halflife25-sdk/ricochet/dlls/wpn_shared/disc_weapon_disc.cpp

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2013-08-30 20:34:05 +00:00
//=========== (C) Copyright 1999 Valve, L.L.C. All rights reserved. ===========
//
// The copyright to the contents herein is the property of Valve, L.L.C.
// The contents may be used and/or copied only with the written permission of
// Valve, L.L.C., or in accordance with the terms and conditions stipulated in
// the agreement/contract under which the contents have been supplied.
//
// Purpose: Weapon functionality for Discwar
//
// $Workfile: $
// $Date: $
//
//-----------------------------------------------------------------------------
// $Log: $
//
// $NoKeywords: $
//=============================================================================
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "weapons.h"
#include "nodes.h"
#include "player.h"
#include "effects.h"
#include "discwar.h"
#include "disc_objects.h"
#include "disc_arena.h"
// Disc trail colors
float g_iaDiscColors[33][3] =
{
{ 255, 255, 255, },
{ 250, 0, 0 },
{ 0, 0, 250 },
{ 0, 250, 0 },
{ 128, 128, 0 },
{ 128, 0, 128 },
{ 0, 128, 128 },
{ 128, 128, 128 },
{ 64, 128, 0 },
{ 128, 64, 0 },
{ 128, 0, 64 },
{ 64, 0, 128 },
{ 0, 64, 128 },
{ 64, 64, 128 },
{ 128, 64, 64 },
{ 64, 128, 64 },
{ 128, 128, 64 },
{ 128, 64, 128 },
{ 64, 128, 128 },
{ 250, 128, 0 },
{ 128, 250, 0 },
{ 128, 0, 250 },
{ 250, 0, 128 },
{ 0, 250, 128 },
{ 250, 250, 128 },
{ 250, 128, 250 },
{ 128, 250, 250 },
{ 250, 128, 64 },
{ 250, 64, 128 },
{ 128, 250, 64 },
{ 64, 128, 250 },
{ 128, 64, 250 },
};
enum disc_e
{
DISC_IDLE = 0,
DISC_FIDGET,
DISC_PINPULL,
DISC_THROW1, // toss
DISC_THROW2, // medium
DISC_THROW3, // hard
DISC_HOLSTER,
DISC_DRAW
};
#include "disc_weapon.h"
LINK_ENTITY_TO_CLASS( weapon_disc, CDiscWeapon );
#if !defined( CLIENT_DLL )
LINK_ENTITY_TO_CLASS( disc, CDisc );
//========================================================================================
// DISC
//========================================================================================
void CDisc::Spawn( void )
{
Precache( );
pev->classname = MAKE_STRING("disc");
pev->movetype = MOVETYPE_BOUNCEMISSILE;
pev->solid = SOLID_TRIGGER;
// Setup model
if ( m_iPowerupFlags & POW_HARD )
SET_MODEL(ENT(pev), "models/disc_hard.mdl");
else
SET_MODEL(ENT(pev), "models/disc.mdl");
UTIL_SetSize(pev, Vector( -4,-4,-4 ), Vector(4, 4, 4));
UTIL_SetOrigin( pev, pev->origin );
SetTouch( &CDisc::DiscTouch );
SetThink( &CDisc::DiscThink );
m_iBounces = 0;
m_fDontTouchOwner = gpGlobals->time + 0.2;
m_fDontTouchEnemies = 0;
m_bRemoveSelf = false;
m_bTeleported = false;
m_pLockTarget = NULL;
UTIL_MakeVectors( pev->angles );
// Fast powerup makes discs go faster
if ( m_iPowerupFlags & POW_FAST )
pev->velocity = gpGlobals->v_forward * DISC_VELOCITY * 1.5;
else
pev->velocity = gpGlobals->v_forward * DISC_VELOCITY;
// Pull our owner out so we will still touch it
if ( pev->owner )
m_hOwner = Instance(pev->owner);
pev->owner = NULL;
