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18.07.2001, 23:33
Diablo_bth
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probiers mal hiermit: Das funst wie in UT ( meine crossbow.cpp wird hier vermutlich wegen der kurzen Zeilen abgespackt wirken! )
/*** bla bla ****/
#include "extdll.h" #include "util.h" #include "cbase.h" #include "monsters.h" #include "weapons.h" #include "nodes.h" #include "player.h" #include "gamerules.h"
#define BOLT_AIR_VELOCITY 2000 #define BOLT_WATER_VELOCITY 1000
// UNDONE: Save/restore this? Don't forget to set classname and LINK_ENTITY_TO_CLASS() // // OVERLOADS SOME ENTVARS: // // speed - the ideal magnitude of my velocity class CCrossbowBolt : public CBaseEntity { void Spawn( void ); void Precache( void ); int Classify ( void ); void EXPORT BubbleThink( void ); void EXPORT BoltTouch( CBaseEntity *pOther ); //void EXPORT ExplodeThink( void );
int m_iTrail;
public: static CCrossbowBolt *BoltCreate( void ); }; LINK_ENTITY_TO_CLASS( crossbow_bolt, CCrossbowBolt );
CCrossbowBolt *CCrossbowBolt::BoltCreate( void ) { // Create a new entity with CCrossbowBolt private data CCrossbowBolt *pBolt = GetClassPtr( (CCrossbowBolt *)NULL ); pBolt->pev->classname = MAKE_STRING("bolt"); pBolt->Spawn();
return pBolt; }
void CCrossbowBolt::Spawn( ) { Precache( ); pev->movetype = MOVETYPE_FLY; pev->solid = SOLID_BBOX;
pev->gravity = 0.5;
SET_MODEL(ENT(pev), "models/crossbow_bolt.mdl");
UTIL_SetOrigin( pev, pev->origin ); UTIL_SetSize(pev, Vector(0, 0, 0), Vector(0, 0, 0));
SetTouch( BoltTouch ); SetThink( BubbleThink ); pev->nextthink = gpGlobals->time + 0.2; }
void CCrossbowBolt::Precache( ) { PRECACHE_MODEL ("models/crossbow_bolt.mdl"); PRECACHE_SOUND("weapons/xbow_hitbod1.wav"); PRECACHE_SOUND("weapons/xbow_hitbod2.wav"); PRECACHE_SOUND("weapons/xbow_fly1.wav"); PRECACHE_SOUND("weapons/xbow_hit1.wav"); PRECACHE_SOUND("fvox/beep.wav"); m_iTrail = PRECACHE_MODEL("sprites/streak.spr"); }
int CCrossbowBolt :: Classify ( void ) { return CLASS_NONE; }
void CCrossbowBolt::BoltTouch( CBaseEntity *pOther ) { SetTouch( NULL ); SetThink( NULL );
if (pOther->pev->takedamage) { TraceResult tr = UTIL_GetGlobalTrace( ); entvars_t *pevOwner;
pevOwner = VARS( pev->owner );
// UNDONE: this needs to call TraceAttack instead ClearMultiDamage( );
if ( pOther->IsPlayer() ) { pOther->TraceAttack(pevOwner, gSkillData.plrDmgCrossbowClient, pev->velocity.Normalize(), &tr, DMG_NEVERGIB ); } else { pOther->TraceAttack(pevOwner, gSkillData.plrDmgCrossbowMonster, pev->velocity.Normalize(), &tr, DMG_BULLET | DMG_NEVERGIB ); }
ApplyMultiDamage( pev, pevOwner );
pev->velocity = Vector( 0, 0, 0 ); // play body "thwack" sound switch( RANDOM_LONG(0,1) ) { case 0: EMIT_SOUND(ENT(pev), CHAN_WEAPON, "weapons/xbow_hitbod1.wav", 1, ATTN_NORM); break; case 1: EMIT_SOUND(ENT(pev), CHAN_WEAPON, "weapons/xbow_hitbod2.wav", 1, ATTN_NORM); break; }
if ( !g_pGameRules->IsMultiplayer() ) { Killed( pev, GIB_NEVER ); } } else { EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, "weapons/xbow_hit1.wav", RANDOM_FLOAT(0.95, 1.0), ATTN_NORM, 0, 98 + RANDOM_LONG(0,7));
SetThink( SUB_Remove ); pev->nextthink = gpGlobals->time;// this will get changed below if the bolt is allowed to stick in what it hit.
