2022-12-17 13:32:43 +01:00
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/***
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2013-08-30 13:34:05 -07:00
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*
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* Copyright (c) 1996-2001, 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 "player.h"
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#include "soundent.h"
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#include "shake.h"
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#include "gamerules.h"
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2021-02-17 17:10:14 +01:00
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#include "UserMessages.h"
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2013-08-30 13:34:05 -07:00
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2021-11-28 16:54:48 +01:00
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LINK_ENTITY_TO_CLASS(weapon_gauss, CGauss);
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2013-08-30 13:34:05 -07:00
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2021-03-05 20:54:33 +01:00
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float CGauss::GetFullChargeTime()
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2013-08-30 13:34:05 -07:00
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{
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#ifdef CLIENT_DLL
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2021-11-28 16:54:48 +01:00
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if (bIsMultiplayer())
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2013-08-30 13:34:05 -07:00
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#else
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2021-11-28 16:54:48 +01:00
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if (g_pGameRules->IsMultiplayer())
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2013-08-30 13:34:05 -07:00
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#endif
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{
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return 1.5;
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}
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return 4;
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}
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#ifdef CLIENT_DLL
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2021-11-28 15:32:26 +01:00
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extern bool g_irunninggausspred;
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2013-08-30 13:34:05 -07:00
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#endif
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2021-11-28 16:54:48 +01:00
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void CGauss::Spawn()
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2013-08-30 13:34:05 -07:00
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{
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2021-11-28 16:54:48 +01:00
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Precache();
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2013-08-30 13:34:05 -07:00
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m_iId = WEAPON_GAUSS;
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SET_MODEL(ENT(pev), "models/w_gauss.mdl");
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m_iDefaultAmmo = GAUSS_DEFAULT_GIVE;
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2021-11-28 16:54:48 +01:00
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FallInit(); // get ready to fall down.
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2013-08-30 13:34:05 -07:00
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}
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2021-03-05 20:54:33 +01:00
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void CGauss::Precache()
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2013-08-30 13:34:05 -07:00
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{
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PRECACHE_MODEL("models/w_gauss.mdl");
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PRECACHE_MODEL("models/v_gauss.mdl");
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PRECACHE_MODEL("models/p_gauss.mdl");
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PRECACHE_SOUND("items/9mmclip1.wav");
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PRECACHE_SOUND("weapons/gauss2.wav");
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PRECACHE_SOUND("weapons/electro4.wav");
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PRECACHE_SOUND("weapons/electro5.wav");
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PRECACHE_SOUND("weapons/electro6.wav");
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PRECACHE_SOUND("ambience/pulsemachine.wav");
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2021-11-28 16:54:48 +01:00
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m_iGlow = PRECACHE_MODEL("sprites/hotglow.spr");
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m_iBalls = PRECACHE_MODEL("sprites/hotglow.spr");
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m_iBeam = PRECACHE_MODEL("sprites/smoke.spr");
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m_usGaussFire = PRECACHE_EVENT(1, "events/gauss.sc");
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m_usGaussSpin = PRECACHE_EVENT(1, "events/gaussspin.sc");
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2013-08-30 13:34:05 -07:00
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}
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2021-11-28 16:54:48 +01:00
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bool CGauss::GetItemInfo(ItemInfo* p)
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2013-08-30 13:34:05 -07:00
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{
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p->pszName = STRING(pev->classname);
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p->pszAmmo1 = "uranium";
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p->iMaxAmmo1 = URANIUM_MAX_CARRY;
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p->pszAmmo2 = NULL;
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p->iMaxAmmo2 = -1;
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p->iMaxClip = WEAPON_NOCLIP;
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p->iSlot = 3;
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p->iPosition = 1;
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p->iId = m_iId = WEAPON_GAUSS;
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p->iFlags = 0;
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p->iWeight = GAUSS_WEIGHT;
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2021-11-28 15:32:26 +01:00
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return true;
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2013-08-30 13:34:05 -07:00
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}
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2021-11-28 16:54:48 +01:00
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bool CGauss::Deploy()
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2013-08-30 13:34:05 -07:00
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{
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m_pPlayer->m_flPlayAftershock = 0.0;
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2021-11-28 16:54:48 +01:00