// Trail
MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY );
WRITE_BYTE( TE_BEAMFOLLOW );
WRITE_SHORT(entindex()); // entity
WRITE_SHORT(m_iTrail ); // model
if (m_bDecapitate)
WRITE_BYTE( 5 ); // life
else
WRITE_BYTE( 3 ); // life
WRITE_BYTE( 5 ); // width
WRITE_BYTE( g_iaDiscColors[pev->team][0] ); // r, g, b
WRITE_BYTE( g_iaDiscColors[pev->team][1] ); // r, g, b
WRITE_BYTE( g_iaDiscColors[pev->team][2] ); // r, g, b
WRITE_BYTE( 250 ); // brightness
MESSAGE_END();
// Decapitator's make sound
if (m_bDecapitate)
EMIT_SOUND( ENT(pev), CHAN_VOICE, "weapons/rocket1.wav", 0.5, 0.5 );
// Highlighter
pev->renderfx = kRenderFxGlowShell;
for (int i = 0; i <= 2;i ++)
pev->rendercolor[i] = g_iaDiscColors[pev->team][i];
pev->renderamt = 100;
pev->nextthink = gpGlobals->time + 0.1;
}
void CDisc::Precache( void )
{
PRECACHE_MODEL("models/disc.mdl");
PRECACHE_MODEL("models/disc_hard.mdl");
PRECACHE_SOUND("weapons/cbar_hitbod1.wav");
PRECACHE_SOUND("weapons/cbar_hitbod2.wav");
PRECACHE_SOUND("weapons/cbar_hitbod3.wav");
PRECACHE_SOUND("weapons/altfire.wav");
PRECACHE_SOUND("items/gunpickup2.wav");
PRECACHE_SOUND("weapons/electro5.wav");
PRECACHE_SOUND("weapons/xbow_hit1.wav");
PRECACHE_SOUND("weapons/xbow_hit2.wav");
PRECACHE_SOUND("weapons/rocket1.wav");
PRECACHE_SOUND("dischit.wav");
m_iTrail = PRECACHE_MODEL("sprites/smoke.spr");
m_iSpriteTexture = PRECACHE_MODEL( "sprites/lgtning.spr" );
}
/*
void CDisc::SetObjectCollisionBox( void )
{
pev->absmin = pev->origin + Vector( -8, -8, 8 );
pev->absmax = pev->origin + Vector( 8, 8, 8 );
}
*/
// Give the disc back to it's owner
void CDisc::ReturnToThrower( void )
{
if (m_bDecapitate)
{
STOP_SOUND( edict(), CHAN_VOICE, "weapons/rocket1.wav" );
if ( !m_bRemoveSelf )
((CBasePlayer*)(CBaseEntity*)m_hOwner)->GiveAmmo( MAX_DISCS, "disc", MAX_DISCS );
}
else
{
if ( !m_bRemoveSelf )
((CBasePlayer*)(CBaseEntity*)m_hOwner)->GiveAmmo( 1, "disc", MAX_DISCS );
}
UTIL_Remove( this );
}
void CDisc::DiscTouch ( CBaseEntity *pOther )
{
// Push players backwards
if ( pOther->IsPlayer() )
{
if ( ((CBaseEntity*)m_hOwner) == pOther )
{
if (m_fDontTouchOwner < gpGlobals->time)
{
// Play catch sound
EMIT_SOUND_DYN( pOther->edict(), CHAN_WEAPON, "items/gunpickup2.wav", 1.0, ATTN_NORM, 0, 98 + RANDOM_LONG(0,3));
ReturnToThrower();
}
return;
}
else if ( m_fDontTouchEnemies < gpGlobals->time)
{
if ( pev->team != pOther->pev->team )
{
((CBasePlayer*)pOther)->m_LastHitGroup = HITGROUP_GENERIC;
// Do freeze seperately so you can freeze and shatter a person with a single shot
if ( m_iPowerupFlags & POW_FREEZE && ((CBasePlayer*)pOther)->m_iFrozen == FALSE )
{
// Freeze the player and make them glow blue
EMIT_SOUND_DYN( pOther->edict(), CHAN_WEAPON, "weapons/electro5.wav", 1.0, ATTN_NORM, 0, 98 + RANDOM_LONG(0,3));
((CBasePlayer*)pOther)->Freeze();
// If it's not a decap, return now. If it's a decap, continue to shatter
if ( !m_bDecapitate )
{
m_fDontTouchEnemies = gpGlobals->time + 2.0;
return;
}
}
// Decap or push
if (m_bDecapitate)
{
// Decapitate!
