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Copy pathweapons.cpp
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423 lines (345 loc) · 9.56 KB
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// weapons.cpp
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "basemonster.h"
#include "player.h"
#include "weapons.h"
int m_iShell;
int m_iShrapnel;
extern DLL_GLOBAL Vector g_vecAttackDir;
extern DLL_GLOBAL int g_fDrawLines;
DLL_GLOBAL int g_fFiringWeapon = 0;
globalvars_t *GetEntityGlobals( entvars_t *pev );
//sub_1000F0D0
//sub_1000F0E0
//sub_1000F440
void SpawnBlood( Vector vecSpot, int bloodColor, float flDamage )
{
if ( flDamage > 255 )
flDamage = 255;
WRITE_BYTE( MSG_BROADCAST, 23 ); // svc_temp_entity
WRITE_BYTE( MSG_BROADCAST, TE_BLOOD );
WRITE_COORD( MSG_BROADCAST, vecSpot.x );
WRITE_COORD( MSG_BROADCAST, vecSpot.y );
WRITE_COORD( MSG_BROADCAST, vecSpot.z );
WRITE_COORD( MSG_BROADCAST, g_vecAttackDir.x );
WRITE_COORD( MSG_BROADCAST, g_vecAttackDir.y );
WRITE_COORD( MSG_BROADCAST, g_vecAttackDir.z );
WRITE_BYTE( MSG_BROADCAST, bloodColor );
WRITE_BYTE( MSG_BROADCAST, flDamage );
}
//sub_1000F550
//sub_1000F980
//sub_1000FA20
void CSprayCan::Spawn( entvars_t *pevOwner )
{
pev->origin = pevOwner->origin;
pev->origin.z += 32.f; // make it in front of owner's eyes
pev->angles = pevOwner->v_angle;
pev->owner = OFFSET( ENT( pevOwner ) );
m_fFrame = 0;
// paint a decal
SetThink( &CSprayCan::AdvanceSpriteFrame );
pev->nextthink = gpGlobals->time + 0.1f;
// emit the sound
EMIT_SOUND_DYN2( edict(), 2, "player/sprayer.wav", 1.0f, 0.8f );
}
void CSprayCan::AdvanceSpriteFrame( void *funcArgs )
{
UTIL_MakeVectors( pev->angles );
Vector vecPos = pev->origin + ( GetEntityGlobals( pev )->v_forward * 128.f );
TraceResult tr;
UTIL_TraceLine( pev->origin, vecPos, 0, ENT( pev->owner ), &tr );
WRITE_BYTE( MSG_BROADCAST, 23 ); // svc_temp_entity
WRITE_BYTE( MSG_BROADCAST, TE_GUNSHOTDECAL );
WRITE_COORD( MSG_BROADCAST, tr.vecEndPos.x );
WRITE_COORD( MSG_BROADCAST, tr.vecEndPos.y );
WRITE_COORD( MSG_BROADCAST, tr.vecEndPos.z );
WRITE_SHORT( MSG_BROADCAST, ENTINDEX( tr.fHit ) );
WRITE_BYTE( MSG_BROADCAST, m_fFrame + 6 );
byte fPrevFrame = m_fFrame;
m_fFrame++; // increment the frame counter
if ( fPrevFrame >= 5 )
SetThink( &CSprayCan::SUB_Remove );
pev->nextthink = gpGlobals->time + 0.1f;
}
globalvars_t *GetEntityGlobals( entvars_t *pev )
{
return (globalvars_t *)pev->pSystemGlobals;
}
void CBloodSplat::Spawn( entvars_t *pevOwner )
{
pev->origin = pevOwner->origin;
pev->origin.z += 32.f; // make it in front of owner's eyes
pev->angles = pevOwner->v_angle;
pev->owner = OFFSET( ENT( pevOwner ) );
// paint a decal
SetThink( &CBloodSplat::AdvanceSpriteFrame );
pev->nextthink = gpGlobals->time + 0.1f;
}
void CBloodSplat::AdvanceSpriteFrame( void *funcArgs )
{
UTIL_MakeVectors( pev->angles );
Vector vecPos = pev->origin + ( GetEntityGlobals( pev )->v_forward * 128.f );
TraceResult tr;
UTIL_TraceLine( pev->origin, vecPos, 0, ENT( pev->owner ), &tr );
WRITE_BYTE( MSG_BROADCAST, 23 ); // svc_temp_entity
WRITE_BYTE( MSG_BROADCAST, TE_GUNSHOTDECAL );
WRITE_COORD( MSG_BROADCAST, tr.vecEndPos.x );
WRITE_COORD( MSG_BROADCAST, tr.vecEndPos.y );
WRITE_COORD( MSG_BROADCAST, tr.vecEndPos.z );
WRITE_SHORT( MSG_BROADCAST, g_engfuncs.pfnIndexOfEdict( tr.fHit ) );
WRITE_BYTE( MSG_BROADCAST, (rand()%6) + 14 );
SetThink( &CBloodSplat::SUB_Remove );
pev->nextthink = gpGlobals->time + 0.1f;
}
void CBasePlayer::ImpulseCommands()
{
TraceResult tr;
