mirror of https://github.com/FWGS/hlsdk-xash3d
770 lines
20 KiB
C++
770 lines
20 KiB
C++
/***
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*
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* Copyright (c) 1996-2002, 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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#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 "gamerules.h"
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#ifndef CLIENT_DLL
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extern int gmsgAlienState;
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#endif
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#define CROWBAR_BODYHIT_VOLUME 128
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#define CROWBAR_WALLHIT_VOLUME 512
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#define SLAVE_PRIMARY_CHARGE_VOLUME 256// how loud gauss is while charging
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#define SLAVE_PRIMARY_FIRE_VOLUME 450// how loud gauss is when discharged
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LINK_ENTITY_TO_CLASS( weapon_vorti, CVortiHands );
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enum vorti_e {
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SLAVE_IDLE1 = 0,
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SLAVE_IDLE2,
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SLAVE_ATTACK1HIT,
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SLAVE_ATTACK1MISS,
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SLAVE_ATTACK2MISS,
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SLAVE_ATTACK2HIT,
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SLAVE_ATTACK3MISS,
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SLAVE_ATTACK3HIT,
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SLAVE_CHARGE,
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SLAVE_CHARGE_LOOP,
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SLAVE_ZAP,
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SLAVE_RETURN
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};
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void CVortiHands::Spawn( )
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{
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Precache( );
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m_iId = WEAPON_VORTI;
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SET_MODEL(ENT(pev), "models/w_slave.mdl");
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m_iClip = -1;
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FallInit();// get ready to fall down.
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}
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void CVortiHands::Precache( void )
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{
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PRECACHE_MODEL("models/v_slave.mdl"); //v_slave.mdl
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PRECACHE_MODEL("models/w_slave.mdl");
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PRECACHE_MODEL("models/p_slave.mdl");
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PRECACHE_SOUND("debris/zap1.wav");
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PRECACHE_SOUND("debris/zap4.wav");
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PRECACHE_SOUND("zombie/claw_strike1.wav");
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PRECACHE_SOUND("zombie/claw_strike2.wav");
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PRECACHE_SOUND("zombie/claw_strike3.wav");
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PRECACHE_SOUND("zombie/claw_miss1.wav");
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PRECACHE_SOUND("zombie/claw_miss2.wav");
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PRECACHE_MODEL("sprites/lgtning.spr");
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PRECACHE_SOUND("zombie/claw_miss2.wav");
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PRECACHE_SOUND("aslave/slv_word5.wav");
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PRECACHE_SOUND("aslave/slv_word7.wav");
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PRECACHE_SOUND("aslave/slv_word3.wav");
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PRECACHE_SOUND("aslave/slv_word4.wav");
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m_usVorti = PRECACHE_EVENT ( 1, "events/vorti.sc" );
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m_usVortiFire = PRECACHE_EVENT( 1, "events/vortifire.sc" );
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m_usVortiSpin = PRECACHE_EVENT( 1, "events/vortispin.sc" );
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}
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int CVortiHands::GetItemInfo(ItemInfo *p)
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{
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p->pszName = STRING(pev->classname);
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p->pszAmmo1 = NULL;
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p->iMaxAmmo1 = -1;
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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 = 0;
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p->iPosition = 1;
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p->iId = WEAPON_VORTI;
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p->iWeight = 0;
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return 1;
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}
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BOOL CVortiHands::Deploy( )
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{
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return DefaultDeploy( "models/v_slave.mdl", "models/p_slave.mdl", SLAVE_IDLE1, "crowbar" );
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}
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void CVortiHands::Holster( int skiplocal /* = 0 */ )
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{
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5;
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SendWeaponAnim( SLAVE_IDLE1 );
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}
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void CVortiHands::PrimaryAttack()
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{
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m_pPlayer->m_iWeaponVolume = SLAVE_PRIMARY_FIRE_VOLUME;
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m_fPrimaryFire = TRUE;
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m_fInAttack = 0;
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#ifndef CLIENT_DLL
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MESSAGE_BEGIN( MSG_ONE, gmsgAlienState, NULL, m_pPlayer->pev );
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WRITE_BYTE( 0 );
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MESSAGE_END();
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#endif
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if (! Swing( 1 ))
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{
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SetThink( &CVortiHands::SwingAgain );
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pev->nextthink = gpGlobals->time + 0.1;
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}
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}
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void CVortiHands::Smack( )
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{