if ( m_bTeleported )
((CBasePlayer*)pOther)->m_flLastDiscHitTeleport = gpGlobals->time;
((CBasePlayer*)pOther)->Decapitate( ((CBaseEntity*)m_hOwner)->pev );
m_fDontTouchEnemies = gpGlobals->time + 0.5;
}
else
{
// Play thwack sound
switch( RANDOM_LONG(0,2) )
{
case 0:
EMIT_SOUND_DYN( pOther->edict(), CHAN_ITEM, "weapons/cbar_hitbod1.wav", 1.0, ATTN_NORM, 0, 98 + RANDOM_LONG(0,3));
break;
case 1:
EMIT_SOUND_DYN( pOther->edict(), CHAN_ITEM, "weapons/cbar_hitbod2.wav", 1.0, ATTN_NORM, 0, 98 + RANDOM_LONG(0,3));
break;
case 2:
EMIT_SOUND_DYN( pOther->edict(), CHAN_ITEM, "weapons/cbar_hitbod3.wav", 1.0, ATTN_NORM, 0, 98 + RANDOM_LONG(0,3));
break;
}
// Push the player
Vector vecDir = pev->velocity.Normalize();
pOther->pev->flags &= ~FL_ONGROUND;
((CBasePlayer*)pOther)->m_vecHitVelocity = vecDir * DISC_PUSH_MULTIPLIER;
// Shield flash only if the player isnt frozen
if ( ((CBasePlayer*)pOther)->m_iFrozen == false )
{
pOther->pev->renderfx = kRenderFxGlowShell;
pOther->pev->rendercolor.x = 255;
pOther->pev->renderamt = 150;
}
((CBasePlayer*)pOther)->m_hLastPlayerToHitMe = m_hOwner;
((CBasePlayer*)pOther)->m_flLastDiscHit = gpGlobals->time;
((CBasePlayer*)pOther)->m_iLastDiscBounces = m_iBounces;
if ( m_bTeleported )
((CBasePlayer*)pOther)->m_flLastDiscHitTeleport = gpGlobals->time;
m_fDontTouchEnemies = gpGlobals->time + 2.0;
}
}
}
}
// Hit a disc?
else if ( pOther->pev->iuser4 )
{
// Enemy Discs destroy each other
if ( pOther->pev->iuser4 != pev->iuser4 )
{
// Play a warp sound and sprite
CSprite *pSprite = CSprite::SpriteCreate( "sprites/discreturn.spr", pev->origin, TRUE );
pSprite->AnimateAndDie( 60 );
pSprite->SetTransparency( kRenderTransAdd, 255, 255, 255, 255, kRenderFxNoDissipation );
pSprite->SetScale( 1 );
EMIT_SOUND_DYN( edict(), CHAN_ITEM, "dischit.wav", 1.0, ATTN_NORM, 0, 98 + RANDOM_LONG(0,3));
// Return both discs to their owners
((CDisc*)pOther)->ReturnToThrower();
ReturnToThrower();
}
else
{
// Friendly discs just pass through each other
}
}
else
{
m_iBounces++;
switch ( RANDOM_LONG( 0, 1 ) )
{
case 0: EMIT_SOUND_DYN( edict(), CHAN_ITEM, "weapons/xbow_hit1.wav", 1.0, ATTN_NORM, 0, 98 + RANDOM_LONG(0,3)); break;
case 1: EMIT_SOUND_DYN( edict(), CHAN_ITEM, "weapons/xbow_hit2.wav", 1.0, ATTN_NORM, 0, 98 + RANDOM_LONG(0,3)); break;
}
UTIL_Sparks( pev->origin, edict() );
}
}
void CDisc::DiscThink()
{
// Make Freeze discs home towards any player ahead of them
if ( (m_iPowerupFlags & POW_FREEZE) && (m_iBounces == 0) )
{
// Use an existing target if he's still in the view cone
if ( m_pLockTarget != NULL )
{
Vector vecDir = (m_pLockTarget->pev->origin - pev->origin).Normalize();
UTIL_MakeVectors( pev->angles );
float flDot = DotProduct( gpGlobals->v_forward, vecDir );
if ( flDot < 0.6 )
m_pLockTarget = NULL;
}
// Get a new target if we don't have one
if ( m_pLockTarget == NULL )
{
CBaseEntity *pOther = NULL;
// Examine all entities within a reasonable radius
while ((pOther = UTIL_FindEntityByClassname( pOther, "player" )) != NULL)
{
// Skip the guy who threw this
if ( ((CBaseEntity*)m_hOwner) == pOther )
continue;
// Skip observers
if ( ((CBasePlayer*)pOther)->IsObserver() )
continue;
// Make sure the enemy's in a cone ahead of us
Vector vecDir = (pOther->pev->origin - pev->origin).Normalize();
UTIL_MakeVectors( pev->angles );
float flDot = DotProduct( gpGlobals->v_forward, vecDir );
if ( flDot > 0.6 )
{
m_pLockTarget = pOther;
break;
}
}
}
