hlsdk-xash3d/dlls/vorti.cpp

770 lines
20 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.
*
****/
#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 );
}