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return DefaultDeploy("models/v_gauss.mdl", "models/p_gauss.mdl", GAUSS_DRAW, "gauss");
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2013-08-30 13:34:05 -07:00
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}
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2021-10-21 14:00:29 +02:00
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void CGauss::Holster()
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2013-08-30 13:34:05 -07:00
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{
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2022-03-01 20:28:06 +01:00
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SendStopEvent(true);
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2021-11-28 16:54:48 +01:00
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2013-08-30 13:34:05 -07:00
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5;
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2021-11-28 16:54:48 +01:00
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SendWeaponAnim(GAUSS_HOLSTER);
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2013-08-30 13:34:05 -07:00
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m_fInAttack = 0;
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}
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void CGauss::PrimaryAttack()
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{
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// don't fire underwater
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2021-11-28 16:54:48 +01:00
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if (m_pPlayer->pev->waterlevel == 3)
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2013-08-30 13:34:05 -07:00
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{
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2021-11-28 16:54:48 +01:00
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PlayEmptySound();
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2013-08-30 13:34:05 -07:00
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m_flNextSecondaryAttack = m_flNextPrimaryAttack = GetNextAttackDelay(0.15);
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return;
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}
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2021-11-28 16:54:48 +01:00
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if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] < 2)
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2013-08-30 13:34:05 -07:00
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{
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2021-11-28 16:54:48 +01:00
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PlayEmptySound();
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2013-08-30 13:34:05 -07:00
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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_pPlayer->m_iWeaponVolume = GAUSS_PRIMARY_FIRE_VOLUME;
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2021-11-19 13:45:16 +01:00
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m_fPrimaryFire = true;
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2013-08-30 13:34:05 -07:00
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m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] -= 2;
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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() + 0.2;
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}
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void CGauss::SecondaryAttack()
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{
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2024-08-28 13:34:30 +02:00
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// JoshA: Sanitize this so it's not total garbage on level transition
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// and we end up ear blasting the player!
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m_pPlayer->m_flStartCharge = V_min(m_pPlayer->m_flStartCharge, gpGlobals->time);
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2013-08-30 13:34:05 -07:00
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// don't fire underwater
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2021-11-28 16:54:48 +01:00
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if (m_pPlayer->pev->waterlevel == 3)
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2013-08-30 13:34:05 -07:00
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{
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2021-11-28 16:54:48 +01:00
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if (m_fInAttack != 0)
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2013-08-30 13:34:05 -07:00
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{
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2021-11-28 16:54:48 +01:00
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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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2022-02-28 22:08:48 +01:00
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//Have to send to the host as well because the client will predict the frame with m_fInAttack == 0
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SendStopEvent(true);
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2021-11-28 16:54:48 +01:00
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SendWeaponAnim(GAUSS_IDLE);
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2013-08-30 13:34:05 -07:00
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m_fInAttack = 0;
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}
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else
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{
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2021-11-28 16:54:48 +01:00
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PlayEmptySound();
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2013-08-30 13:34:05 -07:00
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}
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m_flNextSecondaryAttack = m_flNextPrimaryAttack = GetNextAttackDelay(0.5);
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return;
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}
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2021-11-28 16:54:48 +01:00
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if (m_fInAttack == 0)
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2013-08-30 13:34:05 -07:00
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{
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2021-11-28 16:54:48 +01:00
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if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0)
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2013-08-30 13:34:05 -07:00
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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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2021-11-19 13:43:33 +01:00
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m_fPrimaryFire = false;
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2013-08-30 13:34:05 -07:00
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2021-11-28 16:54:48 +01:00
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m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]--; // take one ammo just to start the spin
