/*** * * Copyright (c) 1996-2001, Valve LLC. All rights reserved. * * This product contains software technology licensed from Id * Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. * All Rights Reserved. * * Use, distribution, and modification of this source code and/or resulting * object code is restricted to non-commercial enhancements to products from * Valve LLC. All other use, distribution, or modification is prohibited * without written permission from Valve LLC. * ****/ #include "extdll.h" #include "util.h" #include "cbase.h" #include "monsters.h" #include "weapons.h" #include "player.h" #include "gamerules.h" #define CROWBAR_BODYHIT_VOLUME 128 #define CROWBAR_WALLHIT_VOLUME 512 LINK_ENTITY_TO_CLASS(weapon_crowbar, CCrowbar); void CCrowbar::Spawn() { Precache(); m_iId = WEAPON_CROWBAR; SET_MODEL(ENT(pev), "models/w_crowbar.mdl"); m_iClip = -1; FallInit(); // get ready to fall down. } void CCrowbar::Precache() { PRECACHE_MODEL("models/v_crowbar.mdl"); PRECACHE_MODEL("models/w_crowbar.mdl"); PRECACHE_MODEL("models/p_crowbar.mdl"); PRECACHE_SOUND("weapons/cbar_hit1.wav"); PRECACHE_SOUND("weapons/cbar_hit2.wav"); PRECACHE_SOUND("weapons/cbar_hitbod1.wav"); PRECACHE_SOUND("weapons/cbar_hitbod2.wav"); PRECACHE_SOUND("weapons/cbar_hitbod3.wav"); PRECACHE_SOUND("weapons/cbar_miss1.wav"); m_usCrowbar = PRECACHE_EVENT(1, "events/crowbar.sc"); } bool CCrowbar::GetItemInfo(ItemInfo* p) { p->pszName = STRING(pev->classname); p->pszAmmo1 = NULL; p->iMaxAmmo1 = -1; p->pszAmmo2 = NULL; p->iMaxAmmo2 = -1; p->iMaxClip = WEAPON_NOCLIP; p->iSlot = 0; p->iPosition = 0; p->iId = WEAPON_CROWBAR; p->iWeight = CROWBAR_WEIGHT; return true; } bool CCrowbar::Deploy() { return DefaultDeploy("models/v_crowbar.mdl", "models/p_crowbar.mdl", CROWBAR_DRAW, "crowbar"); } void CCrowbar::Holster() { m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5; SendWeaponAnim(CROWBAR_HOLSTER); } void FindHullIntersection(const Vector& vecSrc, TraceResult& tr, const Vector& mins, const Vector& maxs, edict_t* pEntity) { int i, j, k; float distance; const Vector* minmaxs[2] = {&mins, &maxs}; TraceResult tmpTrace; Vector vecHullEnd = tr.vecEndPos; Vector vecEnd; distance = 1e6f; vecHullEnd = vecSrc + ((vecHullEnd - vecSrc) * 2); UTIL_TraceLine(vecSrc, vecHullEnd, dont_ignore_monsters, pEntity, &tmpTrace); if (tmpTrace.flFraction < 1.0) { tr = tmpTrace; return; } for (i = 0; i < 2; i++) { for (j = 0; j < 2; j++) { for (k = 0; k < 2; k++) { vecEnd.x = vecHullEnd.x + minmaxs[i]->x; vecEnd.y = vecHullEnd.y + minmaxs[j]->y; vecEnd.z = vecHullEnd.z + minmaxs[k]->z; UTIL_TraceLine(vecSrc, vecEnd, dont_ignore_monsters, pEntity, &tmpTrace); if (tmpTrace.flFraction < 1.0) { float thisDistance = (tmpTrace.vecEndPos - vecSrc).Length(); if (thisDistance < distance) { tr = tmpTrace; distance = thisDistance; } } } } } } void CCrowbar::PrimaryAttack() { if (!Swing(true)) { SetThink(&CCrowbar::SwingAgain); pev->nextthink = gpGlobals->time + 0.1; } } void CCrowbar::Smack() { DecalGunshot(&m_trHit, BULLET_PLAYER_CROWBAR); } void CCrowbar::SwingAgain() { Swing(false); } bool CCrowbar::Swing(bool fFirst) { bool fDidHit = false; TraceResult tr; UTIL_MakeVectors(m_pPlayer->pev->v_angle); Vector vecSrc = m_pPlayer->GetGunPosition(); Vector vecEnd = vecSrc + gpGlobals->v_forward * 32; UTIL_TraceLine(vecSrc, vecEnd, dont_ignore_monsters, ENT(m_pPlayer->pev), &tr); #ifndef CLIENT_DLL if (tr.flFraction >= 1.0) { UTIL_TraceHull(vecSrc, vecEnd, dont_ignore_monsters, head_hull, ENT(m_pPlayer->pev), &tr); if (tr.flFraction < 1.0) { // Calculate the point of intersection of the line (or hull) and the object we hit // This is and approximation of the "best" intersection CBaseEntity* pHit = CBaseEntity::Instance(tr.pHit); if (!pHit || pHit->IsBSPModel()) FindHullIntersection(vecSrc, tr, VEC_DUCK_HULL_MIN, VEC_DUCK_HULL_MAX, m_pPlayer->edict()); vecEnd = tr.vecEndPos; // This is the point on the actual surface (the hull could have hit space) } } #endif if (fFirst) { PLAYBACK_EVENT_FULL(FEV_NOTHOST, m_pPlayer->edict(), m_usCrowbar, 0.0, g_vecZero, g_vecZero, 0, 0, 0, 0.0, 0, 0.0); } if (tr.flFraction >= 1.0) { if (fFirst) { // miss m_flNextPrimaryAttack = GetNextAttackDelay(0.5); // player "shoot" animation m_pPlayer->SetAnimation(PLAYER_ATTACK1); } } else { switch (((m_iSwing++) % 2) + 1) { case 0: SendWeaponAnim(CROWBAR_ATTACK1HIT); break; case 1: SendWeaponAnim(CROWBAR_ATTACK2HIT); break; case 2: SendWeaponAnim(CROWBAR_ATTACK3HIT); break; } // player "shoot" animation m_pPlayer->SetAnimation(PLAYER_ATTACK1); #ifndef CLIENT_DLL // hit fDidHit = true; CBaseEntity* pEntity = CBaseEntity::Instance(tr.pHit); ClearMultiDamage(); // JoshA: Changed from < -> <= to fix the full swing logic since client weapon prediction. // -1.0f + 1.0f = 0.0f. UTIL_WeaponTimeBase is always 0 with client weapon prediction (0 time base vs curtime base) if ((m_flNextPrimaryAttack + 1.0f <= UTIL_WeaponTimeBase()) || g_pGameRules->IsMultiplayer()) { // first swing does full damage pEntity->TraceAttack(m_pPlayer->pev, gSkillData.plrDmgCrowbar, gpGlobals->v_forward, &tr, DMG_CLUB); } else { // subsequent swings do half pEntity->TraceAttack(m_pPlayer->pev, gSkillData.plrDmgCrowbar / 2, gpGlobals->v_forward, &tr, DMG_CLUB); } ApplyMultiDamage(m_pPlayer->pev, m_pPlayer->pev); #endif m_flNextPrimaryAttack = GetNextAttackDelay(0.25); #ifndef CLIENT_DLL // play thwack, smack, or dong sound float flVol = 1.0; bool fHitWorld = true; if (pEntity) { if (pEntity->Classify() != CLASS_NONE && pEntity->Classify() != CLASS_MACHINE) { // play thwack or smack sound switch (RANDOM_LONG(0, 2)) { case 0: EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/cbar_hitbod1.wav", 1, ATTN_NORM); break; case 1: EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/cbar_hitbod2.wav", 1, ATTN_NORM); break; case 2: EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/cbar_hitbod3.wav", 1, ATTN_NORM); break; } m_pPlayer->m_iWeaponVolume = CROWBAR_BODYHIT_VOLUME; if (!pEntity->IsAlive()) return true; else flVol = 0.1; fHitWorld = false; } } // play texture hit sound // UNDONE: Calculate the correct point of intersection when we hit with the hull instead of the line if (fHitWorld) { float fvolbar = TEXTURETYPE_PlaySound(&tr, vecSrc, vecSrc + (vecEnd - vecSrc) * 2, BULLET_PLAYER_CROWBAR); if (g_pGameRules->IsMultiplayer()) { // override the volume here, cause we don't play texture sounds in multiplayer, // and fvolbar is going to be 0 from the above call. fvolbar = 1; } // also play crowbar strike switch (RANDOM_LONG(0, 1)) { case 0: EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/cbar_hit1.wav", fvolbar, ATTN_NORM, 0, 98 + RANDOM_LONG(0, 3)); break; case 1: EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/cbar_hit2.wav", fvolbar, ATTN_NORM, 0, 98 + RANDOM_LONG(0, 3)); break; } // delay the decal a bit m_trHit = tr; } m_pPlayer->m_iWeaponVolume = flVol * CROWBAR_WALLHIT_VOLUME; #endif SetThink(&CCrowbar::Smack); pev->nextthink = gpGlobals->time + 0.2; } return fDidHit; }