mirror of https://github.com/FWGS/hlsdk-xash3d
247 lines
6.8 KiB
C++
Executable File
247 lines
6.8 KiB
C++
Executable File
/***
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*
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* Copyright (c) 1999, 2000 Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* Use, distribution, and modification of this source code and/or resulting
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* object code is restricted to non-commercial enhancements to products from
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* Valve LLC. All other use, distribution, or modification is prohibited
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* without written permission from Valve LLC.
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*
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****/
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#if !defined( OEM_BUILD ) && !defined( HLDEMO_BUILD )
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#include "extdll.h"
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#include "util.h"
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#include "cbase.h"
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#include "monsters.h"
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#include "weapons.h"
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#include "nodes.h"
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#include "player.h"
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#include "soundent.h"
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#include "gamerules.h"
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#include "snake.h"
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enum squeak_e {
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SERPENT_STAFF_DRAW = 0,
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SERPENT_STAFF_IDLE1,
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SERPENT_STAFF_IDLE2,
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SERPENT_STAFF_CAST,
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SERPENT_STAFF_HOLSTER
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};
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#include "SerpentStaff.h"
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LINK_ENTITY_TO_CLASS( weapon_serpentstaff, CSerpentStaff );
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void CSerpentStaff::Spawn( )
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{
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Precache( );
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m_iId = WEAPON_SERPENT_STAFF;
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SET_MODEL(ENT(pev), "models/w_serpentstaff.mdl");
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FallInit();//get ready to fall down.
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m_iDefaultAmmo = SERPENT_STAFF_DEFAULT_GIVE;
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pev->sequence = 1;
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pev->animtime = gpGlobals->time;
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pev->framerate = 1.0;
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}
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void CSerpentStaff::Precache( void )
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{
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PRECACHE_MODEL("models/w_serpentstaff.mdl");
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PRECACHE_MODEL("models/v_serpentstaff.mdl");
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// PRECACHE_MODEL("models/p_serpentstaff.mdl");
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UTIL_PrecacheOther("monster_snake");
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}
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int CSerpentStaff::GetItemInfo(ItemInfo *p)
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{
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p->pszName = STRING(pev->classname);
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p->pszAmmo1 = "Serpent Staff";
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p->iMaxAmmo1 = SERPENT_STAFF_MAX_CARRY;
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p->pszAmmo2 = NULL;
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p->iMaxAmmo2 = -1;
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p->iMaxClip = WEAPON_NOCLIP;
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p->iSlot = 3;
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p->iPosition = 2;
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p->iId = m_iId = WEAPON_SERPENT_STAFF;
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p->iWeight = SERPENT_STAFF_WEIGHT;
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p->iFlags = 0;
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return 1;
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}
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BOOL CSerpentStaff::Deploy( )
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{
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m_pPlayer->m_iWeaponVolume = QUIET_GUN_VOLUME;
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return DefaultDeploy( "models/v_serpentstaff.mdl", "", SERPENT_STAFF_DRAW, "serpent_staff" );
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}
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void CSerpentStaff::Holster( int skiplocal /* = 0 */ )
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{
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m_pPlayer->m_flNextAttack = gpGlobals->time + 0.5;
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if (!m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType])
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{
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m_pPlayer->pev->weapons &= ~(1<<WEAPON_SERPENT_STAFF);
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SetThink( DestroyItem );
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SetNextThink( 0.1 );
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return;
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}
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SendWeaponAnim( SERPENT_STAFF_HOLSTER );
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EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "common/null.wav", 1.0, ATTN_NORM);
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}
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int CSerpentStaff::AddToPlayer( CBasePlayer *pPlayer )
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{
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if ( CBasePlayerWeapon::AddToPlayer( pPlayer ) )
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{
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MESSAGE_BEGIN( MSG_ONE, gmsgWeapPickup, NULL, pPlayer->pev );
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WRITE_BYTE( m_iId );
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MESSAGE_END();
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return TRUE;
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}
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return FALSE;
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}
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void CSerpentStaff::PrimaryAttack()
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{
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if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType])
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{
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UTIL_MakeVectors( m_pPlayer->pev->v_angle );
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TraceResult tr;
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Vector trace_origin;
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// HACK HACK: Ugly hacks to handle change in origin based on new physics code for players
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// Move origin up if crouched and start trace a bit outside of body ( 20 units instead of 16 )
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trace_origin = m_pPlayer->pev->origin;
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if ( m_pPlayer->pev->flags & FL_DUCKING )
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{
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trace_origin = trace_origin - ( VEC_HULL_MIN - VEC_DUCK_HULL_MIN );
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}
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// find place to toss monster - this is some horrible code I have written here...