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2013-08-30 13:34:05 -07:00
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m_pPlayer->m_flNextAmmoBurn = UTIL_WeaponTimeBase();
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// spin up
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m_pPlayer->m_iWeaponVolume = GAUSS_PRIMARY_CHARGE_VOLUME;
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2021-11-28 16:54:48 +01:00
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SendWeaponAnim(GAUSS_SPINUP);
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2013-08-30 13:34:05 -07:00
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m_fInAttack = 1;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 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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2021-11-28 16:54:48 +01:00
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PLAYBACK_EVENT_FULL(FEV_NOTHOST, m_pPlayer->edict(), m_usGaussSpin, 0.0, g_vecZero, g_vecZero, 0.0, 0.0, 110, 0, 0, 0);
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2013-08-30 13:34:05 -07:00
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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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2021-11-28 16:54:48 +01:00
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SendWeaponAnim(GAUSS_SPIN);
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2013-08-30 13:34:05 -07:00
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m_fInAttack = 2;
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}
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}
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else
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{
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2023-03-31 18:53:33 +02:00
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if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] > 0)
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2013-08-30 13:34:05 -07:00
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{
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2023-03-31 18:53:33 +02:00
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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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2013-08-30 13:34:05 -07:00
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#ifdef CLIENT_DLL
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2023-03-31 18:53:33 +02:00
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if (bIsMultiplayer())
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2013-08-30 13:34:05 -07:00
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#else
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2023-03-31 18:53:33 +02:00
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if (g_pGameRules->IsMultiplayer())
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2013-08-30 13:34:05 -07:00
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#endif
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2023-03-31 18:53:33 +02:00
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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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2013-08-30 13:34:05 -07:00
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}
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}
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2021-11-28 16:54:48 +01:00
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if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0)
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2013-08-30 13:34:05 -07:00
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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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2021-11-28 16:54:48 +01:00
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if (UTIL_WeaponTimeBase() >= m_pPlayer->m_flAmmoStartCharge)
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2013-08-30 13:34:05 -07:00
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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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2021-11-28 16:54:48 +01:00
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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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2013-08-30 13:34:05 -07:00
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// ALERT( at_console, "%d %d %d\n", m_fInAttack, m_iSoundState, pitch );
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2021-11-28 16:54:48 +01:00
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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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2013-08-30 13:34:05 -07:00
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2021-11-28 16:54:48 +01:00
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PLAYBACK_EVENT_FULL(FEV_NOTHOST, m_pPlayer->edict(), m_usGaussSpin, 0.0, g_vecZero, g_vecZero, 0.0, 0.0, pitch, 0, (m_iSoundState == SND_CHANGE_PITCH) ? 1 : 0, 0);
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2013-08-30 13:34:05 -07:00
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m_iSoundState = SND_CHANGE_PITCH; // hack for going through level transitions
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m_pPlayer->m_iWeaponVolume = GAUSS_PRIMARY_CHARGE_VOLUME;
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2021-11-28 16:54:48 +01:00
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2013-08-30 13:34:05 -07:00
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// m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.1;
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2021-11-28 16:54:48 +01:00
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if (m_pPlayer->m_flStartCharge < gpGlobals->time - 10)
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2013-08-30 13:34:05 -07:00
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{
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// Player charged up too long. Zap him.
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2021-11-28 16:54:48 +01:00
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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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2013-08-30 13:34:05 -07:00
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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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2021-11-28 16:54:48 +01:00
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2022-02-28 22:08:48 +01:00
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SendStopEvent(false);
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2013-08-30 13:34:05 -07:00
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#ifndef CLIENT_DLL
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2023-02-02 13:17:24 +01:00
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m_pPlayer->TakeDamage(CWorld::World->pev, CWorld::World->pev, 50, DMG_SHOCK);
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2021-11-28 16:54:48 +01:00
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UTIL_ScreenFade(m_pPlayer, Vector(255, 128, 0), 2, 0.5, 128, FFADE_IN);
|
2013-08-30 13:34:05 -07:00
|
|
|
#endif
|
2021-11-28 16:54:48 +01:00
|
|
|
SendWeaponAnim(GAUSS_IDLE);
|
|
|
|
|
2013-08-30 13:34:05 -07:00
|
|
|
// Player may have been killed and this weapon dropped, don't execute any more code after this!
