mirror of
https://github.com/shawns-valve/halflife.git
synced 2024-11-25 21:51:06 +00:00
753 lines
20 KiB
C++
753 lines
20 KiB
C++
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//=========== (C) Copyright 1999 Valve, L.L.C. All rights reserved. ===========
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//
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// The copyright to the contents herein is the property of Valve, L.L.C.
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// The contents may be used and/or copied only with the written permission of
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// Valve, L.L.C., or in accordance with the terms and conditions stipulated in
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// the agreement/contract under which the contents have been supplied.
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//
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// Purpose: Weapon functionality for Discwar
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//
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// $Workfile: $
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// $Date: $
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//
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//-----------------------------------------------------------------------------
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// $Log: $
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//
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// $NoKeywords: $
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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 "effects.h"
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#include "discwar.h"
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#include "disc_objects.h"
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#include "disc_arena.h"
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// Disc trail colors
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float g_iaDiscColors[33][3] =
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{
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{ 255, 255, 255, },
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{ 250, 0, 0 },
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{ 0, 0, 250 },
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{ 0, 250, 0 },
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{ 128, 128, 0 },
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{ 128, 0, 128 },
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{ 0, 128, 128 },
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{ 128, 128, 128 },
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{ 64, 128, 0 },
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{ 128, 64, 0 },
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{ 128, 0, 64 },
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{ 64, 0, 128 },
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{ 0, 64, 128 },
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{ 64, 64, 128 },
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{ 128, 64, 64 },
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{ 64, 128, 64 },
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{ 128, 128, 64 },
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{ 128, 64, 128 },
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{ 64, 128, 128 },
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{ 250, 128, 0 },
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{ 128, 250, 0 },
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{ 128, 0, 250 },
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{ 250, 0, 128 },
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{ 0, 250, 128 },
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{ 250, 250, 128 },
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{ 250, 128, 250 },
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{ 128, 250, 250 },
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{ 250, 128, 64 },
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{ 250, 64, 128 },
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{ 128, 250, 64 },
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{ 64, 128, 250 },
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{ 128, 64, 250 },
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};
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enum disc_e
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{
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DISC_IDLE = 0,
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DISC_FIDGET,
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DISC_PINPULL,
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DISC_THROW1, // toss
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DISC_THROW2, // medium
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DISC_THROW3, // hard
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DISC_HOLSTER,
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DISC_DRAW
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};
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#include "disc_weapon.h"
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LINK_ENTITY_TO_CLASS( weapon_disc, CDiscWeapon );
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#if !defined( CLIENT_DLL )
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LINK_ENTITY_TO_CLASS( disc, CDisc );
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//========================================================================================
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// DISC
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//========================================================================================
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void CDisc::Spawn( void )
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{
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Precache( );
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pev->classname = MAKE_STRING("disc");
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pev->movetype = MOVETYPE_BOUNCEMISSILE;
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pev->solid = SOLID_TRIGGER;
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// Setup model
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if ( m_iPowerupFlags & POW_HARD )
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SET_MODEL(ENT(pev), "models/disc_hard.mdl");
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else
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SET_MODEL(ENT(pev), "models/disc.mdl");
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UTIL_SetSize(pev, Vector( -4,-4,-4 ), Vector(4, 4, 4));
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UTIL_SetOrigin( pev, pev->origin );
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SetTouch( &CDisc::DiscTouch );
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SetThink( &CDisc::DiscThink );
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m_iBounces = 0;
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m_fDontTouchOwner = gpGlobals->time + 0.2;
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m_fDontTouchEnemies = 0;
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m_bRemoveSelf = false;
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m_bTeleported = false;
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m_pLockTarget = NULL;
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UTIL_MakeVectors( pev->angles );
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// Fast powerup makes discs go faster
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if ( m_iPowerupFlags & POW_FAST )
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pev->velocity = gpGlobals->v_forward * DISC_VELOCITY * 1.5;
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else
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pev->velocity = gpGlobals->v_forward * DISC_VELOCITY;
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// Pull our owner out so we will still touch it
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if ( pev->owner )
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m_hOwner = Instance(pev->owner);
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pev->owner = NULL;