if ( FBitSet( pev->button, IN_USE ) && ( gpGlobals->time > m_flNextUseUpdateTime ) )
{
PlayerUse();
m_flNextUseUpdateTime = gpGlobals->time + 0.5f;
}
switch ( (int)pev->impulse )
{
case 1:
case 2:
case 3:
case 4:
case 5:
case 6:
case 7:
case 8:
{
//set_next_weapon(pev, pev->impulse);
break;
}
case 10: // next weapon in the list
{
//set_next_weapon(pev, pev->weapon+1);
break;
}
case 11: // previous weapon in the list
{
int iWeapon = pev->weapon - 1;
if ( iWeapon < 0 )
iWeapon = MAX_WEAPONS - 1;
//set_prev_weapon(pev, iWeapon);
break;
}
case 100: // flashlight
{
if ( FBitSet( pev->effects, EF_DIMLIGHT ) )
{
ClearBits( pev->effects, EF_DIMLIGHT );
}
else
{
SetBits( pev->effects, EF_DIMLIGHT );
}
break;
}
case 200: // debugging lines
{
if ( g_fDrawLines )
{
g_fDrawLines = 0;
ALERT( at_info, "Lines Off\n" );
}
else
{
g_fDrawLines = 1;
ALERT( at_info, "Lines On\n" );
}
break;
}
case 201: // spray
{
UTIL_MakeVectors( pev->v_angle );
Vector vecStart = pev->origin + pev->view_ofs;
Vector vecEnd = pev->origin + pev->view_ofs + ( GetEntityGlobals( pev )->v_forward * 128.f );
UTIL_TraceLine( vecStart, vecEnd, 0, edict(), &tr );
if ( tr.flFraction != 1.f )
{
GetClassPtr( (CSprayCan *)NULL )->Spawn( pev );
}
break;
}
case 202: // blood spray
{
UTIL_MakeVectors( pev->v_angle );
Vector vecStart = pev->origin + pev->view_ofs;
Vector vecEnd = pev->origin + pev->view_ofs + ( GetEntityGlobals( pev )->v_forward * 128.f );
TraceResult tr;
UTIL_TraceLine( vecStart, vecEnd, 0, edict(), &tr );
if ( tr.flFraction != 1.f )
{
GetClassPtr( (CBloodSplat *)NULL )->Spawn( pev );
}
break;
}
case 203: // remove entity
{
UTIL_MakeVectors( pev->v_angle );
Vector vecStart = pev->origin + Vector( 0, 0, 16 );
Vector vecEnd = pev->origin + Vector( 0, 0, 16 ) + ( GetEntityGlobals( pev )->v_forward * 1024.f );
UTIL_TraceLine( vecStart, vecEnd, 0, edict(), &tr );
entvars_t *pEnt = VARS( tr.fHit );
if ( pEnt->takedamage != DAMAGE_NO )
{
CBaseEntity::Instance( pEnt )->SetThink( &CBaseEntity::SUB_Remove );
}
break;
}
};
pev->impulse = 0; // reset the impulse
}
//sub_100103F0 // <-- fire the weapon
void CBasePlayer::GiveDefaultWeapons()
{
switch ( pev->weapon )
{
case 1:
pev->weaponmodel = ALLOC_STRING( "models/v_crowbar.mdl" );
pev->currentammo = 99;
break;
case 2:
pev->weaponmodel = ALLOC_STRING( "models/v_glock.mdl" );
pev->currentammo = 99;
break;
case 3:
pev->weaponmodel = ALLOC_STRING( "models/v_mp5.mdl" );
pev->currentammo = 99;
break;
default:
pev->weaponmodel = 0;
pev->currentammo = 0;
break;
}
}
void CBasePlayer::FireMP5()
{
}
void CBasePlayer::FireGlock()
{
}
void CBasePlayer::FireCrowbar()
{
}
void CBasePlayer::UpdateWeaponAnim()
{
if ( pev->weapon == 4 )
{
gpGlobals->msg_entity = OFFSET( edict() );
WRITE_BYTE( MSG_ONE, 35 ); // svc_weaponanim
WRITE_BYTE( MSG_ONE, 1 );
gpGlobals->msg_entity = 0;
m_flNextWeaponAnimUpdateTime = gpGlobals->time + 0.5f + UTIL_RandomFloat( 0.f, 5.f );
}
}
void ExplodeModel( Vector vecOrigin, float speed, int model, int count )
{
WRITE_BYTE( MSG_BROADCAST, 23 ); // svc_temp_entity
WRITE_BYTE( MSG_BROADCAST, TE_EXPLODEMODEL );
WRITE_COORD( MSG_BROADCAST, vecOrigin.x );
WRITE_COORD( MSG_BROADCAST, vecOrigin.y );
WRITE_COORD( MSG_BROADCAST, vecOrigin.z );
WRITE_COORD( MSG_BROADCAST, speed );
WRITE_SHORT( MSG_BROADCAST, model );
WRITE_SHORT( MSG_BROADCAST, count );
WRITE_BYTE( MSG_BROADCAST, 15 );
}
void CBasePlayer::WeaponThink()
{
if ( globals->time < m_flNextWeaponThink )
return;
ImpulseCommands();
if ( FBitSet( pev->button, IN_CANCEL ) ) // IN_CANCEL?
