namespace HLWanted_PickAxe { enum pick_e { PICK_IDLE1 = 0, PICK_DRAW, PICK_HOLSTER, PICK_ATTACK1HIT, PICK_ATTACK1MISS, PICK_ATTACK2MISS, PICK_ATTACK2HIT, PICK_ATTACK3MISS, PICK_ATTACK3HIT, PICK_IDLE2, PICK_IDLE3 }; class weapon_pick : CBaseCustomWeapon { int m_iSwing; TraceResult m_trHit; void Spawn() { self.Precache(); g_EntityFuncs.SetModel( self, self.GetW_Model( "models/wanted/w_pick.mdl") ); self.m_iClip = -1; self.m_flCustomDmg = self.pev.dmg; self.FallInit(); } void Precache() { self.PrecacheCustomModels(); g_Game.PrecacheModel( "models/wanted/v_pick.mdl" ); g_Game.PrecacheModel( "models/wanted/w_pick.mdl" ); g_Game.PrecacheModel( "models/wanted/p_pick.mdl" ); g_SoundSystem.PrecacheSound( "wanted/weapons/pick_hit1.wav" ); g_Game.PrecacheGeneric( "sound/" + "wanted/weapons/pick_hit1.wav" ); g_SoundSystem.PrecacheSound( "wanted/weapons/pick_hit1.wav" ); g_Game.PrecacheGeneric( "sound/" + "wanted/weapons/pick_hit1.wav" ); g_SoundSystem.PrecacheSound( "wanted/weapons/pick_hit2.wav" ); g_Game.PrecacheGeneric( "sound/" + "wanted/weapons/pick_hit2.wav" ); g_SoundSystem.PrecacheSound( "wanted/weapons/pick_hitbod1.wav" ); g_Game.PrecacheGeneric( "sound/" + "wanted/weapons/pick_hitbod1.wav" ); g_SoundSystem.PrecacheSound( "wanted/weapons/pick_hitbod2.wav" ); g_Game.PrecacheGeneric( "sound/" + "wanted/weapons/pick_hitbod2.wav" ); g_SoundSystem.PrecacheSound( "wanted/weapons/pick_hitbod3.wav" ); g_Game.PrecacheGeneric( "sound/" + "wanted/weapons/pick_hitbod3.wav" ); g_SoundSystem.PrecacheSound( "wanted/weapons/pick_miss1.wav" ); g_Game.PrecacheGeneric( "sound/" + "wanted/weapons/pick_miss1.wav" ); g_Game.PrecacheGeneric( "sprites/" + "wanted/320hud1.spr" ); g_Game.PrecacheGeneric( "sprites/" + "wanted/640hud1.spr" ); g_Game.PrecacheGeneric( "sprites/" + "wanted/640hud4.spr" ); g_Game.PrecacheGeneric( "sprites/" + "wanted/weapon_pick.txt" ); } bool GetItemInfo( ItemInfo& out info ) { info.iMaxAmmo1 = -1; info.iMaxAmmo2 = -1; info.iMaxClip = WEAPON_NOCLIP; info.iSlot = 0; info.iPosition = 7; info.iId = g_ItemRegistry.GetIdForName( self.pev.classname ); info.iFlags = 0; info.iWeight = 0; return true; } bool AddToPlayer( CBasePlayer@ pPlayer ) { if( !BaseClass.AddToPlayer( pPlayer ) ) return false; @m_pPlayer = pPlayer; NetworkMessage message( MSG_ONE, NetworkMessages::WeapPickup, pPlayer.edict() ); message.WriteLong( g_ItemRegistry.GetIdForName( self.pev.classname ) ); message.End(); return true; } bool Deploy() { bool bResult; { bResult = self.DefaultDeploy( self.GetV_Model( "models/wanted/v_pick.mdl" ), self.GetP_Model( "models/wanted/p_pick.mdl" ), PICK_DRAW, "crowbar" ); self.m_flTimeWeaponIdle = g_Engine.time + Math.RandomFloat(1.0, 2.0); return bResult; } } void Holster( int skiplocal /* = 0 */ ) { self.m_fInReload = false;// cancel any