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// Trail
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MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY );
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WRITE_BYTE( TE_BEAMFOLLOW );
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WRITE_SHORT(entindex()); // entity
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WRITE_SHORT(m_iTrail ); // model
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if (m_bDecapitate)
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WRITE_BYTE( 5 ); // life
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else
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WRITE_BYTE( 3 ); // life
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WRITE_BYTE( 5 ); // width
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WRITE_BYTE( g_iaDiscColors[pev->team][0] ); // r, g, b
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WRITE_BYTE( g_iaDiscColors[pev->team][1] ); // r, g, b
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WRITE_BYTE( g_iaDiscColors[pev->team][2] ); // r, g, b
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WRITE_BYTE( 250 ); // brightness
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MESSAGE_END();
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// Decapitator's make sound
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if (m_bDecapitate)
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EMIT_SOUND( ENT(pev), CHAN_VOICE, "weapons/rocket1.wav", 0.5, 0.5 );
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// Highlighter
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pev->renderfx = kRenderFxGlowShell;
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for (int i = 0; i <= 2;i ++)
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pev->rendercolor[i] = g_iaDiscColors[pev->team][i];
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pev->renderamt = 100;
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pev->nextthink = gpGlobals->time + 0.1;
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}
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void CDisc::Precache( void )
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{
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PRECACHE_MODEL("models/disc.mdl");
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PRECACHE_MODEL("models/disc_hard.mdl");
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PRECACHE_SOUND("weapons/cbar_hitbod1.wav");
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PRECACHE_SOUND("weapons/cbar_hitbod2.wav");
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PRECACHE_SOUND("weapons/cbar_hitbod3.wav");
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PRECACHE_SOUND("weapons/altfire.wav");
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PRECACHE_SOUND("items/gunpickup2.wav");
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PRECACHE_SOUND("weapons/electro5.wav");
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PRECACHE_SOUND("weapons/xbow_hit1.wav");
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PRECACHE_SOUND("weapons/xbow_hit2.wav");
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PRECACHE_SOUND("weapons/rocket1.wav");
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PRECACHE_SOUND("dischit.wav");
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m_iTrail = PRECACHE_MODEL("sprites/smoke.spr");
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m_iSpriteTexture = PRECACHE_MODEL( "sprites/lgtning.spr" );
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}
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/*
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void CDisc::SetObjectCollisionBox( void )
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{
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pev->absmin = pev->origin + Vector( -8, -8, 8 );
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pev->absmax = pev->origin + Vector( 8, 8, 8 );
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}
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*/
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// Give the disc back to it's owner
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void CDisc::ReturnToThrower( void )
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{
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if (m_bDecapitate)
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{
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STOP_SOUND( edict(), CHAN_VOICE, "weapons/rocket1.wav" );
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if ( !m_bRemoveSelf )
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((CBasePlayer*)(CBaseEntity*)m_hOwner)->GiveAmmo( MAX_DISCS, "disc", MAX_DISCS );
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}
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else
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{
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if ( !m_bRemoveSelf )
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((CBasePlayer*)(CBaseEntity*)m_hOwner)->GiveAmmo( 1, "disc", MAX_DISCS );
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}
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UTIL_Remove( this );
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}
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void CDisc::DiscTouch ( CBaseEntity *pOther )
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{
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// Push players backwards
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if ( pOther->IsPlayer() )
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{
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if ( ((CBaseEntity*)m_hOwner) == pOther )
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{
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if (m_fDontTouchOwner < gpGlobals->time)
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{
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// Play catch sound
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EMIT_SOUND_DYN( pOther->edict(), CHAN_WEAPON, "items/gunpickup2.wav", 1.0, ATTN_NORM, 0, 98 + RANDOM_LONG(0,3));
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ReturnToThrower();
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}
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return;
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}
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else if ( m_fDontTouchEnemies < gpGlobals->time)
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{
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if ( pev->team != pOther->pev->team )
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{
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((CBasePlayer*)pOther)->m_LastHitGroup = HITGROUP_GENERIC;
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// Do freeze seperately so you can freeze and shatter a person with a single shot
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if ( m_iPowerupFlags & POW_FREEZE && ((CBasePlayer*)pOther)->m_iFrozen == FALSE )
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{
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// Freeze the player and make them glow blue
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EMIT_SOUND_DYN( pOther->edict(), CHAN_WEAPON, "weapons/electro5.wav", 1.0, ATTN_NORM, 0, 98 + RANDOM_LONG(0,3));
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((CBasePlayer*)pOther)->Freeze();
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// If it's not a decap, return now. If it's a decap, continue to shatter
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if ( !m_bDecapitate )
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{
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m_fDontTouchEnemies = gpGlobals->time + 2.0;
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return;
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}
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}
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// Decap or push
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if (m_bDecapitate)
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{
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// Decapitate!
