/*** * * 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 "soundent.h" #include "shake.h" #include "gamerules.h" #include "UserMessages.h" LINK_ENTITY_TO_CLASS(weapon_gauss, CGauss); float CGauss::GetFullChargeTime() { #ifdef CLIENT_DLL if (bIsMultiplayer()) #else if (g_pGameRules->IsMultiplayer()) #endif { return 1.5; } return 4; } #ifdef CLIENT_DLL extern bool g_irunninggausspred; #endif void CGauss::Spawn() { Precache(); m_iId = WEAPON_GAUSS; SET_MODEL(ENT(pev), "models/w_gauss.mdl"); m_iDefaultAmmo = GAUSS_DEFAULT_GIVE; FallInit(); // get ready to fall down. } void CGauss::Precache() { PRECACHE_MODEL("models/w_gauss.mdl"); PRECACHE_MODEL("models/v_gauss.mdl"); PRECACHE_MODEL("models/p_gauss.mdl"); PRECACHE_SOUND("items/9mmclip1.wav"); PRECACHE_SOUND("weapons/gauss2.wav"); PRECACHE_SOUND("weapons/electro4.wav"); PRECACHE_SOUND("weapons/electro5.wav"); PRECACHE_SOUND("weapons/electro6.wav"); PRECACHE_SOUND("ambience/pulsemachine.wav"); m_iGlow = PRECACHE_MODEL("sprites/hotglow.spr"); m_iBalls = PRECACHE_MODEL("sprites/hotglow.spr"); m_iBeam = PRECACHE_MODEL("sprites/smoke.spr"); m_usGaussFire = PRECACHE_EVENT(1, "events/gauss.sc"); m_usGaussSpin = PRECACHE_EVENT(1, "events/gaussspin.sc"); } bool CGauss::GetItemInfo(ItemInfo* p) { p->pszName = STRING(pev->classname); p->pszAmmo1 = "uranium"; p->iMaxAmmo1 = URANIUM_MAX_CARRY; p->pszAmmo2 = NULL; p->iMaxAmmo2 = -1; p->iMaxClip = WEAPON_NOCLIP; p->iSlot = 3; p->iPosition = 1; p->iId = m_iId = WEAPON_GAUSS; p->iFlags = 0; p->iWeight = GAUSS_WEIGHT; return true; } bool CGauss::Deploy() { m_pPlayer->m_flPlayAftershock = 0.0; return DefaultDeploy("models/v_gauss.mdl", "models/p_gauss.mdl", GAUSS_DRAW, "gauss"); } void CGauss::Holster() { SendStopEvent(true); m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5; SendWeaponAnim(GAUSS_HOLSTER); m_fInAttack = 0; } void CGauss::PrimaryAttack() { // don't fire underwater if (m_pPlayer->pev->waterlevel == 3) { PlayEmptySound(); m_flNextSecondaryAttack = m_flNextPrimaryAttack = GetNextAttackDelay(0.15); return; } if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] < 2) { PlayEmptySound(); m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5; return; } m_pPlayer->m_iWeaponVolume = GAUSS_PRIMARY_FIRE_VOLUME; m_fPrimaryFire = true; m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] -= 2; StartFire(); m_fInAttack = 0; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.0; m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.2; } void CGauss::SecondaryAttack() { // 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); // don't fire underwater if (m_pPlayer->pev->waterlevel == 3) { if (m_fInAttack != 0) { EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/electro4.wav", 1.0, ATTN_NORM, 0, 80 + RANDOM_LONG(0, 0x3f)); //Have to send to the host as well because the client will predict the frame with m_fInAttack == 0 SendStopEvent(true); SendWeaponAnim(GAUSS_IDLE); m_fInAttack = 0; } else { PlayEmptySound(); } m_flNextSecondaryAttack = m_flNextPrimaryAttack = GetNextAttackDelay(0.5); return; } if (m_fInAttack == 0) { if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0) { EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/357_cock1.wav", 0.8, ATTN_NORM); m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5; return; } m_fPrimaryFire = false; m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]--; // take one