if ( FClassnameIs( pOther->pev, "worldspawn" ) ) { // if what we hit is static architecture, can stay around for a while. Vector vecDir = pev->velocity.Normalize( ); UTIL_SetOrigin( pev, pev->origin - vecDir * 12 ); pev->angles = UTIL_VecToAngles( vecDir ); pev->solid = SOLID_NOT; pev->movetype = MOVETYPE_FLY; pev->velocity = Vector( 0, 0, 0 ); pev->avelocity.z = 0; pev->angles.z = RANDOM_LONG(0,360); pev->nextthink = gpGlobals->time + 10.0; }
if (UTIL_PointContents(pev->origin) != CONTENTS_WATER) { UTIL_Sparks( pev->origin ); } }
if ( g_pGameRules->IsMultiplayer() ) { // SetThink( ExplodeThink ); pev->nextthink = gpGlobals->time + 0.1; } }
void CCrossbowBolt::BubbleThink( void ) { pev->nextthink = gpGlobals->time + 0.1;
if (pev->waterlevel == 0) return;
UTIL_BubbleTrail( pev->origin - pev->velocity * 0.1, pev->origin, 1 ); }
enum crossbow_e { CROSSBOW_IDLE1 = 0, // full CROSSBOW_IDLE2, // empty CROSSBOW_FIDGET1, // full CROSSBOW_FIDGET2, // empty CROSSBOW_FIRE1, // full CROSSBOW_FIRE2, // reload CROSSBOW_FIRE3, // empty CROSSBOW_RELOAD, // from empty CROSSBOW_DRAW1, // full CROSSBOW_DRAW2, // empty CROSSBOW_HOLSTER1, // full CROSSBOW_HOLSTER2, // empty };
class CCrossbow : public CBasePlayerWeapon { public: void Spawn( void ); void Precache( void ); int iItemSlot( ) { return 3; } int GetItemInfo(ItemInfo *p);
void PrimaryAttack( void ); void SecondaryAttack( void ); int AddToPlayer( CBasePlayer *pPlayer ); BOOL Deploy( ); void Holster( int skiplocal = 0 ); void Reload( void ); void WeaponIdle( void );
int m_fInZoom; // don't save this
//für stufenloses Zooming!!!!!!!!!!!! <<-------------------------------->> double m_dEnd; // für Zeitmessung um double m_dStart; // den Zoom zurückzusetzen double m_dAttack_Time; // Zeit bis wieder geffeurt wird (second. Attak) }; LINK_ENTITY_TO_CLASS( weapon_crossbow, CCrossbow );
void CCrossbow::Spawn( ) { Precache( ); m_iId = WEAPON_CROSSBOW; SET_MODEL(ENT(pev), "models/w_crossbow.mdl");
m_iDefaultAmmo = CROSSBOW_DEFAULT_GIVE;
FallInit();// get ready to fall down. }
int CCrossbow::AddToPlayer( CBasePlayer *pPlayer ) { if ( CBasePlayerWeapon::AddToPlayer( pPlayer ) ) { MESSAGE_BEGIN( MSG_ONE, gmsgWeapPickup, NULL, pPlayer->pev ); WRITE_BYTE( m_iId ); MESSAGE_END(); return TRUE; } return FALSE; }
void CCrossbow::Precache( void ) { PRECACHE_MODEL("models/w_crossbow.mdl"); PRECACHE_MODEL("models/v_crossbow.mdl"); PRECACHE_MODEL("models/p_crossbow.mdl");
PRECACHE_SOUND("weapons/xbow_fire1.wav"); PRECACHE_SOUND("weapons/xbow_reload1.wav");
UTIL_PrecacheOther( "crossbow_bolt" ); }