// Track towards our target
if ( m_pLockTarget != NULL )
{
// Calculate new velocity
Vector vecDir = (m_pLockTarget->pev->origin - pev->origin).Normalize();
pev->velocity = ( pev->velocity.Normalize() + (vecDir.Normalize() * 0.25)).Normalize();
pev->velocity = pev->velocity * DISC_VELOCITY;
pev->angles = UTIL_VecToAngles( pev->velocity );
}
}
// Track the player if we've bounced 3 or more times ( Fast discs remove immediately )
if ( m_iBounces >= 3 || (m_iPowerupFlags & POW_FAST && m_iBounces >= 1) )
{
// Remove myself if my owner's died
if (m_bRemoveSelf)
{
STOP_SOUND( edict(), CHAN_VOICE, "weapons/rocket1.wav" );
UTIL_Remove( this );
return;
}
// 7 Bounces, just remove myself
if ( m_iBounces > 7 )
{
ReturnToThrower();
return;
}
// Start heading for the player
if ( m_hOwner )
{
Vector vecDir = ( m_hOwner->pev->origin - pev->origin );
vecDir = vecDir.Normalize();
pev->velocity = vecDir * DISC_VELOCITY;
pev->nextthink = gpGlobals->time + 0.1;
}
else
{
UTIL_Remove( this );
}
}
// Sanity check
if ( pev->velocity == g_vecZero )
ReturnToThrower();
pev->nextthink = gpGlobals->time + 0.1;
}
CDisc *CDisc::CreateDisc( Vector vecOrigin, Vector vecAngles, CBaseEntity *pOwner, CDiscWeapon *pLauncher, bool bDecapitator, int iPowerupFlags )
{
CDisc *pDisc = GetClassPtr( (CDisc *)NULL );
UTIL_SetOrigin( pDisc->pev, vecOrigin );
pDisc->m_iPowerupFlags = iPowerupFlags;
// Hard shots always decapitate
if ( pDisc->m_iPowerupFlags & POW_HARD )
pDisc->m_bDecapitate = TRUE;
else
pDisc->m_bDecapitate = bDecapitator;
pDisc->pev->angles = vecAngles;
pDisc->pev->owner = pOwner->edict();
pDisc->pev->team = pOwner->pev->team;
pDisc->pev->iuser4 = pOwner->pev->iuser4;
// Set the Group Info
pDisc->pev->groupinfo = pOwner->pev->groupinfo;
pDisc->m_pLauncher = pLauncher;
pDisc->Spawn();
return pDisc;
}
#endif // !CLIENT_DLL
//========================================================================================
// DISC WEAPON
//========================================================================================
void CDiscWeapon::Spawn( )
{
Precache( );
m_iId = WEAPON_DISC;
SET_MODEL(ENT(pev), "models/disc.mdl");
#if !defined( CLIENT_DLL )
pev->dmg = gSkillData.plrDmgHandGrenade;
#endif
m_iDefaultAmmo = STARTING_DISCS;
m_iFastShotDiscs = NUM_FASTSHOT_DISCS;
FallInit();// get ready to fall down.
}
void CDiscWeapon::Precache( void )
{
PRECACHE_MODEL("models/disc.mdl");
PRECACHE_MODEL("models/disc_hard.mdl");
PRECACHE_MODEL("models/v_disc.mdl");
PRECACHE_MODEL("models/p_disc.mdl");
PRECACHE_SOUND("weapons/cbar_miss1.wav");
m_iSpriteTexture = PRECACHE_MODEL( "sprites/lgtning.spr" );
m_usFireDisc = PRECACHE_EVENT( 1, "events/firedisc.sc" );
}
int CDiscWeapon::GetItemInfo(ItemInfo *p)
{
p->pszName = STRING(pev->classname);
p->pszAmmo1 = "disc";
p->iMaxAmmo1 = MAX_DISCS;
p->pszAmmo2 = NULL;
p->iMaxAmmo2 = -1;
p->iMaxClip = WEAPON_NOCLIP;
p->iSlot = 4;
p->iPosition = 0;
p->iId = WEAPON_DISC;
p->iWeight = 100;
p->iFlags = ITEM_FLAG_NOAUTORELOAD | ITEM_FLAG_NOAUTOSWITCHEMPTY;
return 1;
}
BOOL CDiscWeapon::Deploy( )
{
return DefaultDeploy( "models/v_disc.mdl", "models/p_disc.mdl", DISC_DRAW, "crowbar" );
}
BOOL CDiscWeapon::CanHolster( void )
{
return TRUE;
}
void CDiscWeapon::Holster( int skiplocal /* = 0 */ )
{
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5;
if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType])
{
SendWeaponAnim( DISC_HOLSTER, 1 );
}
else
{
// no more grenades!
