
#include "extdll.h"
|
|
#include "util.h"
|
|
#include "cbase.h"
|
|
#include "monsters.h"
|
|
#include "weapons.h"
|
|
#include "nodes.h"
|
|
#include "player.h"
|
|
#include "gamerules.h"
|
|
|
|
enum satchel_e {
|
|
SATCHEL_IDLE1 = 0,
|
|
SATCHEL_FIDGET1,
|
|
SATCHEL_DRAW,
|
|
SATCHEL_DROP
|
|
};
|
|
|
|
enum satchel_radio_e {
|
|
SATCHEL_RADIO_IDLE1 = 0,
|
|
SATCHEL_RADIO_FIDGET1,
|
|
SATCHEL_RADIO_DRAW,
|
|
SATCHEL_RADIO_FIRE,
|
|
SATCHEL_RADIO_HOLSTER
|
|
};
|
|
|
|
|
|
|
|
class CSatchelCharge : public CGrenade
|
|
{
|
|
void Spawn( void );
|
|
void Precache( void );
|
|
void BounceSound( void );
|
|
|
|
void EXPORT SatchelSlide( CBaseEntity *pOther );
|
|
void EXPORT SatchelThink( void );
|
|
|
|
public:
|
|
void Deactivate( void );
|
|
};
|
|
LINK_ENTITY_TO_CLASS( monster_satchel, CSatchelCharge );
|
|
|
|
//=========================================================
|
|
// Deactivate - do whatever it is we do to an orphaned
|
|
// satchel when we don't want it in the world anymore.
|
|
//=========================================================
|
|
void CSatchelCharge::Deactivate( void )
|
|
{
|
|
pev->solid = SOLID_NOT;
|
|
UTIL_Remove( this );
|
|
}
|
|
|
|
|
|
void CSatchelCharge :: Spawn( void )
|
|
{
|
|
Precache( );
|
|
// motor
|
|
pev->movetype = MOVETYPE_BOUNCE;
|
|
pev->solid = SOLID_BBOX;
|
|
|
|
SET_MODEL(ENT(pev), "models/w_satchel.mdl");
|
|
//UTIL_SetSize(pev, Vector( -16, -16, -4), Vector(16, 16, 32)); // Old box -- size of headcrab monsters/players get blocked by this
|
|
UTIL_SetSize(pev, Vector( -4, -4, -4), Vector(4, 4, 4)); // Uses point-sized, and can be stepped over
|
|
UTIL_SetOrigin( pev, pev->origin );
|
|
|
|
SetTouch( &SatchelSlide );
|
|
SetUse( &DetonateUse );
|
|
SetThink( &SatchelThink );
|
|
pev->nextthink = gpGlobals->time + 0.1;
|
|
|
|
pev->gravity = 0.5;
|
|
pev->friction = 0.8;
|
|
|
|
pev->dmg = gSkillData.plrDmgSatchel;
|
|
// ResetSequenceInfo( );
|
|
pev->sequence = 1;
|
|
}
|
|
|
|
|
|
void CSatchelCharge::SatchelSlide( CBaseEntity *pOther )
|
|
{
|
|
entvars_t *pevOther = pOther->pev;
|
|
|
|
// don't hit the guy that launched this grenade
|
|
if ( pOther->edict() == pev->owner )
|
|
return;
|
|
|
|
// pev->avelocity = Vector (300, 300, 300);
|
|
pev->gravity = 1;// normal gravity now
|
|
|
|
// HACKHACK - On ground isn't always set, so look for ground underneath
|
|
TraceResult tr;
|
|
UTIL_TraceLine( pev->origin, pev->origin - Vector(0,0,10), ignore_monsters, edict(), &tr );
|
|
|
|
if ( tr.flFraction < 1.0 )
|
|
{
|
|
// add a bit of static friction
|
|
pev->velocity = pev->velocity * 0.95;
|
|
pev->avelocity = pev->avelocity * 0.9;
|
|
// play sliding sound, volume based on velocity
|
|
}
|
|
if ( !(pev->flags & FL_ONGROUND) && pev->velocity.Length2D() > 10 )
