bool CItemMoney::MyTouch( CBasePlayer *pPlayer ) { if ( pPlayer != m_taker ) return false; CPASAttenuationFilter sndFilter( pPlayer ); pPlayer->EmitSound( sndFilter, pPlayer->entindex(), "Buttons.snd2" ); CHL2MP_Player * p = ToHL2MPPlayer( pPlayer ); p->AddMoney( m_iAmount ); return true; }
//----------------------------------------------------------------------------- // Purpose: // Input : *pActivator - // *pCaller - // useType - // value - //----------------------------------------------------------------------------- void CItem_AmmoCrate::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { CBasePlayer *pPlayer = ToBasePlayer( pActivator ); if ( pPlayer == NULL ) return; m_OnUsed.FireOutput( pActivator, this ); int iSequence = LookupSequence( "Open" ); // See if we're not opening already if ( GetSequence() != iSequence ) { Vector mins, maxs; trace_t tr; CollisionProp()->WorldSpaceAABB( &mins, &maxs ); Vector vOrigin = GetAbsOrigin(); vOrigin.z += ( maxs.z - mins.z ); mins = (mins - GetAbsOrigin()) * 0.2f; maxs = (maxs - GetAbsOrigin()) * 0.2f; mins.z = ( GetAbsOrigin().z - vOrigin.z ); UTIL_TraceHull( vOrigin, vOrigin, mins, maxs, MASK_SOLID, this, COLLISION_GROUP_NONE, &tr ); if ( tr.startsolid || tr.allsolid ) return; m_hActivator = pPlayer; // Animate! ResetSequence( iSequence ); // Make sound CPASAttenuationFilter sndFilter( this, "AmmoCrate.Open" ); EmitSound( sndFilter, entindex(), "AmmoCrate.Open" ); // Start thinking to make it return SetThink( &CItem_AmmoCrate::CrateThink ); SetNextThink( gpGlobals->curtime + 0.1f ); } // Don't close again for two seconds m_flCloseTime = gpGlobals->curtime + AMMO_CRATE_CLOSE_DELAY; }
//----------------------------------------------------------------------------- // Purpose: If the player uses the jeep while at the back, he gets ammo from the crate instead //----------------------------------------------------------------------------- void CASW_PropJeep::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { CBasePlayer *pPlayer = ToBasePlayer( pActivator ); if ( pPlayer == NULL) return; // Find out if the player's looking at our ammocrate hitbox Vector vecForward; pPlayer->EyeVectors( &vecForward, NULL, NULL ); trace_t tr; Vector vecStart = pPlayer->EyePosition(); UTIL_TraceLine( vecStart, vecStart + vecForward * 1024, MASK_SOLID | CONTENTS_DEBRIS | CONTENTS_HITBOX, pPlayer, COLLISION_GROUP_NONE, &tr ); if ( tr.m_pEnt == this && tr.hitgroup == JEEP_AMMOCRATE_HITGROUP ) { // Player's using the crate. // Fill up his SMG ammo. pPlayer->GiveAmmo( 300, "SMG1"); if ( ( GetSequence() != LookupSequence( "ammo_open" ) ) && ( GetSequence() != LookupSequence( "ammo_close" ) ) ) { // Open the crate m_flAnimTime = gpGlobals->curtime; m_flPlaybackRate = 0.0; SetCycle( 0 ); ResetSequence( LookupSequence( "ammo_open" ) ); CPASAttenuationFilter sndFilter( this, "PropJeep.AmmoOpen" ); EmitSound( sndFilter, entindex(), "PropJeep.AmmoOpen" ); } m_flAmmoCrateCloseTime = gpGlobals->curtime + JEEP_AMMO_CRATE_CLOSE_DELAY; return; } // Fall back and