ammo just to start the spin m_pPlayer->m_flNextAmmoBurn = UTIL_WeaponTimeBase(); // spin up m_pPlayer->m_iWeaponVolume = GAUSS_PRIMARY_CHARGE_VOLUME; SendWeaponAnim(GAUSS_SPINUP); m_fInAttack = 1; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.5; m_pPlayer->m_flStartCharge = gpGlobals->time; m_pPlayer->m_flAmmoStartCharge = UTIL_WeaponTimeBase() + GetFullChargeTime(); PLAYBACK_EVENT_FULL(FEV_NOTHOST, m_pPlayer->edict(), m_usGaussSpin, 0.0, g_vecZero, g_vecZero, 0.0, 0.0, 110, 0, 0, 0); m_iSoundState = SND_CHANGE_PITCH; } else if (m_fInAttack == 1) { if (m_flTimeWeaponIdle < UTIL_WeaponTimeBase()) { SendWeaponAnim(GAUSS_SPIN); m_fInAttack = 2; } } else { if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] > 0) { // during the charging process, eat one bit of ammo every once in a while if (UTIL_WeaponTimeBase() >= m_pPlayer->m_flNextAmmoBurn && m_pPlayer->m_flNextAmmoBurn != 1000) { #ifdef CLIENT_DLL if (bIsMultiplayer()) #else if (g_pGameRules->IsMultiplayer()) #endif { m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]--; m_pPlayer->m_flNextAmmoBurn = UTIL_WeaponTimeBase() + 0.1; } else { m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]--; m_pPlayer->m_flNextAmmoBurn = UTIL_WeaponTimeBase() + 0.3; } } } if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0) { // out of ammo! force the gun to fire StartFire(); m_fInAttack = 0; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.0; m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1; return; } if (UTIL_WeaponTimeBase() >= m_pPlayer->m_flAmmoStartCharge) { // don't eat any more ammo after gun is fully charged. m_pPlayer->m_flNextAmmoBurn = 1000; } int pitch = (gpGlobals->time - m_pPlayer->m_flStartCharge) * (150 / GetFullChargeTime()) + 100; if (pitch > 250) pitch = 250; // ALERT( at_console, "%d %d %d\n", m_fInAttack, m_iSoundState, pitch ); if (m_iSoundState == 0) ALERT(at_console, "sound state %d\n", m_iSoundState); 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); m_iSoundState = SND_CHANGE_PITCH; // hack for going through level transitions m_pPlayer->m_iWeaponVolume = GAUSS_PRIMARY_CHARGE_VOLUME; // m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.1; if (m_pPlayer->m_flStartCharge < gpGlobals->time - 10) { // Player charged up too long. Zap him. EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/electro4.wav", 1.0, ATTN_NORM, 0, 80 + RANDOM_LONG(0, 0x3f)); EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/electro6.wav", 1.0, ATTN_NORM, 0, 75 + RANDOM_LONG(0, 0x3f)); m_fInAttack = 0; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.0; m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.0; SendStopEvent(false); #ifndef CLIENT_DLL m_pPlayer->TakeDamage(CWorld::World->pev, CWorld::World->pev, 50, DMG_SHOCK); UTIL_ScreenFade(m_pPlayer, Vector(255, 128, 0), 2, 0.5, 128, FFADE_IN); #endif SendWeaponAnim(GAUSS_IDLE); // Player may have been killed and this weapon dropped, don't execute any more code after this! return; } } } //========================================================= // StartFire- since all of this code has to run and then // call Fire(), it was easier at this point to rip it out // of weaponidle() and make its own function then to try to // merge this into Fire(), which has some identical variable names //========================================================= void CGauss::StartFire() { float flDamage; // 