|
|
{
|
|
BounceSound();
|
|
}
|
|
StudioFrameAdvance( );
|
|
}
|
|
|
|
|
|
void CSatchelCharge :: SatchelThink( void )
|
|
{
|
|
StudioFrameAdvance( );
|
|
pev->nextthink = gpGlobals->time + 0.1;
|
|
|
|
if (!IsInWorld())
|
|
{
|
|
UTIL_Remove( this );
|
|
return;
|
|
}
|
|
|
|
if (pev->waterlevel == 3)
|
|
{
|
|
pev->movetype = MOVETYPE_FLY;
|
|
pev->velocity = pev->velocity * 0.8;
|
|
pev->avelocity = pev->avelocity * 0.9;
|
|
pev->velocity.z += 8;
|
|
}
|
|
else if (pev->waterlevel == 0)
|
|
{
|
|
pev->movetype = MOVETYPE_BOUNCE;
|
|
}
|
|
else
|
|
{
|
|
pev->velocity.z -= 8;
|
|
}
|
|
}
|
|
|
|
void CSatchelCharge :: Precache( void )
|
|
{
|
|
PRECACHE_MODEL("models/grenade.mdl");
|
|
PRECACHE_SOUND("weapons/g_bounce1.wav");
|
|
PRECACHE_SOUND("weapons/g_bounce2.wav");
|
|
PRECACHE_SOUND("weapons/g_bounce3.wav");
|
|
}
|
|
|
|
void CSatchelCharge :: BounceSound( void )
|
|
{
|
|
switch ( RANDOM_LONG( 0, 2 ) )
|
|
{
|
|
case 0: EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/g_bounce1.wav", 1, ATTN_NORM); break;
|
|
case 1: EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/g_bounce2.wav", 1, ATTN_NORM); break;
|
|
case 2: EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/g_bounce3.wav", 1, ATTN_NORM); break;
|
|
}
|
|
}
|
|
|
|
|
|
LINK_ENTITY_TO_CLASS( weapon_satchel, CSatchel );
|
|
|
|
|
|
//=========================================================
|
|
// CALLED THROUGH the newly-touched weapon's instance. The existing player weapon is pOriginal
|
|
//=========================================================
|
|
int CSatchel::AddDuplicate( CBasePlayerItem *pOriginal )
|
|
{
|
|
CSatchel *pSatchel;
|
|
|
|
#ifdef CLIENT_DLL
|
|
if ( bIsMultiplayer() )
|
|
#else
|
|
if ( g_pGameRules->IsMultiplayer() )
|
|
#endif
|
|
{
|
|
pSatchel = (CSatchel *)pOriginal;
|
|
|
|
if ( pSatchel->m_chargeReady != 0 )
|
|
{
|
|
// player has some satchels deployed. Refuse to add more.
|
|
return FALSE;
|
|
}
|
|
}
|
|
|
|
return CBasePlayerWeapon::AddDuplicate ( pOriginal );
|
|
}
|
|
|
|
//=========================================================
|
|
//=========================================================
|
|
int CSatchel::AddToPlayer( CBasePlayer *pPlayer )
|
|
{
|
|
int bResult = CBasePlayerItem::AddToPlayer( pPlayer );
|
|
|
|
pPlayer->pev->weapons |= (1<<m_iId);
|
|
m_chargeReady = 0;// this satchel charge weapon now forgets that any satchels are deployed by it.
|
|
|
|
if ( bResult )
|
|
{
|
|
return AddWeapon( );
|
|
}
|
|
return FALSE;
|
|
}
|
|
|
|
void CSatchel::Spawn( )
|
|
{
|
|
Precache( );
|
|
m_iId = WEAPON_SATCHEL;
|
|
SET_MODEL(ENT(pev), "models/w_satchel.mdl");
|
|
|
|
m_iDefaultAmmo = SATCHEL_DEFAULT_GIVE;
|
|
|
|
FallInit();// get ready to fall down.