get in the vehicle instead BaseClass::Use( pActivator, pCaller, useType, value ); }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void Dota_Resupply::CrateThink( void ) { StudioFrameAdvance(); DispatchAnimEvents( this ); SetNextThink( gpGlobals->curtime + 0.1f ); // Start closing if we're not already if ( GetSequence() != LookupSequence( "Close" ) ) { // Not ready to close? if ( m_flCloseTime <= gpGlobals->curtime ) { //m_hActivator = NULL; ResetSequence( LookupSequence( "Close" ) ); } } else { // See if we're fully closed if ( IsSequenceFinished() ) { // Stop thinking SetThink( NULL ); CPASAttenuationFilter sndFilter( this, "AmmoCrate.Close" ); EmitSound( sndFilter, entindex(), "AmmoCrate.Close" ); // FIXME: We're resetting the sequence here // but setting Think to NULL will cause this to never have // StudioFrameAdvance called. What are the consequences of that? ResetSequence( LookupSequence( "Idle" ) ); SetBodygroup( 1, true ); m_hActivator->SetCanShop( false ); m_hActivator = NULL; } } }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CASW_PropJeep::FireCannon( void ) { //Don't fire again if it's been too soon if ( m_flCannonTime > gpGlobals->curtime ) return; if ( m_bUnableToFire ) return; m_flCannonTime = gpGlobals->curtime + 0.2f; m_bCannonCharging = false; //Find the direction the gun is pointing in Vector aimDir; GetCannonAim( &aimDir ); FireBulletsInfo_t info( 1, m_vecGunOrigin, aimDir, VECTOR_CONE_1DEGREES, MAX_TRACE_LENGTH, m_nAmmoType ); info.m_nFlags = FIRE_BULLETS_ALLOW_WATER_SURFACE_IMPACTS; info.m_pAttacker = m_hPlayer; FireBullets( info ); // Register a muzzleflash for the AI if ( m_hPlayer ) { m_hPlayer->SetMuzzleFlashTime( gpGlobals->curtime + 0.5 ); } CPASAttenuationFilter sndFilter( this, "PropJeep.FireCannon" ); EmitSound( sndFilter, entindex(), "PropJeep.FireCannon" ); // make cylinders of gun spin a bit m_nSpinPos += JEEP_GUN_SPIN_RATE; //SetPoseParameter( JEEP_GUN_SPIN, m_nSpinPos ); //FIXME: Don't bother with this for E3, won't look right }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CASW_PropJeep::FireChargedCannon( void ) { bool penetrated = false; m_bCannonCharging = false; m_flCannonTime = gpGlobals->curtime + 0.5f; StopChargeSound(); CPASAttenuationFilter sndFilter( this, "PropJeep.FireChargedCannon" ); EmitSound( sndFilter, entindex(), "PropJeep.FireChargedCannon" ); //Find the direction the gun is pointing in Vector aimDir; GetCannonAim( &aimDir ); Vector endPos = m_vecGunOrigin + ( aimDir * MAX_TRACE_LENGTH ); //Shoot a shot straight out trace_t tr; UTIL_TraceLine( m_vecGunOrigin, endPos, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr ); ClearMultiDamage(); //Find how much damage to do float flChargeAmount = ( gpGlobals->curtime - m_flCannonChargeStartTime ) / MAX_GAUSS_CHARGE_TIME; //Clamp this if ( flChargeAmount > 1.0f ) { flChargeAmount = 1.0f; } //Determine the damage amount //FIXME: Use ConVars! float flDamage = 15 + ( ( 250 - 15 ) * flChargeAmount ); CBaseEntity *pHit = tr.m_pEnt; //Look for wall penetration if ( tr.DidHitWorld() && !