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// UTIL_TraceLine( trace_origin + gpGlobals->v_forward * 20, trace_origin + gpGlobas->v_forward * 64, dont_ignore_monsters, NULL, &tr );
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// firstly check all areas within the box to be created
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int box = 24;
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int spawndist = 64;
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BOOL b1, b2, b3, b4;
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UTIL_TraceLine( trace_origin + gpGlobals->v_forward * 20, trace_origin + gpGlobals->v_forward * spawndist + Vector(box,box,0), dont_ignore_monsters, NULL, &tr );
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b1 = (tr.fAllSolid == 0 && tr.fStartSolid == 0 && tr.flFraction > 0.99);
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UTIL_TraceLine( trace_origin + gpGlobals->v_forward * 20, trace_origin + gpGlobals->v_forward * spawndist + Vector(-box,-box,0), dont_ignore_monsters, NULL, &tr );
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b2 = (tr.fAllSolid == 0 && tr.fStartSolid == 0 && tr.flFraction > 0.99);
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UTIL_TraceLine( trace_origin + gpGlobals->v_forward * 20, trace_origin + gpGlobals->v_forward * spawndist + Vector(-box,box,0), dont_ignore_monsters, NULL, &tr );
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b3 = (tr.fAllSolid == 0 && tr.fStartSolid == 0 && tr.flFraction > 0.99);
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UTIL_TraceLine( trace_origin + gpGlobals->v_forward * 20, trace_origin + gpGlobals->v_forward * spawndist + Vector(box,-box,0), dont_ignore_monsters, NULL, &tr );
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b4 = (tr.fAllSolid == 0 && tr.fStartSolid == 0 && tr.flFraction > 0.99);
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UTIL_TraceLine( trace_origin + gpGlobals->v_forward * 20, trace_origin + gpGlobals->v_forward * spawndist, dont_ignore_monsters, NULL, &tr );
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// if we are clear at all corners of the box the snake is going to be created in
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if (b1 && b2 && b3 && b4)
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{
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SendWeaponAnim( SERPENT_STAFF_CAST );
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// player "shoot" animation
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m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
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Vector temp;
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temp.x = temp.y = temp.z = 0.0;
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temp.y = m_pPlayer->pev->v_angle.y;
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//CBaseEntity *pSnake = CBaseEntity::Create( "monster_snake", tr.vecEndPos, temp, m_pPlayer->edict() );
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CBaseEntity *pSnake = CBaseEntity::Create( "monster_snake", tr.vecEndPos, temp );
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((CSnake*)pSnake)->SetOwner(m_pPlayer);
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pSnake->pev->spawnflags |= 1;
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pSnake->pev->spawnflags |= SF_MONSTER_NO_YELLOW_BLOBS;
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// drop to floor, to check if we have landed on top of an entity...
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DROP_TO_FLOOR( ENT( pSnake->pev ) );
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CBaseEntity *pList[2];
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int buf = 24;
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// if there are any no other entities nearby (particularly under it!), then...
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int count = UTIL_EntitiesInBox( pList, 2, pSnake->pev->origin - Vector(buf,buf,buf), pSnake->pev->origin + Vector(buf,buf,buf), FL_CLIENT|FL_MONSTER );
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//...put the snake there and decrement ammo
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if ( count <= 1 )
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{
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pSnake->pev->velocity = gpGlobals->v_forward * 100 + m_pPlayer->pev->velocity;
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m_pPlayer->m_iWeaponVolume = QUIET_GUN_VOLUME;
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m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]--;
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}
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// otherwise we do not want this snake...as it will cause yellow blobs!
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else
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{
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UTIL_Remove(pSnake);
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}
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m_fJustThrown = 1;
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m_flNextPrimaryAttack = gpGlobals->time + 0.5;
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m_flTimeWeaponIdle = gpGlobals->time + 0.5;
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}
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}
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}
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void CSerpentStaff::SecondaryAttack( void )
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{
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}
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void CSerpentStaff::WeaponIdle( void )
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{
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if (m_flTimeWeaponIdle > gpGlobals->time)
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return;
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if (m_fJustThrown)
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{
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m_fJustThrown = 0;
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if ( !m_pPlayer->m_rgAmmo[PrimaryAmmoIndex()] )
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{
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RetireWeapon();
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return;
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}
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//SendWeaponAnim( SERPENT_STAFF_DRAW );
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m_flTimeWeaponIdle = gpGlobals->time + RANDOM_FLOAT ( 3,5 );
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return;
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}
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int iAnim;
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float flRand = RANDOM_FLOAT(0, 1);
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if (flRand <= 0.75)
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{
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iAnim = SERPENT_STAFF_IDLE1;
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m_flTimeWeaponIdle = gpGlobals->time + 30.0 / 16 * (2);
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}
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else
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{
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iAnim = SERPENT_STAFF_IDLE2;
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m_flTimeWeaponIdle = gpGlobals->time + 70.0 / 16.0;
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}
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SendWeaponAnim( iAnim );
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}
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#endif |