|
|
}
|
|
|
|
|
|
void CSatchel::Precache( void )
|
|
{
|
|
PRECACHE_MODEL("models/v_satchel.mdl");
|
|
PRECACHE_MODEL("models/v_satchel_radio.mdl");
|
|
PRECACHE_MODEL("models/w_satchel.mdl");
|
|
PRECACHE_MODEL("models/p_satchel.mdl");
|
|
PRECACHE_MODEL("models/p_satchel_radio.mdl");
|
|
|
|
UTIL_PrecacheOther( "monster_satchel" );
|
|
}
|
|
|
|
|
|
int CSatchel::GetItemInfo(ItemInfo *p)
|
|
{
|
|
p->pszName = STRING(pev->classname);
|
|
p->pszAmmo1 = "Satchel Charge";
|
|
p->iMaxAmmo1 = SATCHEL_MAX_CARRY;
|
|
p->pszAmmo2 = NULL;
|
|
p->iMaxAmmo2 = -1;
|
|
p->iMaxClip = WEAPON_NOCLIP;
|
|
p->iSlot = 4;
|
|
p->iPosition = 1;
|
|
p->iFlags = ITEM_FLAG_SELECTONEMPTY | ITEM_FLAG_LIMITINWORLD | ITEM_FLAG_EXHAUSTIBLE;
|
|
p->iId = m_iId = WEAPON_SATCHEL;
|
|
p->iWeight = SATCHEL_WEIGHT;
|
|
|
|
return 1;
|
|
}
|
|
|
|
//=========================================================
|
|
//=========================================================
|
|
BOOL CSatchel::IsUseable( void )
|
|
{
|
|
if ( m_pPlayer->m_rgAmmo[ PrimaryAmmoIndex() ] > 0 )
|
|
{
|
|
// player is carrying some satchels
|
|
return TRUE;
|
|
}
|
|
|
|
if ( m_chargeReady != 0 )
|
|
{
|
|
// player isn't carrying any satchels, but has some out
|
|
return TRUE;
|
|
}
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
BOOL CSatchel::CanDeploy( void )
|
|
{
|
|
if ( m_pPlayer->m_rgAmmo[ PrimaryAmmoIndex() ] > 0 )
|
|
{
|
|
// player is carrying some satchels
|
|
return TRUE;
|
|
}
|
|
|
|
if ( m_chargeReady != 0 )
|
|
{
|
|
// player isn't carrying any satchels, but has some out
|
|
return TRUE;
|
|
}
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
BOOL CSatchel::Deploy( )
|
|
{
|
|
|
|
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.0;
|
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
|
|
|
|
if ( m_chargeReady )
|
|
return DefaultDeploy( "models/v_satchel_radio.mdl", "models/p_satchel_radio.mdl", SATCHEL_RADIO_DRAW, "hive" );
|
|
else
|
|
return DefaultDeploy( "models/v_satchel.mdl", "models/p_satchel.mdl", SATCHEL_DRAW, "trip" );
|
|
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
|
|
void CSatchel::Holster( int skiplocal /* = 0 */ )
|
|
{
|
|
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5;
|
|
|
|
if ( m_chargeReady )
|
|
{
|
|
SendWeaponAnim( SATCHEL_RADIO_HOLSTER );
|
|
}
|
|
else
|
|
{
|
|
SendWeaponAnim( SATCHEL_DROP );
|
|
}
|
|
EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "common/null.wav", 1.0, ATTN_NORM);
|
|
|
|
if ( !m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] && !m_chargeReady )
|
|
{
|
|
m_pPlayer->pev->weapons &= ~(1<<WEAPON_SATCHEL);
|
|
SetThink( &DestroyItem );
|
|
pev->nextthink = gpGlobals->time + 0.1;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
void CSatchel::PrimaryAttack()
|
|
{
|
|
switch (m_chargeReady)
|
|
{
|
|
case 0:
|
|
{
|
|
Throw( );
|
|
}
|
|
break;
|
|
case 1:
|
|
{
|
|
SendWeaponAnim( SATCHEL_RADIO_FIRE );
|
|
|
|
edict_t *pPlayer = m_pPlayer->edict( );
|
|
|
|
CBaseEntity *pSatchel = NULL;
|
|
|
|
while ((pSatchel = UTIL_FindEntityInSphere( pSatchel, m_pPlayer->pev->origin, 4096 )) != NULL)
|
|
{
|
|
if (FClassnameIs( pSatchel->pev, "monster_satchel"))
|
|
{
|
|
if (pSatchel->pev->owner == pPlayer)
|
|
{
|
|
pSatchel->Use( m_pPlayer, m_pPlayer, USE_ON, 0 );
|
|
m_chargeReady = 2;
|
|
}
|
|
}
|
|
}
|
|
|
|
m_chargeReady = 2;
|
|
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.5;
|
|
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.5;
