mirror of
https://github.com/nillerusr/source-engine.git
synced 2026-08-08 01:39:36 +00:00
1
This commit is contained in:
@@ -0,0 +1,208 @@
|
||||
//========= Copyright Valve Corporation, All rights reserved. ============//
|
||||
//
|
||||
// Purpose: Snark
|
||||
//
|
||||
// $NoKeywords: $
|
||||
//=============================================================================//
|
||||
|
||||
#include "cbase.h"
|
||||
#include "npcevent.h"
|
||||
#include "hl1_basecombatweapon_shared.h"
|
||||
#include "basecombatcharacter.h"
|
||||
#include "ai_basenpc.h"
|
||||
#include "player.h"
|
||||
#include "gamerules.h"
|
||||
#include "in_buttons.h"
|
||||
#include "soundent.h"
|
||||
#include "game.h"
|
||||
#include "vstdlib/random.h"
|
||||
#include "engine/IEngineSound.h"
|
||||
#include "hl1_npc_snark.h"
|
||||
#include "beam_shared.h"
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// CWeaponSnark
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
|
||||
#define SNARK_NEST_MODEL "models/w_sqknest.mdl"
|
||||
|
||||
|
||||
class CWeaponSnark : public CBaseHL1CombatWeapon
|
||||
{
|
||||
DECLARE_CLASS( CWeaponSnark, CBaseHL1CombatWeapon );
|
||||
public:
|
||||
|
||||
CWeaponSnark( void );
|
||||
|
||||
void Precache( void );
|
||||
void PrimaryAttack( void );
|
||||
void WeaponIdle( void );
|
||||
bool Deploy( void );
|
||||
bool Holster( CBaseCombatWeapon *pSwitchingTo = NULL );
|
||||
|
||||
DECLARE_SERVERCLASS();
|
||||
DECLARE_DATADESC();
|
||||
|
||||
private:
|
||||
bool m_bJustThrown;
|
||||
};
|
||||
|
||||
LINK_ENTITY_TO_CLASS( weapon_snark, CWeaponSnark );
|
||||
|
||||
PRECACHE_WEAPON_REGISTER( weapon_snark );
|
||||
|
||||
IMPLEMENT_SERVERCLASS_ST( CWeaponSnark, DT_WeaponSnark )
|
||||
END_SEND_TABLE()
|
||||
|
||||
BEGIN_DATADESC( CWeaponSnark )
|
||||
DEFINE_FIELD( m_bJustThrown, FIELD_BOOLEAN ),
|
||||
END_DATADESC()
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Constructor
|
||||
//-----------------------------------------------------------------------------
|
||||
CWeaponSnark::CWeaponSnark( void )
|
||||
{
|
||||
m_bReloadsSingly = false;
|
||||
m_bFiresUnderwater = true;
|
||||
m_bJustThrown = false;
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose:
|
||||
//-----------------------------------------------------------------------------
|
||||
void CWeaponSnark::Precache( void )
|
||||
{
|
||||
BaseClass::Precache();
|
||||
|
||||
PrecacheScriptSound( "WpnSnark.PrimaryAttack" );
|
||||
PrecacheScriptSound( "WpnSnark.Deploy" );
|
||||
|
||||
UTIL_PrecacheOther("monster_snark");
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose:
|
||||
//-----------------------------------------------------------------------------
|
||||
void CWeaponSnark::PrimaryAttack( void )
|
||||
{
|
||||
// Only the player fires this way so we can cast
|
||||
CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
|
||||
|
||||
if ( !pPlayer )
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if ( pPlayer->GetAmmoCount( m_iPrimaryAmmoType ) <= 0 )
|
||||
return;
|
||||
|
||||
Vector vecForward;
|
||||
pPlayer->EyeVectors( &vecForward );
|
||||
|
||||
// find place to toss monster
|
||||
// Does this need to consider a crouched player?