reload in progress. m_pPlayer.m_flNextAttack = g_WeaponFuncs.WeaponTimeBase() + 0.5; m_pPlayer.pev.viewmodel = ""; SetThink( null ); } void PrimaryAttack() { if( !Swing( 1 ) ) { SetThink( ThinkFunction( this.SwingAgain ) ); self.pev.nextthink = g_Engine.time + 0.1; } } void Smack() { g_WeaponFuncs.DecalGunshot( m_trHit, BULLET_PLAYER_CROWBAR ); } void SwingAgain() { Swing( 0 ); } bool Swing( int fFirst ) { bool fDidHit = false; TraceResult tr; Math.MakeVectors( m_pPlayer.pev.v_angle ); Vector vecSrc = m_pPlayer.GetGunPosition(); Vector vecEnd = vecSrc + g_Engine.v_forward * 32; self.m_flTimeWeaponIdle = g_Engine.time + Math.RandomFloat(1.0, 2.0); g_Utility.TraceLine( vecSrc, vecEnd, dont_ignore_monsters, m_pPlayer.edict(), tr ); if ( tr.flFraction >= 1.0 ) { g_Utility.TraceHull( vecSrc, vecEnd, dont_ignore_monsters, head_hull, m_pPlayer.edict(), tr ); if ( tr.flFraction < 1.0 ) { // Calculate the point of intersection of the line (or hull) and the object we hit // This is and approximation of the "best" intersection CBaseEntity@ pHit = g_EntityFuncs.Instance( tr.pHit ); if ( pHit is null || pHit.IsBSPModel() ) g_Utility.FindHullIntersection( vecSrc, tr, tr, VEC_DUCK_HULL_MIN, VEC_DUCK_HULL_MAX, m_pPlayer.edict() ); vecEnd = tr.vecEndPos; // This is the point on the actual surface (the hull could have hit space) } } if ( tr.flFraction >= 1.0 ) { if( fFirst != 0 ) { // miss switch( ( m_iSwing++ ) % 3 ) { case 0: self.SendWeaponAnim( PICK_ATTACK1MISS ); break; case 1: self.SendWeaponAnim( PICK_ATTACK2MISS ); break; case 2: self.SendWeaponAnim( PICK_ATTACK3MISS ); break; } self.m_flNextPrimaryAttack = g_Engine.time + 0.5; // play wiff or swish sound g_SoundSystem.EmitSoundDyn( m_pPlayer.edict(), CHAN_WEAPON, "wanted/weapons/pick_miss1.wav", 1, ATTN_NORM, 0, 94 + Math.RandomLong( 0,0xF ) ); // player "shoot" animation m_pPlayer.SetAnimation( PLAYER_ATTACK1 ); } } else { // hit fDidHit = true; CBaseEntity@ pEntity = g_EntityFuncs.Instance( tr.pHit ); switch( ( ( m_iSwing++ ) % 2 ) + 1 ) { case 0: self.SendWeaponAnim( PICK_ATTACK1HIT ); break; case 1: self.SendWeaponAnim( PICK_ATTACK2HIT ); break; case 2: self.SendWeaponAnim( PICK_ATTACK3HIT ); break; } // player "shoot" animation m_pPlayer.SetAnimation( PLAYER_ATTACK1 ); float flDamage = 30; if ( self.m_flCustomDmg > 0 ) flDamage = self.m_flCustomDmg; g_WeaponFuncs.ClearMultiDamage(); if ( self.m_flNextPrimaryAttack + 1 < g_Engine.time ) { // first swing does full damage pEntity.TraceAttack( m_pPlayer.pev, flDamage, g_Engine.v_forward, tr, DMG_CLUB ); } else { // subsequent swings do 50% (Changed -Sniper) (Half) pEntity.TraceAttack( m_pPlayer.pev, flDamage * 0.5, g_Engine.v_forward, tr, DMG_CLUB ); } g_WeaponFuncs.ApplyMultiDamage( m_pPlayer.pev, m_pPlayer.pev ); //m_flNextPrimaryAttack = gpGlobals->time + 0.30; //0.25 // play thwack, smack, or dong sound float flVol = 1.0; bool fHitWorld = true; if( pEntity !is null ) { self.m_flNextPrimaryAttack = g_Engine.time + 0.30; //0.25 if( pEntity.Classify() != CLASS_NONE && pEntity.Classify() != CLASS_MACHINE && pEntity.BloodColor() != DONT_BLEED ) { if( pEntity.IsPlayer() ) { pEntity.pev.velocity = pEntity.pev.velocity + ( self.pev.origin - pEntity.pev.origin ).Normalize() * 120; } // play thwack or smack sound switch( Math.RandomLong( 0, 2 ) ) { case 0: g_SoundSystem.EmitSound( m_pPlayer.edict(), CHAN_WEAPON, "wanted/weapons/pick_hitbod1.wav", 1, ATTN_NORM ); break; case 1: g_SoundSystem.EmitSound( m_pPlayer.edict(), CHAN_WEAPON, "wanted/weapons/pick_hitbod2.wav", 1, ATTN_NORM ); break; case 2: g_SoundSystem.EmitSound( m_pPlayer.edict(), CHAN_WEAPON, "wanted/weapons/pick_hitbod3.wav", 1, ATTN_NORM ); break; } m_pPlayer.m_iWeaponVolume = 128; if( !pEntity.IsAlive() ) return true; else flVol = 0.1; fHitWorld = false; } } // play texture hit sound // UNDONE: Calculate the correct point of intersection when we hit with the hull instead of the line if( fHitWorld == true ) { float fvolbar = g_SoundSystem.PlayHitSound( tr, vecSrc, vecSrc + ( vecEnd - vecSrc ) * 2, BULLET_PLAYER_CROWBAR ); self.m_flNextPrimaryAttack = g_Engine.time + 0.25; //0.25 // override the volume here, cause we don't play texture sounds in multiplayer, // and fvolbar is going to be 0 from the above call. fvolbar = 1; // also play crowbar strike switch( Math.RandomLong( 0, 1 ) ) { case 0: g_SoundSystem.EmitSoundDyn( m_pPlayer.edict(), CHAN_WEAPON, "wanted/weapons/pick_hit1.wav", fvolbar, ATTN_NORM, 0, 98 + Math.RandomLong( 0, 3 ) ); break; case 1: g_SoundSystem.EmitSoundDyn( m_pPlayer.edict(), CHAN_WEAPON, "wanted/weapons/pick_hit2.wav", fvolbar, ATTN_NORM, 0, 98 + Math.RandomLong( 0, 3 ) ); break; } } // delay the decal a bit m_trHit = tr; SetThink( ThinkFunction( this.Smack ) ); self.pev.nextthink = g_Engine.time + 0.2; m_pPlayer.m_iWeaponVolume = int( flVol * 512 ); } return fDidHit; } void WeaponIdle() { if( self.m_flTimeWeaponIdle > g_Engine.time ) return; int iAnim; float flRand = g_PlayerFuncs.SharedRandomFloat( m_pPlayer.random_seed, 10, 15 ); switch( Math.RandomLong(0, 2) ) { case 0: { iAnim = PICK_IDLE1; self.m_flTimeWeaponIdle = g_Engine.time + 3.0f; } break; case 1: { iAnim = PICK_IDLE2; self.m_flTimeWeaponIdle = g_Engine.time + 2.3f; } break; case 2: { iAnim = PICK_IDLE3; self.m_flTimeWeaponIdle = g_Engine.time + 2.3f; } break; } self.SendWeaponAnim( iAnim ); } } string GetPickName() { return "weapon_pick"; } void Register() { g_CustomEntityFuncs.RegisterCustomEntity( "HLWanted_PickAxe::weapon_pick", GetPickName() ); g_ItemRegistry.RegisterWeapon( GetPickName(), "wanted" ); } } //namespace HLWanted_PickAxe END