Exemple #1
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CWeaponGrapple::FireHook(void)
{
	if (m_bMustReload)
		return;

	CBasePlayer *pOwner = ToBasePlayer(GetOwner());

	if (pOwner == NULL)
		return;

#ifndef CLIENT_DLL
	Vector vecAiming = pOwner->GetAutoaimVector(0);
	Vector vecSrc = pOwner->Weapon_ShootPosition();

	QAngle angAiming;
	VectorAngles(vecAiming, angAiming);

	CGrappleHook *pHook = CGrappleHook::HookCreate(vecSrc, angAiming, this);

	if (pOwner->GetWaterLevel() == 3)
	{
		pHook->SetAbsVelocity(vecAiming * BOLT_WATER_VELOCITY);
	}
	else
	{
		pHook->SetAbsVelocity(vecAiming * BOLT_AIR_VELOCITY);
	}

	m_hHook = pHook;
	CreateRope();

#endif

	pOwner->ViewPunch(QAngle(-2, 0, 0));

	WeaponSound(SINGLE);
	WeaponSound(SPECIAL2);

	SendWeaponAnim(ACT_VM_PRIMARYATTACK);

	m_flNextPrimaryAttack = m_flNextSecondaryAttack = gpGlobals->curtime + 0.75;

	DoLoadEffect();
	SetChargerState(CHARGER_STATE_DISCHARGE);
}
//-----------------------------------------------------------------------------
// Purpose: 
// Input  : state - 
//-----------------------------------------------------------------------------
void CWeaponGrapple::SetChargerState(ChargerState_t state)
{
	// Make sure we're setup
	CreateChargerEffects();

	// Don't do this twice
	if (state == m_nChargeState)
		return;

	m_nChargeState = state;

	switch (m_nChargeState)
	{
	case CHARGER_STATE_START_LOAD:

		WeaponSound(SPECIAL1);

		// Shoot some sparks and draw a beam between the two outer points
		DoLoadEffect();

		break;
#ifndef CLIENT_DLL
	case CHARGER_STATE_START_CHARGE:
	{
		if (m_hChargerSprite == NULL)
			break;

		m_hChargerSprite->SetBrightness(32, 0.5f);
		m_hChargerSprite->SetScale(0.025f, 0.5f);
		m_hChargerSprite->TurnOn();
	}

	break;

	case CHARGER_STATE_READY:
	{
		// Get fully charged
		if (m_hChargerSprite == NULL)
			break;

		m_hChargerSprite->SetBrightness(80, 1.0f);
		m_hChargerSprite->SetScale(0.1f, 0.5f);
		m_hChargerSprite->TurnOn();
	}

	break;

	case CHARGER_STATE_DISCHARGE:
	{
		SetSkin(BOLT_SKIN_NORMAL);

		if (m_hChargerSprite == NULL)
			break;

		m_hChargerSprite->SetBrightness(0);
		m_hChargerSprite->TurnOff();
	}

	break;
#endif
	case CHARGER_STATE_OFF:
	{
		SetSkin(BOLT_SKIN_NORMAL);

#ifndef CLIENT_DLL
		if (m_hChargerSprite == NULL)
			break;

		m_hChargerSprite->SetBrightness(0);
		m_hChargerSprite->TurnOff();
#endif
	}
	break;

	default:
		break;
	}
}
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CWeaponCrossbow::FireBolt()
{
	if ( m_iClip1 <= 0 )
	{
		if ( !m_bFireOnEmpty )
			Reload();
		else
		{
			WeaponSound( EMPTY );
			m_flNextPrimaryAttack = 0.15;
		}

		return;
	}

	CBasePlayer *pOwner = ToBasePlayer(GetOwner());
	
	if ( !pOwner )
		return;

#ifndef CLIENT_DLL

	pOwner->RumbleEffect(RUMBLE_357, 0, RUMBLE_FLAG_RESTART);

	Vector vecAiming	= pOwner->GetAutoaimVector(0);
	Vector vecSrc		= pOwner->Weapon_ShootPosition();

	QAngle angAiming;
	VectorAngles( vecAiming, angAiming );

#if defined(HL2_EPISODIC)
	// !!!HACK - the other piece of the Alyx crossbow bolt hack for Outland_10 (see ::BoltTouch() for more detail)
	if( FStrEq(STRING(gpGlobals->mapname), "ep2_outland_10") )
	{
		trace_t tr;
		UTIL_TraceLine( vecSrc, vecSrc + vecAiming * 24.0f, MASK_SOLID, pOwner, COLLISION_GROUP_NONE, &tr );

		if( tr.m_pEnt != NULL && tr.m_pEnt->Classify() == CLASS_PLAYER_ALLY_VITAL )
		{
			// If Alyx is right in front of the player, make sure the bolt starts outside of the player's BBOX, or the bolt
			// will instantly collide with the player after the owner of the bolt is switched to Alyx in ::BoltTouch(). We 
			// avoid this altogether by making it impossible for the bolt to collide with the player.
			vecSrc += vecAiming * 24.0f;
		}
	}
#endif

	CCrossbowBolt *pBolt = CCrossbowBolt::BoltCreate( vecSrc, angAiming, pOwner );

	if ( pOwner->GetWaterLevel() == 3 )
		pBolt->SetAbsVelocity(vecAiming * BOLT_WATER_VELOCITY);
	else
		pBolt->SetAbsVelocity(vecAiming * BOLT_AIR_VELOCITY);