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//=========================================================
|
2021-11-28 16:54:48 +01:00
|
|
|
// StartFire- since all of this code has to run and then
|
|
|
|
// call Fire(), it was easier at this point to rip it out
|
2013-08-30 13:34:05 -07:00
|
|
|
// of weaponidle() and make its own function then to try to
|
2021-11-28 16:54:48 +01:00
|
|
|
// merge this into Fire(), which has some identical variable names
|
2013-08-30 13:34:05 -07:00
|
|
|
//=========================================================
|
2021-03-05 20:54:33 +01:00
|
|
|
void CGauss::StartFire()
|
2013-08-30 13:34:05 -07:00
|
|
|
{
|
|
|
|
float flDamage;
|
2021-11-28 16:54:48 +01:00
|
|
|
|
2024-08-28 13:34:30 +02:00
|
|
|
// JoshA: Sanitize this so it's not total garbage on level transition
|
|
|
|
// and we end up ear blasting the player!
|
|
|
|
m_pPlayer->m_flStartCharge = V_min(m_pPlayer->m_flStartCharge, gpGlobals->time);
|
|
|
|
|
2021-11-28 16:54:48 +01:00
|
|
|
UTIL_MakeVectors(m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle);
|
2013-08-30 13:34:05 -07:00
|
|
|
Vector vecAiming = gpGlobals->v_forward;
|
2021-11-28 16:54:48 +01:00
|
|
|
Vector vecSrc = m_pPlayer->GetGunPosition(); // + gpGlobals->v_up * -8 + gpGlobals->v_right * 8;
|
|
|
|
|
|
|
|
if (gpGlobals->time - m_pPlayer->m_flStartCharge > GetFullChargeTime())
|
2013-08-30 13:34:05 -07:00
|
|
|
{
|
|
|
|
flDamage = 200;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2021-11-28 16:54:48 +01:00
|
|
|
flDamage = 200 * ((gpGlobals->time - m_pPlayer->m_flStartCharge) / GetFullChargeTime());
|
2013-08-30 13:34:05 -07:00
|
|
|
}
|
|
|
|
|
2021-11-28 16:54:48 +01:00
|
|
|
if (m_fPrimaryFire)
|
2013-08-30 13:34:05 -07:00
|
|
|
{
|
|
|
|
// fixed damage on primary attack
|
|
|
|
#ifdef CLIENT_DLL
|
|
|
|
flDamage = 20;
|
2021-11-28 16:54:48 +01:00
|
|
|
#else
|
2013-08-30 13:34:05 -07:00
|
|
|
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;
|
|
|
|
|
2021-11-28 16:54:48 +01:00
|
|
|
if (!m_fPrimaryFire)
|
2013-08-30 13:34:05 -07:00
|
|
|
{
|
|
|
|
m_pPlayer->pev->velocity = m_pPlayer->pev->velocity - gpGlobals->v_forward * flDamage * 5;
|
|
|
|
}
|
|
|
|
|
2021-11-28 16:54:48 +01:00
|
|
|
if (!g_pGameRules->IsMultiplayer())
|
2013-08-30 13:34:05 -07:00
|
|
|
|
|
|
|
{
|
|
|
|
// in deathmatch, gauss can pop you up into the air. Not in single play.