{
if ( pev->weapon & 0xFFFF0000 )
pev->weapon = ( pev->weapon & 0xFF0000 ) >> 16; // TODO
return;
}
// TODO
{
}
if ( FBitSet( pev->button, IN_ATTACK ) )
{
/*if ( !g_fFiringWeapon )
{
if ( ( pev->weapon & 0xFFFF0000 ) != 0 )
{
pev->weapon = 1; //??
ClearBits( pev->button, IN_ATTACK );
GiveDefaultWeapons();
g_fFiringWeapon = 1;
}
else
{
//FireWeapon();
}
}*/
UTIL_MakeVectors( pev->v_angle );
Vector vecStart = pev->origin;
Vector vecEnd = pev->origin + ( gpGlobals->v_forward * 2048.f );
TraceResult tr;
UTIL_TraceLine( vecStart, vecEnd, 0, edict(), &tr );
WRITE_BYTE( MSG_BROADCAST, 23 );
WRITE_BYTE( MSG_BROADCAST, TE_TRACER );
WRITE_COORD( MSG_BROADCAST, vecStart.x );
WRITE_COORD( MSG_BROADCAST, vecStart.y );
WRITE_COORD( MSG_BROADCAST, vecStart.z );
WRITE_COORD( MSG_BROADCAST, tr.vecEndPos.x );
WRITE_COORD( MSG_BROADCAST, tr.vecEndPos.y );
WRITE_COORD( MSG_BROADCAST, tr.vecEndPos.z );
WRITE_BYTE( MSG_BROADCAST, 23 );
WRITE_BYTE( MSG_BROADCAST, TE_GUNSHOTDECAL );
WRITE_COORD( MSG_BROADCAST, tr.vecEndPos.x );
WRITE_COORD( MSG_BROADCAST, tr.vecEndPos.y );
WRITE_COORD( MSG_BROADCAST, tr.vecEndPos.z );
WRITE_SHORT( MSG_BROADCAST, ENTINDEX( tr.fHit ) );
WRITE_BYTE( MSG_BROADCAST, 1 );
if ( tr.fHit != 0 )
{
if ( VARS( tr.fHit )->takedamage != DAMAGE_NO )
{
CBaseMonster *pMonster = (CBaseMonster *)CBaseMonster::Instance( tr.fHit );
if ( pMonster )
pMonster->TakeDamage( pev, pev, 10 );
}
}
}
/*else
{
g_fFiringWeapon = 0;
}*/
m_flNextWeaponThink = globals->time + 0.15f;
}
void W_Precache()
{
PRECACHE_MODEL( "models/grenade.mdl" );
PRECACHE_MODEL( "sprites/shard.spr" );
PRECACHE_MODEL( "models/v_crowbar.mdl" );
PRECACHE_MODEL( "models/v_glock.mdl" );
PRECACHE_MODEL( "models/v_mp5.mdl" );
m_iShell = PRECACHE_MODEL( "models/shell.mdl" );
m_iShrapnel = PRECACHE_MODEL( "models/shrapnel.mdl" );
PRECACHE_SOUND( "weapons/debris1.wav" );
PRECACHE_SOUND( "weapons/debris2.wav" );
PRECACHE_SOUND( "weapons/debris3.wav" );
PRECACHE_SOUND( "weapons/pl_shell1.wav" );
PRECACHE_SOUND( "weapons/pl_shell2.wav" );
PRECACHE_SOUND( "weapons/pl_shell3.wav" );
PRECACHE_SOUND( "weapons/hks1.wav" );
PRECACHE_SOUND( "weapons/hks2.wav" );
PRECACHE_SOUND( "weapons/hks3.wav" );
PRECACHE_SOUND( "weapons/pl_gun1.wav" );
PRECACHE_SOUND( "weapons/pl_gun2.wav" );
PRECACHE_SOUND( "weapons/glauncher.wav" );
PRECACHE_SOUND( "weapons/glauncher2.wav" );
PRECACHE_SOUND( "weapons/g_bounce1.wav" );
PRECACHE_SOUND( "weapons/g_bounce2.wav" );
PRECACHE_SOUND( "weapons/g_bounce3.wav" );
}