int CCrossbow::GetItemInfo(ItemInfo *p) { p->pszName = STRING(pev->classname); p->pszAmmo1 = "bolts"; p->iMaxAmmo1 = BOLT_MAX_CARRY; p->pszAmmo2 = NULL; p->iMaxAmmo2 = -1; p->iMaxClip = CROSSBOW_MAX_CLIP; p->iSlot = 4; p->iPosition = 0; p->iId = WEAPON_CROSSBOW; p->iFlags = 0; p->iWeight = CROSSBOW_WEIGHT; return 1; }
BOOL CCrossbow::Deploy( ) { EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/xbow_reload1.wav", RANDOM_FLOAT(0.95, 1.0), ATTN_NORM, 0, 93 + RANDOM_LONG(0,0xF)); if (m_iClip) return DefaultDeploy( "models/v_crossbow.mdl", "models/p_crossbow.mdl", CROSSBOW_DRAW1, "bow" ); return DefaultDeploy( "models/v_crossbow.mdl", "models/p_crossbow.mdl", CROSSBOW_DRAW2, "bow" ); }
void CCrossbow::Holster( int skiplocal /* = 0 */ ) { m_fInReload = FALSE;// cancel any reload in progress.
if ( m_fInZoom ) { m_dEnd = 0.0; SecondaryAttack( ); }
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5; if (m_iClip) SendWeaponAnim( CROSSBOW_HOLSTER1 ); else SendWeaponAnim( CROSSBOW_HOLSTER2 ); }
void CCrossbow::PrimaryAttack( void ) { m_flNextPrimaryAttack = gpGlobals->time + 0.65;
if (m_iClip == 0) { PlayEmptySound( ); return; }
TraceResult tr;
m_pPlayer->m_iWeaponVolume = QUIET_GUN_VOLUME; m_iClip--;
// make twang sound EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/xbow_fire1.wav", RANDOM_FLOAT(0.95, 1.0), ATTN_NORM, 0, 93 + RANDOM_LONG(0,0xF));
if (m_iClip) { EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/xbow_reload1.wav", RANDOM_FLOAT(0.95, 1.0), ATTN_NORM, 0, 93 + RANDOM_LONG(0,0xF)); SendWeaponAnim( CROSSBOW_FIRE1 ); } else if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] == 0) { SendWeaponAnim( CROSSBOW_FIRE3 ); }
// player "shoot" animation m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); Vector anglesAim = m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle; UTIL_MakeVectors( anglesAim ); Vector vecSrc = m_pPlayer->GetGunPosition( ) - gpGlobals->v_up * 2; Vector vecDir = gpGlobals->v_forward;
UTIL_TraceLine(vecSrc, vecSrc + vecDir * 8192, dont_ignore_monsters, m_pPlayer->edict(), &tr);
if ( tr.pHit->v.takedamage ) { switch( RANDOM_LONG(0,1) ) { case 0: EMIT_SOUND( tr.pHit, CHAN_BODY, "weapons/xbow_hitbod1.wav", 1, ATTN_NORM); break; case 1: EMIT_SOUND( tr.pHit, CHAN_BODY, "weapons/xbow_hitbod2.wav", 1, ATTN_NORM); break; }
ClearMultiDamage( ); CBaseEntity::Instance(tr.pHit)->TraceAttack(m_pPlayer->pev, 120, vecDir, &tr, DMG_BULLET | DMG_NEVERGIB ); ApplyMultiDamage( pev, m_pPlayer->pev ); } else { // create a bolt CCrossbowBolt *pBolt = CCrossbowBolt::BoltCreate(); pBolt->pev->origin = tr.vecEndPos - vecDir * 10; pBolt->pev->angles = UTIL_VecToAngles( vecDir ); pBolt->pev->solid = SOLID_NOT; pBolt->SetTouch( NULL ); pBolt->SetThink( SUB_Remove );