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if ( m_bTeleported )
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((CBasePlayer*)pOther)->m_flLastDiscHitTeleport = gpGlobals->time;
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((CBasePlayer*)pOther)->Decapitate( ((CBaseEntity*)m_hOwner)->pev );
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m_fDontTouchEnemies = gpGlobals->time + 0.5;
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}
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else
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{
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// Play thwack 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_DYN( pOther->edict(), CHAN_ITEM, "weapons/cbar_hitbod1.wav", 1.0, 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( pOther->edict(), CHAN_ITEM, "weapons/cbar_hitbod2.wav", 1.0, ATTN_NORM, 0, 98 + RANDOM_LONG(0,3));
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break;
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case 2:
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EMIT_SOUND_DYN( pOther->edict(), CHAN_ITEM, "weapons/cbar_hitbod3.wav", 1.0, ATTN_NORM, 0, 98 + RANDOM_LONG(0,3));
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break;
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}
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// Push the player
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Vector vecDir = pev->velocity.Normalize();
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pOther->pev->flags &= ~FL_ONGROUND;
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((CBasePlayer*)pOther)->m_vecHitVelocity = vecDir * DISC_PUSH_MULTIPLIER;
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// Shield flash only if the player isnt frozen
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if ( ((CBasePlayer*)pOther)->m_iFrozen == false )
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{
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pOther->pev->renderfx = kRenderFxGlowShell;
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pOther->pev->rendercolor.x = 255;
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pOther->pev->renderamt = 150;
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}
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((CBasePlayer*)pOther)->m_hLastPlayerToHitMe = m_hOwner;
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((CBasePlayer*)pOther)->m_flLastDiscHit = gpGlobals->time;
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((CBasePlayer*)pOther)->m_iLastDiscBounces = m_iBounces;
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if ( m_bTeleported )
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((CBasePlayer*)pOther)->m_flLastDiscHitTeleport = gpGlobals->time;
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m_fDontTouchEnemies = gpGlobals->time + 2.0;
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}
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}
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}
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}
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// Hit a disc?
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else if ( pOther->pev->iuser4 )
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{
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// Enemy Discs destroy each other
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if ( pOther->pev->iuser4 != pev->iuser4 )
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{
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// Play a warp sound and sprite
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CSprite *pSprite = CSprite::SpriteCreate( "sprites/discreturn.spr", pev->origin, TRUE );
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pSprite->AnimateAndDie( 60 );
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pSprite->SetTransparency( kRenderTransAdd, 255, 255, 255, 255, kRenderFxNoDissipation );
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pSprite->SetScale( 1 );
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EMIT_SOUND_DYN( edict(), CHAN_ITEM, "dischit.wav", 1.0, ATTN_NORM, 0, 98 + RANDOM_LONG(0,3));
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// Return both discs to their owners
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((CDisc*)pOther)->ReturnToThrower();
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ReturnToThrower();
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}
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else
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{
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// Friendly discs just pass through each other
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}
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}
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else
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{
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m_iBounces++;
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switch ( RANDOM_LONG( 0, 1 ) )
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{
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case 0: EMIT_SOUND_DYN( edict(), CHAN_ITEM, "weapons/xbow_hit1.wav", 1.0, ATTN_NORM, 0, 98 + RANDOM_LONG(0,3)); break;
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case 1: EMIT_SOUND_DYN( edict(), CHAN_ITEM, "weapons/xbow_hit2.wav", 1.0, ATTN_NORM, 0, 98 + RANDOM_LONG(0,3)); break;
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}
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UTIL_Sparks( pev->origin, edict() );
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}
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}
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void CDisc::DiscThink()
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{
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// Make Freeze discs home towards any player ahead of them
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if ( (m_iPowerupFlags & POW_FREEZE) && (m_iBounces == 0) )
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{
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// Use an existing target if he's still in the view cone
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if ( m_pLockTarget != NULL )
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{
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Vector vecDir = (m_pLockTarget->pev->origin - pev->origin).Normalize();
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UTIL_MakeVectors( pev->angles );
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float flDot = DotProduct( gpGlobals->v_forward, vecDir );
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if ( flDot < 0.6 )
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m_pLockTarget = NULL;
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}
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// Get a new target if we don't have one
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if ( m_pLockTarget == NULL )
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{
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CBaseEntity *pOther = NULL;
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// Examine all entities within a reasonable radius
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while ((pOther = UTIL_FindEntityByClassname( pOther, "player" )) != NULL)
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{
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// Skip the guy who threw this
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if ( ((CBaseEntity*)m_hOwner) == pOther )
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continue;
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// Skip observers
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if ( ((CBasePlayer*)pOther)->IsObserver() )
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continue;
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// Make sure the enemy's in a cone ahead of us
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Vector vecDir = (pOther->pev->origin - pev->origin).Normalize();
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UTIL_MakeVectors( pev->angles );
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float flDot = DotProduct( gpGlobals->v_forward, vecDir );