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DecalGunshot( &m_trHit, BULLET_PLAYER_CROWBAR );
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}
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void CVortiHands::SwingAgain( void )
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{
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Swing( 0 );
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}
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int CVortiHands::Swing( int fFirst )
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{
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int fDidHit = FALSE;
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TraceResult tr;
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UTIL_MakeVectors (m_pPlayer->pev->v_angle);
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Vector vecSrc = m_pPlayer->GetGunPosition( );
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Vector vecEnd = vecSrc + gpGlobals->v_forward * 32;
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UTIL_TraceLine( vecSrc, vecEnd, dont_ignore_monsters, ENT( m_pPlayer->pev ), &tr );
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#ifndef CLIENT_DLL
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if ( tr.flFraction >= 1.0 )
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{
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UTIL_TraceHull( vecSrc, vecEnd, dont_ignore_monsters, head_hull, ENT( m_pPlayer->pev ), &tr );
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if ( tr.flFraction < 1.0 )
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{
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// Calculate the point of intersection of the line (or hull) and the object we hit
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// This is and approximation of the "best" intersection
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CBaseEntity *pHit = CBaseEntity::Instance( tr.pHit );
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if ( !pHit || pHit->IsBSPModel() )
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FindHullIntersection( vecSrc, tr, VEC_DUCK_HULL_MIN, VEC_DUCK_HULL_MAX, m_pPlayer->edict() );
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vecEnd = tr.vecEndPos; // This is the point on the actual surface (the hull could have hit space)
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}
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}
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#endif
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PLAYBACK_EVENT_FULL( FEV_NOTHOST, m_pPlayer->edict(), m_usVorti,
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0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0, 0, 0,
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0.0, 0, 0.0 );
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if ( tr.flFraction >= 1.0 )
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{
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if (fFirst)
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{
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// miss
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.5;
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// player "shoot" animation
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m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
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}
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}
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else
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{
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switch( ((m_iSwing++) % 2) + 1 )
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{
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case 0:
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SendWeaponAnim( SLAVE_ATTACK1HIT ); break;
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case 1:
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SendWeaponAnim( SLAVE_ATTACK2HIT ); break;
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case 2:
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SendWeaponAnim( SLAVE_ATTACK3HIT ); break;
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}
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// player "shoot" animation
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m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
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#ifndef CLIENT_DLL
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// hit
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fDidHit = TRUE;
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CBaseEntity *pEntity = CBaseEntity::Instance(tr.pHit);
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ClearMultiDamage( );
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if ( (m_flNextPrimaryAttack + 1 < UTIL_WeaponTimeBase() ) || g_pGameRules->IsMultiplayer() )
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{
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// first swing does full damage
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pEntity->TraceAttack(m_pPlayer->pev, gSkillData.plrDmgCrowbar, gpGlobals->v_forward, &tr, DMG_CLUB );
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if ( pEntity->IsAlive() == true )
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m_pPlayer->TakeHealth( gSkillData.plrDmgCrowbar, 0 );
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}
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else
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{
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// subsequent swings do half
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pEntity->TraceAttack(m_pPlayer->pev, gSkillData.plrDmgCrowbar / 2, gpGlobals->v_forward, &tr, DMG_CLUB );
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if ( pEntity->IsAlive() == true )
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m_pPlayer->TakeHealth( gSkillData.plrDmgCrowbar / 2, 0 );
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}
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ApplyMultiDamage( m_pPlayer->pev, m_pPlayer->pev );
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// play thwack, smack, or dong sound
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float flVol = 1.0;
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int fHitWorld = TRUE;
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if (pEntity)
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{
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if ( pEntity->Classify() != CLASS_NONE && pEntity->Classify() != CLASS_MACHINE )
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{
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// play thwack or smack sound
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switch( RANDOM_LONG(0,2) )
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{
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case 0:
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EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_ITEM, "zombie/claw_strike1.wav", 1, ATTN_NORM); break;
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case 1:
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EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_ITEM, "zombie/claw_strike2.wav", 1, ATTN_NORM); break;
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case 2:
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EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_ITEM, "zombie/claw_strike3.wav", 1, ATTN_NORM); break;
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}
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m_pPlayer->m_iWeaponVolume = CROWBAR_BODYHIT_VOLUME;
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if ( !pEntity->IsAlive() )
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return TRUE;
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else
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flVol = 0.1;
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fHitWorld = FALSE;
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}
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}
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// play texture hit sound
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// UNDONE: Calculate the correct point of intersection when we hit with the hull instead of the line
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if (fHitWorld)
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{
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float fvolbar = TEXTURETYPE_PlaySound(&tr, vecSrc, vecSrc + (vecEnd-vecSrc)*2, BULLET_PLAYER_CROWBAR);
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if ( g_pGameRules->IsMultiplayer() )
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{
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// override the volume here, cause we don't play texture sounds in multiplayer,
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// and fvolbar is going to be 0 from the above call.
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fvolbar = 1;
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}
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// also play crowbar strike
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switch( RANDOM_LONG(0,1) )
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{
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case 0:
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EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "zombie/claw_miss1.wav", fvolbar, ATTN_NORM, 0, 98 + RANDOM_LONG(0,3));
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break;
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case 1:
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EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "zombie/claw_miss2.wav", fvolbar, ATTN_NORM, 0, 98 + RANDOM_LONG(0,3));
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break;
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}
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// delay the decal a bit
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m_trHit = tr;
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}
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m_pPlayer->m_iWeaponVolume = flVol * CROWBAR_WALLHIT_VOLUME;
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#endif
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.25;
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SetThink( &CVortiHands::Smack );
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pev->nextthink = UTIL_WeaponTimeBase() + 0.2;
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}
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return fDidHit;
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}
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float CVortiHands::GetFullChargeTime( void )
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{
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/*
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#ifdef CLIENT_DLL
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if ( bIsMultiplayer() )
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#else
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if ( g_pGameRules->IsMultiplayer() )
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#endif
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*/
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{
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return 3;
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}
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return 3;
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}
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void CVortiHands::SecondaryAttack( void )
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{
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// don't fire underwater
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if ( m_pPlayer->pev->waterlevel == 3 )
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{
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if ( m_fInAttack != 0 )
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{
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//EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/electro4.wav", 1.0, ATTN_NORM, 0, 80 + RANDOM_LONG(0,0x3f));
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SendWeaponAnim( SLAVE_IDLE1 );
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m_fInAttack = 0;
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}
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else
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{
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PlayEmptySound( );
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}
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m_flNextSecondaryAttack = m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.5;
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return;
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}
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if ( m_fInAttack == 0 )
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{
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/*if ( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 )
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{
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EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/357_cock1.wav", 0.8, ATTN_NORM);
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5;
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return;
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}*/
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m_fPrimaryFire = FALSE;
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//m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]--;// take one ammo just to start the spin
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//m_pPlayer->m_flNextAmmoBurn = UTIL_WeaponTimeBase();
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// spin up
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m_pPlayer->m_iWeaponVolume = SLAVE_PRIMARY_CHARGE_VOLUME;
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#ifndef CLIENT_DLL
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MESSAGE_BEGIN( MSG_ONE, gmsgAlienState, NULL, m_pPlayer->pev);
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WRITE_BYTE( 1 );
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MESSAGE_END();
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#endif
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SendWeaponAnim( SLAVE_CHARGE );
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m_fInAttack = 1;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1; //0.5;
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m_pPlayer->m_flStartCharge = gpGlobals->time;