m_pPlayer->pev->weapons &= ~(1<<WEAPON_DISC);
SetThink( &CDiscWeapon::DestroyItem );
pev->nextthink = gpGlobals->time + 0.1;
}
EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "common/null.wav", 1.0, ATTN_NORM);
}
CDisc *CDiscWeapon::FireDisc( bool bDecapitator )
{
CDisc *pReturnDisc = NULL;
SendWeaponAnim( DISC_THROW1, 1 );
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
#if !defined( CLIENT_DLL )
Vector vecFireDir = g_vecZero;
vecFireDir[1] = m_pPlayer->pev->v_angle[1];
UTIL_MakeVectors( vecFireDir );
Vector vecSrc = m_pPlayer->pev->origin + (m_pPlayer->pev->view_ofs * 0.25) + gpGlobals->v_forward * 16;
CDisc *pDisc = CDisc::CreateDisc( vecSrc, vecFireDir, m_pPlayer, this, bDecapitator, m_pPlayer->m_iPowerups );
pReturnDisc = pDisc;
// Triple shot fires 2 more disks
if ( m_pPlayer->HasPowerup( POW_TRIPLE ) )
{
// The 2 extra discs from triple shot are removed after their 3rd bounce
vecFireDir[1] = m_pPlayer->pev->v_angle[1] - 7;
UTIL_MakeVectors( vecFireDir );
vecSrc = m_pPlayer->pev->origin + (m_pPlayer->pev->view_ofs * 0.25) + gpGlobals->v_forward * 16;
pDisc = CDisc::CreateDisc( vecSrc, vecFireDir, m_pPlayer, this, bDecapitator, POW_TRIPLE );
pDisc->m_bRemoveSelf = true;
vecFireDir[1] = m_pPlayer->pev->v_angle[1] + 7;
UTIL_MakeVectors( vecFireDir );
vecSrc = m_pPlayer->pev->origin + (m_pPlayer->pev->view_ofs * 0.25) + gpGlobals->v_forward * 16;
pDisc = CDisc::CreateDisc( vecSrc, vecFireDir, m_pPlayer, this, bDecapitator, POW_TRIPLE );
pDisc->m_bRemoveSelf = true;
}
#endif
// Fast shot allows faster throwing
float flTimeToNextShot = 0.5;
if ( m_pPlayer->HasPowerup( POW_FAST ) )
flTimeToNextShot = 0.2;
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + flTimeToNextShot;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + flTimeToNextShot;
return pReturnDisc;
}
void CDiscWeapon::PrimaryAttack()
{
#if !defined( CLIENT_DLL )
if ( m_pPlayer->m_pCurrentArena )
{
if ( m_pPlayer->m_pCurrentArena->AllowedToFire() == false )
return;
}
#endif
if ( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] )
{
PLAYBACK_EVENT_FULL( FEV_NOTHOST, m_pPlayer->edict(), m_usFireDisc, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, 0, 0, 0, 0 );
CDisc *pDisc = FireDisc( false );
// Fast powerup has a number of discs per 1 normal disc
if ( m_pPlayer->HasPowerup( POW_FAST ) )
{
m_iFastShotDiscs--;
if ( m_iFastShotDiscs )
{
// Make this disc remove itself
pDisc->m_bRemoveSelf = true;
return;
}
m_iFastShotDiscs = NUM_FASTSHOT_DISCS;
}
m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]--;
// If we have powered discs, remove one
if ( m_pPlayer->m_iPowerupDiscs )
{
m_pPlayer->m_iPowerupDiscs--;
if ( !m_pPlayer->m_iPowerupDiscs )
m_pPlayer->RemoveAllPowerups();
}
}
}
void CDiscWeapon::SecondaryAttack()
{
#if !defined( CLIENT_DLL )
if ( m_pPlayer->m_pCurrentArena )
{
if ( m_pPlayer->m_pCurrentArena->AllowedToFire() == false )
return;
}
#endif
// Fast powerup has a number of discs per 1 normal disc (so it can throw a decap when it has at least 1 real disc)
if ( (m_pPlayer->HasPowerup( POW_FAST ) && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] > 0 ) ||
( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] == MAX_DISCS ) )
{
PLAYBACK_EVENT_FULL( FEV_NOTHOST, m_pPlayer->edict(), m_usFireDisc, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, 0, 0, 1, 0 );
FireDisc( true );
// Deduct MAX_DISCS from fast shot, or deduct all discs if we don't have fast shot
if ( m_pPlayer->HasPowerup( POW_FAST ) )
{
for ( int i = 1; i <= MAX_DISCS; i++ )
{
m_iFastShotDiscs--;
if ( m_iFastShotDiscs == 0 )
{
m_iFastShotDiscs = NUM_FASTSHOT_DISCS;
m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]--;
// Remove a powered disc
m_pPlayer->m_iPowerupDiscs--;
if ( !m_pPlayer->m_iPowerupDiscs )
m_pPlayer->RemoveAllPowerups();
}
}
}
else
{
m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] = 0;
// If we have powered discs, remove one
if ( m_pPlayer->m_iPowerupDiscs )
{
m_pPlayer->m_iPowerupDiscs--;
if ( !m_pPlayer->m_iPowerupDiscs )
m_pPlayer->RemoveAllPowerups();
}
}
}
}
void CDiscWeapon::WeaponIdle( void )
{
#if !defined( CLIENT_DLL )
if ( m_pPlayer->HasPowerup(POW_VISUALIZE_REBOUNDS) )
{
Vector vecFireDir = g_vecZero;
Vector vecSrc = m_pPlayer->pev->origin + (m_pPlayer->pev->view_ofs * 0.25);
vecFireDir[1] = m_pPlayer->pev->v_angle[1];
// Draw beams to show where rebounds will go
for (int i = 0; i < 3; i++)
{
TraceResult tr;
UTIL_MakeVectors( vecFireDir );
UTIL_TraceLine( vecSrc, (vecSrc + gpGlobals->v_forward * 2048), ignore_monsters, ENT(pev), &tr );
MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY );
WRITE_BYTE( TE_BEAMPOINTS );
WRITE_COORD( vecSrc.x);
WRITE_COORD( vecSrc.y);
WRITE_COORD( vecSrc.z);
WRITE_COORD( tr.vecEndPos.x);
WRITE_COORD( tr.vecEndPos.y);
WRITE_COORD( tr.vecEndPos.z);
WRITE_SHORT( m_iSpriteTexture );
WRITE_BYTE( 0 ); // framerate
WRITE_BYTE( 0 ); // framerate
WRITE_BYTE( 1 ); // life
WRITE_BYTE( 40 ); // width
WRITE_BYTE( 0 ); // noise
WRITE_BYTE( i * 50 ); // r, g, b
WRITE_BYTE( i * 50 ); // r, g, b
WRITE_BYTE( 200 - (i * 50)); // r, g, b
WRITE_BYTE( 128 - (i * 30) ); // r, g, b
WRITE_BYTE( 0 ); // speed
MESSAGE_END();
// Calculate rebound angle
Vector vecOut;
Vector vecIn = tr.vecEndPos - (tr.vecEndPos - (gpGlobals->v_forward * 5));
float backoff = DotProduct( vecIn, tr.vecPlaneNormal ) * 2.0;
for (int i=0 ; i<3 ; i++)
{
float change = tr.vecPlaneNormal[i] * backoff;
vecOut[i] = vecIn[i] - change;
if (vecOut[i] > -0.1 && vecOut[i] < 0.1)
vecOut[i] = 0;
}
vecOut = vecOut.Normalize();
vecSrc = tr.vecEndPos;
vecFireDir = UTIL_VecToAngles(vecOut);
}
}
#endif
if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase())
return;
if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType])
{
int iAnim;
float flRand = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0, 1 );
if (flRand <= 0.75)
{
iAnim = DISC_IDLE;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );// how long till we do this again.
}
else
{
iAnim = DISC_FIDGET;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 75.0 / 30.0;
}
SendWeaponAnim( iAnim, 1 );
}
}
// Prevent disc weapons lying around on the ground
int CDiscWeapon::AddDuplicate( CBasePlayerItem *pOriginal )
{
pev->flags |= FL_KILLME;
return FALSE;
}