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if ( flDot > 0.6 )
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{
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m_pLockTarget = pOther;
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break;
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}
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}
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}
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// Track towards our target
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if ( m_pLockTarget != NULL )
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{
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// Calculate new velocity
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Vector vecDir = (m_pLockTarget->pev->origin - pev->origin).Normalize();
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pev->velocity = ( pev->velocity.Normalize() + (vecDir.Normalize() * 0.25)).Normalize();
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pev->velocity = pev->velocity * DISC_VELOCITY;
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pev->angles = UTIL_VecToAngles( pev->velocity );
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}
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}
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// Track the player if we've bounced 3 or more times ( Fast discs remove immediately )
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if ( m_iBounces >= 3 || (m_iPowerupFlags & POW_FAST && m_iBounces >= 1) )
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{
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// Remove myself if my owner's died
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if (m_bRemoveSelf)
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{
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STOP_SOUND( edict(), CHAN_VOICE, "weapons/rocket1.wav" );
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UTIL_Remove( this );
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return;
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}
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// 7 Bounces, just remove myself
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if ( m_iBounces > 7 )
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{
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ReturnToThrower();
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return;
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}
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// Start heading for the player
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if ( m_hOwner )
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{
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Vector vecDir = ( m_hOwner->pev->origin - pev->origin );
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vecDir = vecDir.Normalize();
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pev->velocity = vecDir * DISC_VELOCITY;
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pev->nextthink = gpGlobals->time + 0.1;
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}
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else
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{
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UTIL_Remove( this );
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}
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}
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// Sanity check
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if ( pev->velocity == g_vecZero )
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ReturnToThrower();
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pev->nextthink = gpGlobals->time + 0.1;
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}
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CDisc *CDisc::CreateDisc( Vector vecOrigin, Vector vecAngles, CBaseEntity *pOwner, CDiscWeapon *pLauncher, bool bDecapitator, int iPowerupFlags )
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{
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CDisc *pDisc = GetClassPtr( (CDisc *)NULL );
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UTIL_SetOrigin( pDisc->pev, vecOrigin );
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pDisc->m_iPowerupFlags = iPowerupFlags;
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// Hard shots always decapitate
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if ( pDisc->m_iPowerupFlags & POW_HARD )
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pDisc->m_bDecapitate = TRUE;
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else
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pDisc->m_bDecapitate = bDecapitator;
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pDisc->pev->angles = vecAngles;
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pDisc->pev->owner = pOwner->edict();
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pDisc->pev->team = pOwner->pev->team;
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pDisc->pev->iuser4 = pOwner->pev->iuser4;
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// Set the Group Info
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pDisc->pev->groupinfo = pOwner->pev->groupinfo;
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pDisc->m_pLauncher = pLauncher;
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pDisc->Spawn();
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return pDisc;
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}
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#endif // !CLIENT_DLL
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//========================================================================================
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// DISC WEAPON
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//========================================================================================
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void CDiscWeapon::Spawn( )
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{
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Precache( );
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m_iId = WEAPON_DISC;
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SET_MODEL(ENT(pev), "models/disc.mdl");
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#if !defined( CLIENT_DLL )
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pev->dmg = gSkillData.plrDmgHandGrenade;
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#endif
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m_iDefaultAmmo = STARTING_DISCS;
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m_iFastShotDiscs = NUM_FASTSHOT_DISCS;
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FallInit();// get ready to fall down.
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}
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void CDiscWeapon::Precache( void )
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{
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PRECACHE_MODEL("models/disc.mdl");
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PRECACHE_MODEL("models/disc_hard.mdl");
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PRECACHE_MODEL("models/v_disc.mdl");
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PRECACHE_MODEL("models/p_disc.mdl");
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PRECACHE_SOUND("weapons/cbar_miss1.wav");
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m_iSpriteTexture = PRECACHE_MODEL( "sprites/lgtning.spr" );
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m_usFireDisc = PRECACHE_EVENT( 1, "events/firedisc.sc" );
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}
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int CDiscWeapon::GetItemInfo(ItemInfo *p)
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{
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p->pszName = STRING(pev->classname);
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p->pszAmmo1 = "disc";
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p->iMaxAmmo1 = MAX_DISCS;
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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;
|
|
}
|
|
|
|
|
|
|