|
|
|
|
m_pPlayer->pev->velocity.z = flZVel;
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
// player "shoot" animation
|
2021-11-28 16:54:48 +01:00
|
|
|
m_pPlayer->SetAnimation(PLAYER_ATTACK1);
|
2013-08-30 13:34:05 -07:00
|
|
|
}
|
|
|
|
|
|
|
|
// time until aftershock 'static discharge' sound
|
2021-11-28 16:54:48 +01:00
|
|
|
m_pPlayer->m_flPlayAftershock = gpGlobals->time + UTIL_SharedRandomFloat(m_pPlayer->random_seed, 0.3, 0.8);
|
2013-08-30 13:34:05 -07:00
|
|
|
|
2021-11-28 16:54:48 +01:00
|
|
|
Fire(vecSrc, vecAiming, flDamage);
|
2013-08-30 13:34:05 -07:00
|
|
|
}
|
|
|
|
|
2021-11-28 16:54:48 +01:00
|
|
|
void CGauss::Fire(Vector vecOrigSrc, Vector vecDir, float flDamage)
|
2013-08-30 13:34:05 -07:00
|
|
|
{
|
|
|
|
m_pPlayer->m_iWeaponVolume = GAUSS_PRIMARY_FIRE_VOLUME;
|
|
|
|
|
|
|
|
Vector vecSrc = vecOrigSrc;
|
|
|
|
Vector vecDest = vecSrc + vecDir * 8192;
|
2021-11-28 16:54:48 +01:00
|
|
|
edict_t* pentIgnore;
|
2013-08-30 13:34:05 -07:00
|
|
|
TraceResult tr, beam_tr;
|
|
|
|
float flMaxFrac = 1.0;
|
2021-11-28 16:54:48 +01:00
|
|
|
int nTotal = 0;
|
2021-11-28 15:32:26 +01:00
|
|
|
bool fHasPunched = false;
|
|
|
|
bool fFirstBeam = true;
|
2021-11-28 16:54:48 +01:00
|
|
|
int nMaxHits = 10;
|
2013-08-30 13:34:05 -07:00
|
|
|
|
2024-08-28 13:34:30 +02:00
|
|
|
pentIgnore = m_pPlayer->edict();
|
2013-08-30 13:34:05 -07:00
|
|
|
|
|
|
|
#ifdef CLIENT_DLL
|
2021-11-28 16:54:48 +01:00
|
|
|
if (m_fPrimaryFire == false)
|
|
|
|
g_irunninggausspred = true;
|
2013-08-30 13:34:05 -07:00
|
|
|
#endif
|
2021-11-28 16:54:48 +01:00
|
|
|
|
2013-08-30 13:34:05 -07:00
|
|
|
// The main firing event is sent unreliably so it won't be delayed.
|
2021-11-28 16:54:48 +01:00
|
|
|
PLAYBACK_EVENT_FULL(FEV_NOTHOST, m_pPlayer->edict(), m_usGaussFire, 0.0, m_pPlayer->pev->origin, m_pPlayer->pev->angles, flDamage, 0.0, 0, 0, m_fPrimaryFire ? 1 : 0, 0);
|
2013-08-30 13:34:05 -07:00
|
|
|
|
2022-02-28 22:08:48 +01:00
|
|
|
SendStopEvent(false);
|
2021-11-28 16:54:48 +01:00
|
|
|
|
2013-08-30 13:34:05 -07:00
|
|
|
|
|
|
|
/*ALERT( at_console, "%f %f %f\n%f %f %f\n",
|
|
|
|
vecSrc.x, vecSrc.y, vecSrc.z,
|
|
|
|
vecDest.x, vecDest.y, vecDest.z );*/
|
|
|
|
|
2021-11-28 16:54:48 +01:00
|
|
|
|
|
|
|
// ALERT( at_console, "%f %f\n", tr.flFraction, flMaxFrac );
|
2013-08-30 13:34:05 -07:00
|
|
|
|
|
|
|
#ifndef CLIENT_DLL
|
|
|
|
while (flDamage > 10 && nMaxHits > 0)
|
|
|
|
{
|
|
|
|
nMaxHits--;
|
|
|
|
|
|
|
|
// ALERT( at_console, "." );
|
|
|
|
UTIL_TraceLine(vecSrc, vecDest, dont_ignore_monsters, pentIgnore, &tr);
|
|
|
|
|