|
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.5;
|
|
break;
|
|
}
|
|
|
|
case 2:
|
|
// we're reloading, don't allow fire
|
|
{
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
|
|
void CSatchel::SecondaryAttack( void )
|
|
{
|
|
if ( m_chargeReady != 2 )
|
|
{
|
|
Throw( );
|
|
}
|
|
}
|
|
|
|
|
|
void CSatchel::Throw( void )
|
|
{
|
|
if ( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] )
|
|
{
|
|
Vector vecSrc = m_pPlayer->pev->origin;
|
|
|
|
Vector vecThrow = gpGlobals->v_forward * 274 + m_pPlayer->pev->velocity;
|
|
|
|
#ifndef CLIENT_DLL
|
|
CBaseEntity *pSatchel = Create( "monster_satchel", vecSrc, Vector( 0, 0, 0), m_pPlayer->edict() );
|
|
pSatchel->pev->velocity = vecThrow;
|
|
pSatchel->pev->avelocity.y = 400;
|
|
|
|
m_pPlayer->pev->viewmodel = MAKE_STRING("models/v_satchel_radio.mdl");
|
|
m_pPlayer->pev->weaponmodel = MAKE_STRING("models/p_satchel_radio.mdl");
|
|
#else
|
|
LoadVModel ( "models/v_satchel_radio.mdl", m_pPlayer );
|
|
#endif
|
|
|
|
SendWeaponAnim( SATCHEL_RADIO_DRAW );
|
|
|
|
// player "shoot" animation
|
|
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
|
|
|
|
m_chargeReady = 1;
|
|
|
|
m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]--;
|
|
|
|
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 1.0;
|
|
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.5;
|
|
}
|
|
}
|
|
|
|
|
|
void CSatchel::WeaponIdle( void )
|
|
{
|
|
if ( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() )
|
|
return;
|
|
|
|
switch( m_chargeReady )
|
|
{
|
|
case 0:
|
|
SendWeaponAnim( SATCHEL_FIDGET1 );
|
|
// use tripmine animations
|
|
strcpy( m_pPlayer->m_szAnimExtention, "trip" );
|
|
break;
|
|
case 1:
|
|
SendWeaponAnim( SATCHEL_RADIO_FIDGET1 );
|
|
// use hivehand animations
|
|
strcpy( m_pPlayer->m_szAnimExtention, "hive" );
|
|
break;
|
|
case 2:
|
|
if ( !m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] )
|
|
{
|
|
m_chargeReady = 0;
|
|
RetireWeapon();
|
|
return;
|
|
}
|
|
|
|
#ifndef CLIENT_DLL
|
|
m_pPlayer->pev->viewmodel = MAKE_STRING("models/v_satchel.mdl");
|
|
m_pPlayer->pev->weaponmodel = MAKE_STRING("models/p_satchel.mdl");
|
|
#else
|
|
LoadVModel ( "models/v_satchel.mdl", m_pPlayer );
|
|
#endif
|
|
|
|
SendWeaponAnim( SATCHEL_DRAW );
|
|
|
|
// use tripmine animations
|
|
strcpy( m_pPlayer->m_szAnimExtention, "trip" );
|
|
|
|
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.5;
|
|
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.5;
|
|
m_chargeReady = 0;
|
|
break;
|
|
}
|
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );// how long till we do this again.
|
|
}
|
|
|
|
//=========================================================
|
|
// DeactivateSatchels - removes all satchels owned by
|
|
// the provided player. Should only be used upon death.
|
|
//
|
|
// Made this global on purpose.
|
|
//=========================================================
|
|
void DeactivateSatchels( CBasePlayer *pOwner )
|
|
{
|
|
edict_t *pFind;
|
|
|
|
pFind = FIND_ENTITY_BY_CLASSNAME( NULL, "monster_satchel" );
|
|
|
|
while ( !FNullEnt( pFind ) )
|
|
{
|
|
CBaseEntity *pEnt = CBaseEntity::Instance( pFind );
|
|
CSatchelCharge *pSatchel = (CSatchelCharge *)pEnt;
|
|
|
|
if ( pSatchel )
|
|
{
|
|
if ( pSatchel->pev->owner == pOwner->edict() )
|
|
{
|
|
pSatchel->Deactivate();
|
|
}
|
|
}
|
|
|
|
pFind = FIND_ENTITY_BY_CLASSNAME( pFind, "monster_satchel" );
|
|
}
|
|
}
|
|
|
|
#endif |