#endif

	m_iClip1--;

	pOwner->ViewPunch(QAngle( -2, 0, 0 ));

	WeaponSound(SINGLE);
	WeaponSound(SPECIAL2);

#ifndef CLIENT_DLL
	CSoundEnt::InsertSound(SOUND_COMBAT, GetAbsOrigin(), 200, 0.2);
#endif

	SendWeaponAnim(ACT_VM_PRIMARYATTACK);

	// HEV suit - indicate out of ammo condition
	if ( !m_iClip1 && pOwner->GetAmmoCount( m_iPrimaryAmmoType ) <= 0 )
		pOwner->SetSuitUpdate("!HEV_AMO0", FALSE, 0);

	m_flNextPrimaryAttack = m_flNextSecondaryAttack	= gpGlobals->curtime + 0.75;

	DoLoadEffect();
	SetChargerState(CHARGER_STATE_DISCHARGE);
}
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CWeaponCrossbow::FireBolt( void )
{
	if ( m_iClip1 <= 0 )
	{
		if ( !m_bFireOnEmpty )
		{
			Reload();
		}
		else
		{
			WeaponSound( EMPTY );
			m_flNextPrimaryAttack = 0.15;
		}

		return;
	}

	CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
	
	if ( pOwner == NULL )
		return;

#ifndef CLIENT_DLL
	Vector vecAiming	= pOwner->GetAutoaimVector( 0 );	
	Vector vecSrc		= pOwner->Weapon_ShootPosition();

	QAngle angAiming;
	VectorAngles( vecAiming, angAiming );

	CCrossbowBolt *pBolt = CCrossbowBolt::BoltCreate( vecSrc, angAiming, GetHL2MPWpnData().m_iPlayerDamage, pOwner );

	if ( pOwner->GetWaterLevel() == 3 )
	{
		pBolt->SetAbsVelocity( vecAiming * BOLT_WATER_VELOCITY );
	}
	else
	{
		pBolt->SetAbsVelocity( vecAiming * BOLT_AIR_VELOCITY );
	}

#endif

	m_iClip1--;

	pOwner->ViewPunch( QAngle( -2, 0, 0 ) );

	WeaponSound( SINGLE );
	WeaponSound( SPECIAL2 );

	SendWeaponAnim( ACT_VM_PRIMARYATTACK );

	if ( !m_iClip1 && pOwner->GetAmmoCount( m_iPrimaryAmmoType ) <= 0 )
	{
		// HEV suit - indicate out of ammo condition
		pOwner->SetSuitUpdate("!HEV_AMO0", FALSE, 0);
	}

	m_flNextPrimaryAttack = m_flNextSecondaryAttack	= gpGlobals->curtime + 0.75;

	DoLoadEffect();
	SetChargerState( CHARGER_STATE_DISCHARGE );
}
Exemple #5
0
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponShock::FireBolt( void )
{
    if ( m_iClip1 <= 0 )
    {
        if ( !m_bFireOnEmpty )
        {
            Reload();
        }
        else
        {
            WeaponSound( EMPTY );
            m_flNextPrimaryAttack = 0.15;
        }

        return;
    }

    CBasePlayer *pOwner = ToBasePlayer( GetOwner() );

    if ( pOwner == NULL )
        return;

#ifndef CLIENT_DLL

    CCrossbowBolt *pBolt[3];

    //Fires three bolts, one 45 degrees to the left, one 45 degrees to the right, and one straight forward
    for (int i = 0; i < 3; i++)
    {
        Vector vecAiming	= pOwner->GetAutoaimVector( 0 );
        Vector vecSrc		= pOwner->Weapon_ShootPosition();

        QAngle angAiming;
        VectorAngles( vecAiming, angAiming );

        angAiming.y -= 10;
        angAiming.y += (10 * i);

        vecSrc.y += 3;
        vecSrc.y  -= (3*i);

        AngleVectors(angAiming, &vecAiming);

        pBolt[i] = CCrossbowBolt::BoltCreate( vecSrc, angAiming, GetHL2MPWpnData().m_iPlayerDamage, pOwner );

        if ( pOwner->GetWaterLevel() == 3 )
        {
            pBolt[i]->SetAbsVelocity( vecAiming * BOLT_WATER_VELOCITY);
        }
        else
        {
            pBolt[i]->SetAbsVelocity( vecAiming * BOLT_AIR_VELOCITY );
        }
    }

#endif

    m_iClip1 -= 1;

    pOwner->ViewPunch( QAngle( -2, 0, 0 ) );

    WeaponSound( SINGLE );
    WeaponSound( SPECIAL2 );

    SendWeaponAnim( ACT_VM_PRIMARYATTACK );

    if ( !m_iClip1 && pOwner->GetAmmoCount( m_iPrimaryAmmoType ) <= 0 )
    {
        // HEV suit - indicate out of ammo condition
        pOwner->SetSuitUpdate("!HEV_AMO0", FALSE, 0);
    }

    m_flNextPrimaryAttack = m_flNextSecondaryAttack	= gpGlobals->curtime + 0.75;

    DoLoadEffect();
    SetChargerState( CHARGER_STATE_DISCHARGE );
}