2021-11-28 15:32:26 +01:00
|
|
|
if (0 != tr.fAllSolid)
|
2013-08-30 13:34:05 -07:00
|
|
|
break;
|
|
|
|
|
2021-11-28 16:54:48 +01:00
|
|
|
CBaseEntity* pEntity = CBaseEntity::Instance(tr.pHit);
|
2013-08-30 13:34:05 -07:00
|
|
|
|
|
|
|
if (pEntity == NULL)
|
|
|
|
break;
|
|
|
|
|
2021-11-28 16:54:48 +01:00
|
|
|
if (fFirstBeam)
|
2013-08-30 13:34:05 -07:00
|
|
|
{
|
|
|
|
m_pPlayer->pev->effects |= EF_MUZZLEFLASH;
|
2021-11-28 15:32:26 +01:00
|
|
|
fFirstBeam = false;
|
2021-11-28 16:54:48 +01:00
|
|
|
|
2013-08-30 13:34:05 -07:00
|
|
|
nTotal += 26;
|
|
|
|
}
|
2021-11-28 16:54:48 +01:00
|
|
|
|
2021-11-28 15:32:26 +01:00
|
|
|
if (0 != pEntity->pev->takedamage)
|
2013-08-30 13:34:05 -07:00
|
|
|
{
|
|
|
|
ClearMultiDamage();
|
2024-08-28 13:34:30 +02:00
|
|
|
|
|
|
|
// if you hurt yourself clear the headshot bit
|
|
|
|
if (m_pPlayer->pev == pEntity->pev)
|
|
|
|
{
|
|
|
|
tr.iHitgroup = 0;
|
|
|
|
}
|
|
|
|
|
2021-11-28 16:54:48 +01:00
|
|
|
pEntity->TraceAttack(m_pPlayer->pev, flDamage, vecDir, &tr, DMG_BULLET);
|
2013-08-30 13:34:05 -07:00
|
|
|
ApplyMultiDamage(m_pPlayer->pev, m_pPlayer->pev);
|
|
|
|
}
|
|
|
|
|
2021-11-28 16:54:48 +01:00
|
|
|
if (pEntity->ReflectGauss())
|
2013-08-30 13:34:05 -07:00
|
|
|
{
|
|
|
|
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;
|
2021-11-28 16:54:48 +01:00
|
|
|
|
2013-08-30 13:34:05 -07:00
|
|
|
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
|
2021-11-28 16:54:48 +01:00
|
|
|
m_pPlayer->RadiusDamage(tr.vecEndPos, pev, m_pPlayer->pev, flDamage * n, CLASS_NONE, DMG_BLAST);
|
2013-08-30 13:34:05 -07:00
|
|
|
|
|
|
|
nTotal += 34;
|
2021-11-28 16:54:48 +01:00
|
|
|
|
2013-08-30 13:34:05 -07:00
|
|
|
// lose energy
|
2021-11-28 16:54:48 +01:00
|
|
|
if (n == 0)
|
|
|
|
n = 0.1;
|
2013-08-30 13:34:05 -07:00
|
|
|
flDamage = flDamage * (1 - n);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
nTotal += 13;
|
|
|
|
|
|
|
|
// limit it to one hole punch
|
|
|
|
if (fHasPunched)
|
|
|
|
break;
|
2021-11-28 15:32:26 +01:00
|
|
|
fHasPunched = true;
|
2013-08-30 13:34:05 -07:00
|
|
|
|
|
|
|
// try punching through wall if secondary attack (primary is incapable of breaking through)
|
2021-11-28 16:54:48 +01:00
|
|
|
if (!m_fPrimaryFire)
|
2013-08-30 13:34:05 -07:00
|
|
|
{
|
2021-11-28 16:54:48 +01:00
|
|
|
UTIL_TraceLine(tr.vecEndPos + vecDir * 8, vecDest, dont_ignore_monsters, pentIgnore, &beam_tr);
|
2021-11-28 15:32:26 +01:00
|
|
|
if (0 == beam_tr.fAllSolid)
|
2013-08-30 13:34:05 -07:00
|
|
|
{
|
|
|
|
// trace backwards to find exit point
|
2021-11-28 16:54:48 +01:00
|
|
|