|
||||
Vector vecStart = pPlayer->WorldSpaceCenter() + (vecForward * 20);
|
||||
Vector vecEnd = vecStart + (vecForward * 44);
|
||||
trace_t tr;
|
||||
UTIL_TraceLine( vecStart, vecEnd, MASK_SOLID, this, COLLISION_GROUP_NONE, &tr );
|
||||
if ( tr.allsolid || tr.startsolid || tr.fraction <= 0.25 )
|
||||
return;
|
||||
|
||||
// player "shoot" animation
|
||||
SendWeaponAnim( ACT_VM_PRIMARYATTACK );
|
||||
pPlayer->SetAnimation( PLAYER_ATTACK1 );
|
||||
|
||||
CSnark *pSnark = (CSnark*)Create( "monster_snark", tr.endpos, pPlayer->EyeAngles(), GetOwner() );
|
||||
if ( pSnark )
|
||||
{
|
||||
pSnark->SetAbsVelocity( vecForward * 200 + pPlayer->GetAbsVelocity() );
|
||||
}
|
||||
|
||||
// play hunt sound
|
||||
CPASAttenuationFilter filter( this );
|
||||
EmitSound( filter, entindex(), "WpnSnark.PrimaryAttack" );
|
||||
|
||||
CSoundEnt::InsertSound( SOUND_DANGER, GetAbsOrigin(), 200, 0.2 );
|
||||
|
||||
pPlayer->RemoveAmmo( 1, m_iPrimaryAmmoType );
|
||||
|
||||
m_bJustThrown = true;
|
||||
|
||||
m_flNextPrimaryAttack = gpGlobals->curtime + 0.3;
|
||||
SetWeaponIdleTime( gpGlobals->curtime + 1.0 );
|
||||
}
|
||||
|
||||
void CWeaponSnark::WeaponIdle( void )
|
||||
{
|
||||
CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
|
||||
|
||||
if ( !pPlayer )
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if ( !HasWeaponIdleTimeElapsed() )
|
||||
return;
|
||||
|
||||
if ( m_bJustThrown )
|
||||
{
|
||||
m_bJustThrown = false;
|
||||
|
||||
if ( pPlayer->GetAmmoCount( m_iPrimaryAmmoType ) <= 0 )
|
||||
{
|
||||
if ( !pPlayer->SwitchToNextBestWeapon( pPlayer->GetActiveWeapon() ) )
|
||||
Holster();
|
||||
}
|
||||
else
|
||||
{
|
||||
SendWeaponAnim( ACT_VM_DRAW );
|
||||
SetWeaponIdleTime( gpGlobals->curtime + random->RandomFloat( 10, 15 ) );
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if ( random->RandomFloat( 0, 1 ) <= 0.75 )
|
||||
{
|
||||
SendWeaponAnim( ACT_VM_IDLE );
|
||||
}
|
||||
else
|
||||
{
|
||||
SendWeaponAnim( ACT_VM_FIDGET );
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool CWeaponSnark::Deploy( void )
|
||||
{
|
||||
CPASAttenuationFilter filter( this );
|
||||
EmitSound( filter, entindex(), "WpnSnark.Deploy" );
|
||||
|
||||
return BaseClass::Deploy();
|
||||
}
|
||||
|
||||
bool CWeaponSnark::Holster( CBaseCombatWeapon *pSwitchingTo )
|
||||
{
|
||||
CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
|
||||
if ( !pPlayer )
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if ( !BaseClass::Holster( pSwitchingTo ) )
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if ( pPlayer->GetAmmoCount( m_iPrimaryAmmoType ) <= 0 )
|
||||
{
|
||||
SetThink( &CWeaponSnark::DestroyItem );
|
||||
SetNextThink( gpGlobals->curtime + 0.1 );
|
||||
}
|
||||
|
||||
pPlayer->SetNextAttack( gpGlobals->curtime + 0.5 );
|
||||
|
||||
return true;
|
||||
}
|
||||
Reference in New Issue
Block a user