(tr.surface.flags & SURF_SKY) ) { //Try wall penetration UTIL_ImpactTrace( &tr, m_nBulletType, "ImpactJeep" ); UTIL_DecalTrace( &tr, "RedGlowFade" ); CPVSFilter filter( tr.endpos ); te->GaussExplosion( filter, 0.0f, tr.endpos, tr.plane.normal, 0 ); Vector testPos = tr.endpos + ( aimDir * 48.0f ); UTIL_TraceLine( testPos, tr.endpos, MASK_SHOT, GetDriver(), COLLISION_GROUP_NONE, &tr ); if ( tr.allsolid == false ) { UTIL_DecalTrace( &tr, "RedGlowFade" ); penetrated = true; } } else if ( pHit != NULL ) { CTakeDamageInfo dmgInfo( this, GetDriver(), flDamage, DMG_SHOCK ); CalculateBulletDamageForce( &dmgInfo, GetAmmoDef()->Index("GaussEnergy"), aimDir, tr.endpos, 1.0f + flChargeAmount * 4.0f ); //Do direct damage to anything in our path pHit->DispatchTraceAttack( dmgInfo, aimDir, &tr ); } ApplyMultiDamage(); //Kick up an effect if ( !(tr.surface.flags & SURF_SKY) ) { UTIL_ImpactTrace( &tr, m_nBulletType, "ImpactJeep" ); //Do a gauss explosion CPVSFilter filter( tr.endpos ); te->GaussExplosion( filter, 0.0f, tr.endpos, tr.plane.normal, 0 ); } //Show the effect DrawBeam( m_vecGunOrigin, tr.endpos, 9.6 ); // Register a muzzleflash for the AI if ( m_hPlayer ) { m_hPlayer->SetMuzzleFlashTime( gpGlobals->curtime + 0.5f ); } //Rock the car IPhysicsObject *pObj = VPhysicsGetObject(); if ( pObj != NULL ) { Vector shoveDir = aimDir * -( flDamage * 500.0f ); pObj->ApplyForceOffset( shoveDir, m_vecGunOrigin ); } //Do radius damage if we didn't penetrate the wall if ( penetrated == true ) { RadiusDamage( CTakeDamageInfo( this, this, flDamage, DMG_SHOCK ), tr.endpos, 200.0f, CLASS_NONE, NULL ); } }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CASW_PropJeep::Think(void) { m_VehiclePhysics.Think(); // Derived classes of CPropVehicle have their own code to determine how frequently to think. // But the prop_vehicle entity native to this class will only think one time, so this flag // was added to allow prop_vehicle to always think without affecting the derived classes. if( HasSpawnFlags(SF_PROP_VEHICLE_ALWAYSTHINK) ) { SetNextThink(gpGlobals->curtime); } if ( ShouldThink() ) { SetNextThink( gpGlobals->curtime ); } // If we have an NPC Driver, tell him to drive if ( m_hNPCDriver ) { GetServerVehicle()->NPC_DriveVehicle(); } // Keep thinking while we're waiting to turn off the keep upright if ( m_flTurnOffKeepUpright ) { SetNextThink( gpGlobals->curtime ); // Time up? if ( m_hKeepUpright != NULL && m_flTurnOffKeepUpright < gpGlobals->curtime ) { variant_t emptyVariant; m_hKeepUpright->AcceptInput( "TurnOff", this, this, emptyVariant, USE_TOGGLE ); m_flTurnOffKeepUpright = 0; UTIL_Remove( m_hKeepUpright ); } } /* CBasePlayer *pPlayer = UTIL_GetLocalPlayer(); if ( m_bEngineLocked ) { m_bUnableToFire = true; if ( pPlayer != NULL ) { pPlayer->m_Local.m_iHideHUD |= HIDEHUD_VEHICLE_CROSSHAIR; } } else if ( m_bHasGun ) { // Start this as false and update it again each frame m_bUnableToFire = false; if ( pPlayer != NULL ) { pPlayer->m_Local.m_iHideHUD &= ~HIDEHUD_VEHICLE_CROSSHAIR; } }*/ // Water!? HandleWater(); SetSimulationTime( gpGlobals->curtime ); SetNextThink( gpGlobals->curtime ); SetAnimatedEveryTick( true ); if ( !m_bInitialHandbrake ) // after initial timer expires, set the handbrake { m_bInitialHandbrake = true; m_VehiclePhysics.SetHandbrake( true ); m_VehiclePhysics.Think(); } // Check overturned status. if ( !IsOverturned() ) { m_flOverturnedTime = 0.0f; } else { m_flOverturnedTime += gpGlobals->frametime; } // spin gun if charging cannon //FIXME: Don't bother for E3 if ( m_bCannonCharging ) { m_nSpinPos += JEEP_GUN_SPIN_RATE; SetPoseParameter( JEEP_GUN_SPIN, m_nSpinPos ); } // Aim gun based on the player view direction. if ( m_hPlayer && !m_bExitAnimOn && !m_bEnterAnimOn ) { Vector vecEyeDir, vecEyePos; m_hPlayer->EyePositionAndVectors( &vecEyePos, &vecEyeDir, NULL, NULL ); // Trace out from the player's eye point. Vector vecEndPos = vecEyePos + ( vecEyeDir * MAX_TRACE_LENGTH ); trace_t trace; UTIL_TraceLine( vecEyePos, vecEndPos, MASK_SHOT, this, COLLISION_GROUP_NONE, &trace ); // See if we hit something, if so, adjust end position to hit location. if ( trace.fraction < 1.0 ) { vecEndPos = vecEyePos + ( vecEyeDir * MAX_TRACE_LENGTH * trace.fraction ); } //m_vecLookCrosshair = vecEndPos; AimGunAt( &vecEndPos, 0.1f ); } StudioFrameAdvance(); // If the enter or exit animation has finished, tell the server vehicle if ( IsSequenceFinished() && (m_bExitAnimOn || m_bEnterAnimOn) ) { if ( m_bEnterAnimOn ) { m_VehiclePhysics.ReleaseHandbrake(); StartEngine(); // HACKHACK: This forces the jeep to play a sound when it gets entered underwater if ( m_VehiclePhysics.IsEngineDisabled() ) { CBaseServerVehicle *pServerVehicle = dynamic_cast<CBaseServerVehicle *>(GetServerVehicle()); if ( pServerVehicle ) { pServerVehicle->SoundStartDisabled(); } } // The first few time we get into the jeep, print the jeep help if ( m_iNumberOfEntries < asw_hud_jeephint_numentries.GetInt() ) { UTIL_HudHintText( m_hPlayer, "#Valve_Hint_JeepKeys" ); m_iNumberOfEntries++; } } // If we're exiting and have had the tau cannon removed, we don't want to reset the animation GetServerVehicle()->HandleEntryExitFinish( m_bExitAnimOn, !(m_bExitAnimOn && TauCannonHasBeenCutOff()) ); } // See if the ammo crate needs to close if ( ( m_flAmmoCrateCloseTime < gpGlobals->curtime ) && ( GetSequence() == LookupSequence( "ammo_open" ) ) ) { m_flAnimTime = gpGlobals->curtime; m_flPlaybackRate = 0.0; SetCycle( 0 ); ResetSequence( LookupSequence( "ammo_close" ) ); } else if ( ( GetSequence() == LookupSequence( "ammo_close" ) ) && IsSequenceFinished() ) { m_flAnimTime = gpGlobals->curtime; m_flPlaybackRate = 0.0; SetCycle( 0 ); ResetSequence( LookupSequence( "idle" ) ); CPASAttenuationFilter sndFilter( this, "PropJeep.AmmoClose" ); EmitSound( sndFilter, entindex(), "PropJeep.AmmoClose" ); } }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CPropJeep::Think(void) { BaseClass::Think(); /* CBasePlayer *pPlayer = UTIL_GetLocalPlayer(); if ( m_bEngineLocked ) { m_bUnableToFire = true; if ( pPlayer != NULL ) { pPlayer->m_Local.m_iHideHUD |= HIDEHUD_VEHICLE_CROSSHAIR; } } else { // Start this as false and update it again each frame m_bUnableToFire = false; if ( pPlayer != NULL ) { pPlayer->m_Local.m_iHideHUD &= ~HIDEHUD_VEHICLE_CROSSHAIR; } } */ // Water!? HandleWater(); SetSimulationTime( gpGlobals->curtime ); SetNextThink( gpGlobals->curtime ); SetAnimatedEveryTick( true ); if ( !m_bInitialHandbrake ) // after initial timer expires, set the handbrake { m_bInitialHandbrake = true; m_VehiclePhysics.SetHandbrake( true ); m_VehiclePhysics.Think(); } // Check overturned status. if ( !IsOverturned() ) { m_flOverturnedTime = 0.0f; } else { m_flOverturnedTime += gpGlobals->frametime; } // spin gun if charging cannon //FIXME: Don't bother for E3 if ( m_bCannonCharging ) { m_nSpinPos += JEEP_GUN_SPIN_RATE; SetPoseParameter( JEEP_GUN_SPIN, m_nSpinPos ); } // Aim gun based on the player view direction. if ( m_hPlayer && !m_bExitAnimOn && !m_bEnterAnimOn ) { Vector vecEyeDir, vecEyePos; m_hPlayer->EyePositionAndVectors( &vecEyePos, &vecEyeDir, NULL, NULL ); // Trace out from the player's eye point. Vector vecEndPos = vecEyePos + ( vecEyeDir * MAX_TRACE_LENGTH ); trace_t trace; UTIL_TraceLine( vecEyePos, vecEndPos, MASK_SHOT, this, COLLISION_GROUP_NONE, &trace ); // See if we hit something, if so, adjust end position to hit location. if ( trace.fraction < 1.0 ) { vecEndPos = vecEyePos + ( vecEyeDir * MAX_TRACE_LENGTH * trace.fraction ); } //m_vecLookCrosshair = vecEndPos; AimGunAt( &vecEndPos, 0.1f ); } StudioFrameAdvance(); // If the enter or exit animation has finished, tell the server vehicle if ( IsSequenceFinished() && (m_bExitAnimOn || m_bEnterAnimOn) ) { if ( m_bEnterAnimOn ) { m_VehiclePhysics.ReleaseHandbrake(); StartEngine(); // HACKHACK: This forces the jeep to play a sound when it gets entered underwater if ( m_VehiclePhysics.IsEngineDisabled() ) { CBaseServerVehicle *pServerVehicle = dynamic_cast<CBaseServerVehicle *>(GetServerVehicle()); if ( pServerVehicle ) { pServerVehicle->SoundStartDisabled(); } } // The first few time we get into the jeep, print the jeep help if ( m_iNumberOfEntries < hud_jeephint_numentries.GetInt() ) { UTIL_HudHintText( m_hPlayer, "#Valve_Hint_JeepKeys" ); m_iNumberOfEntries++; } } // If we're exiting and have had the tau cannon removed, we don't want to reset the animation GetServerVehicle()->HandleEntryExitFinish( m_bExitAnimOn, true ); } // See if the ammo crate needs to close if ( ( m_flAmmoCrateCloseTime < gpGlobals->curtime ) && ( GetSequence() == LookupSequence( "ammo_open" ) ) ) { m_flAnimTime = gpGlobals->curtime; m_flPlaybackRate = 0.0; SetCycle( 0 ); ResetSequence( LookupSequence( "ammo_close" ) ); } else if ( ( GetSequence() == LookupSequence( "ammo_close" ) ) && IsSequenceFinished() ) { m_flAnimTime = gpGlobals->curtime; m_flPlaybackRate = 0.0; SetCycle( 0 ); ResetSequence( LookupSequence( "idle" ) ); CPASAttenuationFilter sndFilter( this, "PropJeep.AmmoClose" ); EmitSound( sndFilter, entindex(), "PropJeep.AmmoClose" ); } }