UTIL_TraceLine(beam_tr.vecEndPos, tr.vecEndPos, dont_ignore_monsters, pentIgnore, &beam_tr);
|
2013-08-30 13:34:05 -07:00
|
|
|
|
2021-11-28 16:54:48 +01:00
|
|
|
float n = (beam_tr.vecEndPos - tr.vecEndPos).Length();
|
2013-08-30 13:34:05 -07:00
|
|
|
|
|
|
|
if (n < flDamage)
|
|
|
|
{
|
2021-11-28 16:54:48 +01:00
|
|
|
if (n == 0)
|
|
|
|
n = 1;
|
2013-08-30 13:34:05 -07:00
|
|
|
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;
|
|
|
|
|
2021-11-28 16:54:48 +01:00
|
|
|
|
|
|
|
if (g_pGameRules->IsMultiplayer())
|
2013-08-30 13:34:05 -07:00
|
|
|
{
|
2021-11-28 16:54:48 +01:00
|
|
|
damage_radius = flDamage * 1.75; // Old code == 2.5
|
2013-08-30 13:34:05 -07:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
damage_radius = flDamage * 2.5;
|
|
|
|
}
|
|
|
|
|
2021-11-28 16:54:48 +01:00
|
|
|
::RadiusDamage(beam_tr.vecEndPos + vecDir * 8, pev, m_pPlayer->pev, flDamage, damage_radius, CLASS_NONE, DMG_BLAST);
|
2013-08-30 13:34:05 -07:00
|
|
|
|
2021-11-28 16:54:48 +01:00
|
|
|
CSoundEnt::InsertSound(bits_SOUND_COMBAT, pev->origin, NORMAL_EXPLOSION_VOLUME, 3.0);
|
2013-08-30 13:34:05 -07:00
|
|
|
|
|
|
|
nTotal += 53;
|
|
|
|
|
|
|
|
vecSrc = beam_tr.vecEndPos + vecDir;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2021-11-28 16:54:48 +01:00
|
|
|
//ALERT( at_console, "blocked %f\n", n );
|
2013-08-30 13:34:05 -07:00
|
|
|
flDamage = 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
//ALERT( at_console, "blocked solid\n" );
|
2021-11-28 16:54:48 +01:00
|
|
|
|
2013-08-30 13:34:05 -07:00
|
|
|
flDamage = 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
vecSrc = tr.vecEndPos + vecDir;
|
2021-11-28 16:54:48 +01:00
|
|
|
pentIgnore = ENT(pEntity->pev);
|
2013-08-30 13:34:05 -07:00
|
|
|
}
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
// ALERT( at_console, "%d bytes\n", nTotal );
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
2021-03-05 20:54:33 +01:00
|
|
|
void CGauss::WeaponIdle()
|
2013-08-30 13:34:05 -07:00
|
|
|
{
|
2021-11-28 16:54:48 +01:00
|
|
|
ResetEmptySound();
|
2013-08-30 13:34:05 -07:00
|
|
|
|
|
|
|
// play aftershock static discharge
|
2021-11-28 16:54:48 +01:00
|
|
|
if (0 != m_pPlayer->m_flPlayAftershock && m_pPlayer->m_flPlayAftershock < gpGlobals->time)
|
2013-08-30 13:34:05 -07:00
|
|
|
{
|
2021-11-28 16:54:48 +01:00
|
|
|
switch (RANDOM_LONG(0, 3))
|
2013-08-30 13:34:05 -07:00
|
|
|
{
|
2021-11-28 16:54:48 +01:00
|
|
|
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
|
2013-08-30 13:34:05 -07:00
|
|
|
}
|
|
|
|
m_pPlayer->m_flPlayAftershock = 0.0;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase())
