news
current
submit
tutorials
database
-mp
-client
submit
search
forum
main
contact
email
|
Making a NailGun
Created by Flipmo
HalfLife's Code is BLUE
Flipmo's Code is RED
Flipmo's Commentary is GREEN
#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 900
#define BOLT_WATER_VELOCITY 900
// 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 CNailBolt : 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 CNailBolt *BoltCreate( void );
};
LINK_ENTITY_TO_CLASS( nail_bolt, CNailBolt );
CNailBolt *CNailBolt::BoltCreate( void )
{
// Create a new entity with CCrossbowBolt private data
CNailBolt *pBolt = GetClassPtr( (CNailBolt *)NULL );
pBolt->pev->classname = MAKE_STRING("nail");
pBolt->Spawn();
return pBolt;
}
void CNailBolt::Spawn( )
{
Precache( );
pev->movetype = MOVETYPE_FLY;
pev->solid = SOLID_BBOX;
pev->gravity = 0.5;
SET_MODEL(ENT(pev), "models/shell.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 + 0.15;
}
void CNailBolt::Precache( )
{
PRECACHE_MODEL ("models/shell.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 CNailBolt :: Classify ( void )
{
return CLASS_NONE;
}
void CNailBolt::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 + 0.15;
}
}
void CNailBolt::BubbleThink( void )
{
pev->nextthink = gpGlobals->time + 0.15;
if (pev->waterlevel == 0)
return;
UTIL_BubbleTrail( pev->origin - pev->velocity * 0.1, pev->origin, 1 );
}
void CNailBolt::ExplodeThink( void )
{
int iContents = UTIL_PointContents ( pev->origin );
pev->dmg = 40;
entvars_t *pevOwner;
if ( pev->owner )
pevOwner = VARS( pev->owner );
else
pevOwner = NULL;
pev->owner = NULL; // can''t traceline attack owner if this is set
UTIL_Remove(this);
}
enum nailgun_e {
NAILGUN_IDLE1 = 0, // full
NAILGUN_LONGIDLE, // empty
NAILGUN_SHOOT, // full
NAILGUN_RELOAD, // from empty
};
class CNailgun : public CBasePlayerWeapon
{
public:
void Spawn( void );
void Precache( void );
int iItemSlot( ) { return 3; }
int GetItemInfo(ItemInfo *p);
void FireBolt( void );
void FireSniperBolt( void );
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
};
LINK_ENTITY_TO_CLASS( weapon_nailgun, CNailgun );
void CNailgun::Spawn( )
{
Precache( );
m_iId = WEAPON_NAILGUN;
SET_MODEL(ENT(pev), "models/w_crossbow.mdl");
m_iDefaultAmmo = NAILGUN_DEFAULT_GIVE;
FallInit();// get ready to fall down.
}
int CNailgun::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 CNailgun::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( "nailgun_nail" );
}
int CNailgun::GetItemInfo(ItemInfo *p)
{
p->pszName = STRING(pev->classname);
p->pszAmmo1 = "nail";
p->iMaxAmmo1 = 80;
p->pszAmmo2 = NULL;
p->iMaxAmmo2 = -1;
p->iMaxClip = 80;
p->iSlot = 2;
p->iPosition = 3;
p->iId = WEAPON_NAILGUN;
p->iFlags = 0;
p->iWeight = NAILGUN_WEIGHT;
return 1;
}
BOOL CNailgun::Deploy( )
{
if (m_iClip)
return DefaultDeploy( "models/v_crossbow.mdl", "models/p_crossbow.mdl", NAILGUN_SHOOT, "nail" );
return DefaultDeploy( "models/v_crossbow.mdl", "models/p_crossbow.mdl", NAILGUN_SHOOT, "nail" );
}
void CNailgun::Holster( int skiplocal /* = 0 */ )
{
m_fInReload = FALSE;// cancel any reload in progress.