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); UTIL_MakeVectors(m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle); Vector vecAiming = gpGlobals->v_forward; Vector vecSrc = m_pPlayer->GetGunPosition(); // + gpGlobals->v_up * -8 + gpGlobals->v_right * 8; if (gpGlobals->time - m_pPlayer->m_flStartCharge > GetFullChargeTime()) { flDamage = 200; } else { flDamage = 200 * ((gpGlobals->time - m_pPlayer->m_flStartCharge) / GetFullChargeTime()); } if (m_fPrimaryFire) { // fixed damage on primary attack #ifdef CLIENT_DLL flDamage = 20; #else flDamage = gSkillData.plrDmgGauss; #endif } if (m_fInAttack != 3) { //ALERT ( at_console, "Time:%f Damage:%f\n", gpGlobals->time - m_pPlayer->m_flStartCharge, flDamage ); #ifndef CLIENT_DLL float flZVel = m_pPlayer->pev->velocity.z; if (!m_fPrimaryFire) { m_pPlayer->pev->velocity = m_pPlayer->pev->velocity - gpGlobals->v_forward * flDamage * 5; } if (!g_pGameRules->IsMultiplayer()) { // in deathmatch, gauss can pop you up into the air. Not in single play. m_pPlayer->pev->velocity.z = flZVel; } #endif // player "shoot" animation m_pPlayer->SetAnimation(PLAYER_ATTACK1); } // time until aftershock 'static discharge' sound m_pPlayer->m_flPlayAftershock = gpGlobals->time + UTIL_SharedRandomFloat(m_pPlayer->random_seed, 0.3, 0.8); Fire(vecSrc, vecAiming, flDamage); } void CGauss::Fire(Vector vecOrigSrc, Vector vecDir, float flDamage) { m_pPlayer->m_iWeaponVolume = GAUSS_PRIMARY_FIRE_VOLUME; Vector vecSrc = vecOrigSrc; Vector vecDest = vecSrc + vecDir * 8192; edict_t* pentIgnore; TraceResult tr, beam_tr; float flMaxFrac = 1.0; int nTotal = 0; bool fHasPunched = false; bool fFirstBeam = true; int nMaxHits = 10; pentIgnore = m_pPlayer->edict(); #ifdef CLIENT_DLL if (m_fPrimaryFire == false) g_irunninggausspred = true; #endif // The main firing event is sent unreliably so it won't be delayed. PLAYBACK_EVENT_FULL(FEV_NOTHOST, m_pPlayer->edict(), m_usGaussFire, 0.0, m_pPlayer->pev->origin, m_pPlayer->pev->angles, flDamage, 0.0, 0, 0, m_fPrimaryFire ? 1 : 0, 0); SendStopEvent(false); /*ALERT( at_console, "%f %f %f\n%f %f %f\n", vecSrc.x, vecSrc.y, vecSrc.z, vecDest.x, vecDest.y, vecDest.z );*/ // ALERT( at_console, "%f %f\n", tr.flFraction, flMaxFrac ); #ifndef CLIENT_DLL while (flDamage > 10 && nMaxHits > 0) { nMaxHits--; // ALERT( at_console, "." ); UTIL_TraceLine(vecSrc, vecDest, dont_ignore_monsters, pentIgnore, &tr); if (0 != tr.fAllSolid) break; CBaseEntity* pEntity = CBaseEntity::Instance(tr.pHit); if (pEntity == NULL) break; if (fFirstBeam) { m_pPlayer->pev->effects |= EF_MUZZLEFLASH; fFirstBeam = false; nTotal += 26; } if (0 != pEntity->pev->takedamage) { ClearMultiDamage(); // if you hurt yourself clear the headshot bit if (m_pPlayer->pev == pEntity->pev) { tr.iHitgroup = 0; } pEntity->TraceAttack(m_pPlayer->pev, flDamage, vecDir, &tr, DMG_BULLET); ApplyMultiDamage(m_pPlayer->pev, m_pPlayer->pev); } if (pEntity->ReflectGauss()) { float n; pentIgnore = NULL; n = -DotProduct(tr.vecPlaneNormal, vecDir); if (n < 0.5) // 60 degrees { // ALERT( at_console, "reflect %f\n", n ); // reflect Vector r; r = 2.0 * tr.vecPlaneNormal * n + vecDir; flMaxFrac = flMaxFrac - tr.flFraction; vecDir = r; vecSrc = tr.vecEndPos + vecDir * 8; vecDest = vecSrc + vecDir * 8192; // explode a bit m_pPlayer->RadiusDamage(tr.vecEndPos, pev, m_pPlayer->pev, flDamage * n, CLASS_NONE, DMG_BLAST); nTotal += 34; // lose