|
|
|
|
return;
|
|
|
|
|
|
|
|
if (m_fInAttack != 0)
|
|
|
|
{
|
|
|
|
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;
|
2021-11-28 16:54:48 +01:00
|
|
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15);
|
2013-08-30 13:34:05 -07:00
|
|
|
}
|
|
|
|
else if (flRand <= 0.75)
|
|
|
|
{
|
|
|
|
iAnim = GAUSS_IDLE2;
|
2021-11-28 16:54:48 +01:00
|
|
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15);
|
2013-08-30 13:34:05 -07:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
iAnim = GAUSS_FIDGET;
|
|
|
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 3;
|
|
|
|
}
|
|
|
|
|
|
|
|
return;
|
2021-11-28 16:54:48 +01:00
|
|
|
SendWeaponAnim(iAnim);
|
2013-08-30 13:34:05 -07:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2022-02-28 22:08:48 +01:00
|
|
|
void CGauss::SendStopEvent(bool sendToHost)
|
|
|
|
{
|
|
|
|
// 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
|
|
|
|
|
|
|
|
int flags = FEV_RELIABLE | FEV_GLOBAL;
|
2013-08-30 13:34:05 -07:00
|
|
|
|
2022-02-28 22:08:48 +01:00
|
|
|
if (!sendToHost)
|
|
|
|
{
|
|
|
|
flags |= FEV_NOTHOST;
|
|
|
|
}
|
2013-08-30 13:34:05 -07:00
|
|
|
|
2022-02-28 22:08:48 +01:00
|
|
|
PLAYBACK_EVENT_FULL(flags, m_pPlayer->edict(), m_usGaussFire, 0.01, m_pPlayer->pev->origin, m_pPlayer->pev->angles, 0.0, 0.0, 0, 0, 0, 1);
|
|
|
|
}
|
2013-08-30 13:34:05 -07:00
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
class CGaussAmmo : public CBasePlayerAmmo
|
|
|
|
{
|
2021-03-05 23:07:22 +01:00
|
|
|
void Spawn() override
|
2021-11-28 16:54:48 +01:00
|
|
|
{
|
|
|
|
Precache();
|
2013-08-30 13:34:05 -07:00
|
|
|
SET_MODEL(ENT(pev), "models/w_gaussammo.mdl");
|
2021-11-28 16:54:48 +01:00
|
|
|
CBasePlayerAmmo::Spawn();
|
2013-08-30 13:34:05 -07:00
|
|
|
}
|
2021-03-05 23:07:22 +01:00
|
|
|
void Precache() override
|
2013-08-30 13:34:05 -07:00
|
|
|
{
|
2021-11-28 16:54:48 +01:00
|
|
|
PRECACHE_MODEL("models/w_gaussammo.mdl");
|
2013-08-30 13:34:05 -07:00
|
|
|
PRECACHE_SOUND("items/9mmclip1.wav");
|
|
|
|
}
|
2021-11-28 16:54:48 +01:00
|
|
|
bool AddAmmo(CBaseEntity* pOther) override
|
|
|
|
{
|
|
|
|
if (pOther->GiveAmmo(AMMO_URANIUMBOX_GIVE, "uranium", URANIUM_MAX_CARRY) != -1)
|
2013-08-30 13:34:05 -07:00
|
|
|
{
|
|
|
|
EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM);
|
2021-11-19 13:45:16 +01:00
|
|
|
return true;
|
2013-08-30 13:34:05 -07:00
|
|
|
}
|
2021-11-19 13:43:33 +01:00
|
|
|
return false;
|
2013-08-30 13:34:05 -07:00
|
|
|
}
|
|
|
|
};
|
2021-11-28 16:54:48 +01:00
|
|
|
LINK_ENTITY_TO_CLASS(ammo_gaussclip, CGaussAmmo);
|