if ( m_fInZoom )
{
SecondaryAttack( );
}
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.15;
}
void CNailgun::PrimaryAttack( void )
{
{
SendWeaponAnim( NAILGUN_SHOOT );
m_pPlayer->m_iWeaponFlash = NORMAL_GUN_FLASH;
}
FireBolt();
}
// this function only gets called in multiplayer
void CNailgun::FireSniperBolt()
{
m_flNextPrimaryAttack = gpGlobals->time + 0.15;
if (m_iClip == 0)
{
PlayEmptySound( );
return;
}
TraceResult tr;
m_pPlayer->m_iWeaponVolume = QUIET_GUN_VOLUME;
m_iClip--;
// make twang sound
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));
}
if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] == 0)
{
}
// 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, 10, vecDir, &tr, DMG_BULLET | DMG_NEVERGIB );
ApplyMultiDamage( pev, m_pPlayer->pev );
}
else
{
// create a bolt
CNailgunBolt *pBolt = CNailgunBolt::BoltCreate();
pBolt->pev->origin = vecSrc;
pBolt->pev->angles = anglesAim;
pBolt->pev->solid = SOLID_NOT;
pBolt->SetTouch( NULL );
pBolt->SetThink( SUB_Remove );
if (m_pPlayer->pev->waterlevel == 3)
{
pBolt->pev->velocity = vecDir * BOLT_WATER_VELOCITY;
pBolt->pev->speed = BOLT_WATER_VELOCITY;
}
else
{
pBolt->pev->velocity = vecDir * BOLT_AIR_VELOCITY;
pBolt->pev->speed = BOLT_AIR_VELOCITY;
}
pBolt->pev->avelocity.z = 10;
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 + 7.0;
}
else
{
pBolt->pev->nextthink = gpGlobals->time;
}
}
}
void CNailgun::FireBolt()
{
TraceResult tr;
if (m_iClip == 0)
{
PlayEmptySound( );
return;
}
SendWeaponAnim( NAILGUN_SHOOT );
m_pPlayer->m_iWeaponFlash = NORMAL_GUN_FLASH;
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)
{
SendWeaponAnim( NAILGUN_SHOOT );
}
else if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] == 0)
{
SendWeaponAnim( NAILGUN_SHOOT );
}
// player "shoot" animation
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
SendWeaponAnim( NAIL_SHOOT );
Vector anglesAim = m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle;
UTIL_MakeVectors( anglesAim );
// Vector vecSrc = pev->origin + gpGlobals->v_up * 16 + gpGlobals->v_forward * 20 + gpGlobals->v_right * 4;
anglesAim.x = -anglesAim.x;
Vector vecSrc = m_pPlayer->GetGunPosition( ) - gpGlobals->v_up * 2;
Vector vecDir = gpGlobals->v_forward;
//CBaseEntity *pBolt = CBaseEntity::Create( "nailgun_bolt", vecSrc, anglesAim, m_pPlayer->edict() );
CNailgunBolt *pBolt = CNailgunBolt::BoltCreate();
pBolt->pev->origin = vecSrc;
pBolt->pev->angles = anglesAim;
pBolt->pev->owner = m_pPlayer->edict();
if (m_pPlayer->pev->waterlevel == 3)
{
pBolt->pev->velocity = vecDir * BOLT_WATER_VELOCITY;
pBolt->pev->speed = BOLT_WATER_VELOCITY;
}
else
{
pBolt->pev->velocity = vecDir * BOLT_AIR_VELOCITY;
pBolt->pev->speed = BOLT_AIR_VELOCITY;
}
pBolt->pev->avelocity.z = 10;
if (!m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0)
// HEV suit - indicate out of ammo condition
m_pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0);
m_flNextPrimaryAttack = gpGlobals->time + 0.08;
m_flNextSecondaryAttack = gpGlobals->time + 0.08;
if (m_iClip != 0)
m_flTimeWeaponIdle = gpGlobals->time + 2.0;
else
m_flTimeWeaponIdle = 0.75;
m_pPlayer->pev->punchangle.x -= 0;
}
void CNailgun::SecondaryAttack()
{
}
void CNailgun::Reload( void )
{
if ( m_fInZoom )
{
SecondaryAttack();
}
if (DefaultReload( 200, CROSSBOW_RELOAD, 2.5 ))
{
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 CNailgun::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( NAILGUN_IDLE1 );
}
else
{
SendWeaponAnim( NAILGUN_LONGIDLE );
}
m_flTimeWeaponIdle = gpGlobals->time + RANDOM_FLOAT ( 10, 15 );
}
else
{
if (m_iClip)
{
m_flTimeWeaponIdle = gpGlobals->time + 90.0 / 30.0;
}
else
{
m_flTimeWeaponIdle = gpGlobals->time + 80.0 / 30.0;
}
}
}
}
class CNailgunAmmo : 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_NAILGUNCLIP_GIVE, "nail", NAIL_MAX_CARRY ) != -1)
{
EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM);
return TRUE;
}
return FALSE;
}
};
LINK_ENTITY_TO_CLASS( ammo_nailgun, CNailgunAmmo );
#endif
That Was The Nailgun
Don''t Use This Whitout My Permissions In a Mod!! Mail me at
mwcjanssen@tebenet.nl
|