EMIT_SOUND( pBolt->edict(), CHAN_WEAPON, "weapons/xbow_hit1.wav", RANDOM_FLOAT(0.95, 1.0), ATTN_NORM );
if (UTIL_PointContents(tr.vecEndPos) != CONTENTS_WATER) { UTIL_Sparks( tr.vecEndPos ); }
if ( FClassnameIs( tr.pHit, "worldspawn" ) ) { // let the bolt sit around for a while if it hit static architecture pBolt->pev->nextthink = gpGlobals->time + 5.0; } else { pBolt->pev->nextthink = gpGlobals->time; } } }
extern int gmsgAwpZoom;
void CCrossbow::SecondaryAttack() { m_dStart = gpGlobals->time; if( m_pPlayer->m_iFOV == 0 ) m_pPlayer->m_iFOV = 90; m_dAttack_Time = 0.02;
if( m_pPlayer->m_iFOV > 14 || !m_fInZoom ) { m_fInZoom = 1; // zoom-flag m_pPlayer->m_iFOV -= 4; // zoomen m_dAttack_Time = 0.02; }
if( (m_dStart - m_dEnd) > 0.65 && m_fInZoom ) // Zurücksetzen des Zoom`s { m_pPlayer->m_iFOV = 0; // 0 means reset to default fov[Field of view] m_fInZoom = 0; // zoom-flag aus m_dAttack_Time = 0.2; }
pev->nextthink = gpGlobals->time + 0.015; m_flNextSecondaryAttack = gpGlobals->time + m_dAttack_Time;
m_dEnd = gpGlobals->time; }
void CCrossbow::Reload( void ) { if ( m_fInZoom ) { m_dEnd = 0.0; SecondaryAttack(); }
if (DefaultReload( 5, CROSSBOW_RELOAD, 4.5 )) { EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/xbow_reload1.wav", RANDOM_FLOAT(0.95, 1.0), ATTN_NORM, 0, 93 + RANDOM_LONG(0,0xF)); } }
void CCrossbow::WeaponIdle( void ) { m_pPlayer->GetAutoaimVector( AUTOAIM_2DEGREES ); // get the autoaim vector but ignore it; used for autoaim crosshair in DM
ResetEmptySound( ); if (m_flTimeWeaponIdle < gpGlobals->time) { float flRand = RANDOM_FLOAT(0, 1); if (flRand <= 0.75) { if (m_iClip) { SendWeaponAnim( CROSSBOW_IDLE1 ); } else { SendWeaponAnim( CROSSBOW_IDLE2 ); } m_flTimeWeaponIdle = gpGlobals->time + RANDOM_FLOAT ( 10, 15 ); } else { if (m_iClip) { SendWeaponAnim( CROSSBOW_FIDGET1 ); m_flTimeWeaponIdle = gpGlobals->time + 90.0 / 30.0; } else { SendWeaponAnim( CROSSBOW_FIDGET2 ); m_flTimeWeaponIdle = gpGlobals->time + 80.0 / 30.0; } } } }
class CCrossbowAmmo : public CBasePlayerAmmo { void Spawn( void ) { Precache( ); SET_MODEL(ENT(pev), "models/w_crossbow_clip.mdl"); CBasePlayerAmmo::Spawn( ); } void Precache( void ) { PRECACHE_MODEL ("models/w_crossbow_clip.mdl"); PRECACHE_SOUND("items/9mmclip1.wav"); } BOOL AddAmmo( CBaseEntity *pOther ) { if (pOther->GiveAmmo( AMMO_CROSSBOWCLIP_GIVE, "bolts", BOLT_MAX_CARRY ) != -1) { EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM); return TRUE; } return FALSE; } }; LINK_ENTITY_TO_CLASS( ammo_crossbow, CCrossbowAmmo );
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