energy if (n == 0) n = 0.1; flDamage = flDamage * (1 - n); } else { nTotal += 13; // limit it to one hole punch if (fHasPunched) break; fHasPunched = true; // try punching through wall if secondary attack (primary is incapable of breaking through) if (!m_fPrimaryFire) { UTIL_TraceLine(tr.vecEndPos + vecDir * 8, vecDest, dont_ignore_monsters, pentIgnore, &beam_tr); if (0 == beam_tr.fAllSolid) { // trace backwards to find exit point UTIL_TraceLine(beam_tr.vecEndPos, tr.vecEndPos, dont_ignore_monsters, pentIgnore, &beam_tr); float n = (beam_tr.vecEndPos - tr.vecEndPos).Length(); if (n < flDamage) { if (n == 0) n = 1; flDamage -= n; // ALERT( at_console, "punch %f\n", n ); nTotal += 21; // exit blast damage //m_pPlayer->RadiusDamage( beam_tr.vecEndPos + vecDir * 8, pev, m_pPlayer->pev, flDamage, CLASS_NONE, DMG_BLAST ); float damage_radius; if (g_pGameRules->IsMultiplayer()) { damage_radius = flDamage * 1.75; // Old code == 2.5 } else { damage_radius = flDamage * 2.5; } ::RadiusDamage(beam_tr.vecEndPos + vecDir * 8, pev, m_pPlayer->pev, flDamage, damage_radius, CLASS_NONE, DMG_BLAST); CSoundEnt::InsertSound(bits_SOUND_COMBAT, pev->origin, NORMAL_EXPLOSION_VOLUME, 3.0); nTotal += 53; vecSrc = beam_tr.vecEndPos + vecDir; } } else { //ALERT( at_console, "blocked %f\n", n ); flDamage = 0; } } else { //ALERT( at_console, "blocked solid\n" ); flDamage = 0; } } } else { vecSrc = tr.vecEndPos + vecDir; pentIgnore = ENT(pEntity->pev); } } #endif // ALERT( at_console, "%d bytes\n", nTotal ); } void CGauss::WeaponIdle() { ResetEmptySound(); // play aftershock static discharge if (0 != m_pPlayer->m_flPlayAftershock && m_pPlayer->m_flPlayAftershock < gpGlobals->time) { switch (RANDOM_LONG(0, 3)) { case 0: EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/electro4.wav", RANDOM_FLOAT(0.7, 0.8), ATTN_NORM); break; case 1: EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/electro5.wav", RANDOM_FLOAT(0.7, 0.8), ATTN_NORM); break; case 2: EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/electro6.wav", RANDOM_FLOAT(0.7, 0.8), ATTN_NORM); break; case 3: break; // no sound } m_pPlayer->m_flPlayAftershock = 0.0; } if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase()) return; if (m_fInAttack != 0) { StartFire(); m_fInAttack = 0; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.0; } else { int iAnim; float flRand = RANDOM_FLOAT(0, 1); if (flRand <= 0.5) { iAnim = GAUSS_IDLE; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15); } else if (flRand <= 0.75) { iAnim = GAUSS_IDLE2; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15); } else { iAnim = GAUSS_FIDGET; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 3; } return; SendWeaponAnim(iAnim); } } 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; if (!sendToHost) { flags |= FEV_NOTHOST; } 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); } class CGaussAmmo : public CBasePlayerAmmo { void Spawn() override { Precache(); SET_MODEL(ENT(pev), "models/w_gaussammo.mdl"); CBasePlayerAmmo::Spawn(); } void Precache() override { PRECACHE_MODEL("models/w_gaussammo.mdl"); PRECACHE_SOUND("items/9mmclip1.wav"); } bool AddAmmo(CBaseEntity* pOther) override { if (pOther->GiveAmmo(AMMO_URANIUMBOX_GIVE, "uranium", URANIUM_MAX_CARRY) != -1) { EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM); return true; } return false; } }; LINK_ENTITY_TO_CLASS(ammo_gaussclip, CGaussAmmo);