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m_pPlayer->m_flAmmoStartCharge = UTIL_WeaponTimeBase() + GetFullChargeTime();
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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 );
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m_iSoundState = SND_CHANGE_PITCH;
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}
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else if (m_fInAttack == 1)
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{
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if (m_flTimeWeaponIdle < UTIL_WeaponTimeBase())
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{
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SendWeaponAnim( SLAVE_CHARGE_LOOP );
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m_fInAttack = 2;
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#ifndef CLIENT_DLL
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MESSAGE_BEGIN( MSG_ONE, gmsgAlienState, NULL, m_pPlayer->pev);
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WRITE_BYTE( 2 );
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MESSAGE_END();
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#endif
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}
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}
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else
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{
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// during the charging process, eat one bit of ammo every once in a while
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/* if ( UTIL_WeaponTimeBase() >= m_pPlayer->m_flNextAmmoBurn && m_pPlayer->m_flNextAmmoBurn != 1000 )
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{
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#ifdef CLIENT_DLL
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if ( bIsMultiplayer() )
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#else
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if ( g_pGameRules->IsMultiplayer() )
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#endif
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{
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m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]--;
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m_pPlayer->m_flNextAmmoBurn = UTIL_WeaponTimeBase() + 0.1;
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}
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else
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{
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m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]--;
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m_pPlayer->m_flNextAmmoBurn = UTIL_WeaponTimeBase() + 0.3;
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}
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}*/
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/*if ( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 )
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{
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// out of ammo! force the gun to fire
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StartFire();
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m_fInAttack = 0;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.0;
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1;
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return;
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}*/
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//if ( UTIL_WeaponTimeBase() >= m_pPlayer->m_flAmmoStartCharge )
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//{
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// don't eat any more ammo after gun is fully charged.
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// m_pPlayer->m_flNextAmmoBurn = 1000;
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//}
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int pitch = ( gpGlobals->time - m_pPlayer->m_flStartCharge ) * ( 150 / GetFullChargeTime() ) + 100;
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if ( pitch > 250 )
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pitch = 250;
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// ALERT( at_console, "%d %d %d\n", m_fInAttack, m_iSoundState, pitch );
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if ( m_iSoundState == 0 )
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ALERT( at_console, "sound state %d\n", m_iSoundState );
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#ifndef CLIENT_DLL
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MESSAGE_BEGIN( MSG_ONE, gmsgAlienState, NULL, m_pPlayer->pev);
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WRITE_BYTE( 3 );
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MESSAGE_END();
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#endif
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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 );
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m_iSoundState = SND_CHANGE_PITCH; // hack for going through level transitions
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m_pPlayer->m_iWeaponVolume = SLAVE_PRIMARY_CHARGE_VOLUME;
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// m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.1;
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if ( m_pPlayer->m_flStartCharge < gpGlobals->time - 10 )
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{
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// Player charged up too long. Zap him.
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EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/electro4.wav", 1.0, ATTN_NORM, 0, 80 + RANDOM_LONG(0,0x3f));
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EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/electro6.wav", 1.0, ATTN_NORM, 0, 75 + RANDOM_LONG(0,0x3f));
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m_fInAttack = 0;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.0;
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.0;
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/*
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#ifndef CLIENT_DLL
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m_pPlayer->TakeDamage( VARS(eoNullEntity), VARS(eoNullEntity), 50, DMG_SHOCK );
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UTIL_ScreenFade( m_pPlayer, Vector(255,128,0), 2, 0.5, 128, FFADE_IN );
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#endif
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*/
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#ifndef CLIENT_DLL
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MESSAGE_BEGIN( MSG_ONE, gmsgAlienState, NULL, m_pPlayer->pev);
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WRITE_BYTE( 0 );
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MESSAGE_END();
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#endif
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SendWeaponAnim( SLAVE_IDLE1 );
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// Player may have been killed and this weapon dropped, don't execute any more code after this!
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return;
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}
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}
|
|
}
|
|
|
|
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 );
|
|
}
|