287 lines
6.7 KiB
Plaintext
287 lines
6.7 KiB
Plaintext
/*
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* Copyright (c) 2016-2020 Marco Hladik <marco@icculus.org>
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*
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* Permission to use, copy, modify, and distribute this software for any
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* purpose with or without fee is hereby granted, provided that the above
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* copyright notice and this permission notice appear in all copies.
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*
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* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
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* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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class item_c4:CBaseEntity
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{
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#ifdef SERVER
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entity m_eUser;
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float m_flBeepTime;
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float m_flExplodeTime;
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float m_flDefusalState;
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#endif
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#ifdef CLIENT
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float m_flAlpha;
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#endif
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#ifdef SERVER
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void(void) item_c4;
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virtual float(entity, float) SendEntity;
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virtual void(void) ClearProgress;
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virtual void(void) OnPlayerUse;
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virtual void(void) Logic;
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#endif
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#ifdef CLIENT
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void(void) item_c4;
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virtual void(void) DrawLED;
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virtual float(void) predraw;
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#endif
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};
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#ifdef SERVER
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float
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item_c4::SendEntity(entity pvsent, float flags)
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{
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WriteByte(MSG_ENTITY, ENT_C4BOMB);
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WriteCoord(MSG_ENTITY, origin[0]);
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WriteCoord(MSG_ENTITY, origin[1]);
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WriteCoord(MSG_ENTITY, origin[2]);
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WriteCoord(MSG_ENTITY, angles[0]);
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WriteCoord(MSG_ENTITY, angles[1]);
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WriteCoord(MSG_ENTITY, angles[2]);
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WriteShort(MSG_ENTITY, modelindex);
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return TRUE;
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}
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void
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item_c4::ClearProgress(void)
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{
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if (m_eUser != world) {
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player pl = (player)m_eUser;
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pl.progress = 0.0f;
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pl.flags &= ~FL_FROZEN;
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}
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}
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void
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item_c4::OnPlayerUse(void)
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{
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player pl = (player)eActivator;
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/* obvious check */
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if (pl.team != TEAM_CT) {
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return;
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}
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/* don't allow anyone else to hijack. */
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if (m_eUser == world) {
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m_eUser = eActivator;
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sound(this, CHAN_ITEM, "weapons/c4_disarm.wav", 1.0, ATTN_NONE);
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}
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}
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void
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item_c4::Logic(void)
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{
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CSMultiplayerRules rules = (CSMultiplayerRules)g_grMode;
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/* check if we're being used */
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if (m_eUser != world) {
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player pl = (player)m_eUser;
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/* we need to check if the user has changed every frame. */
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if (!m_eUser.button5) {
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ClearProgress();
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/* clear user */
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m_eUser = world;
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m_flDefusalState = 0.0f;
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} else {
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/* defusal kit always cuts the time in half */
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if (pl.g_items & ITEM_DEFUSAL)
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m_flDefusalState += (frametime * 2);
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else
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m_flDefusalState += frametime;
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/* tracked stat */
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pl.progress = m_flDefusalState;
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pl.flags |= FL_FROZEN;
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}
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}
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if (m_flDefusalState > 10.0f) {
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ClearProgress();
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sound(this, CHAN_VOICE, "weapons/c4_disarmed.wav", 1.0, ATTN_NORM);
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rules.RoundOver(TEAM_CT, 3600, TRUE);
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Radio_BroadcastMessage(RADIO_BOMBDEF);
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m_flBeepTime = 0.0f;
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m_flDefusalState = 0;
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remove(this);
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return;
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}
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/* if our time has passed, explode */
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if (m_flExplodeTime < time) {
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ClearProgress();
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/* In Bomb Defusal, all Terrorists receive $3500
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* if they won by detonating the bomb. */
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rules.RoundOver(TEAM_T, 3500, FALSE);
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Damage_Radius(origin, this.owner, 500, g_cstrike_bombradius, FALSE, WEAPON_C4BOMB);
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Sound_Play(this, CHAN_VOICE, "weapon_c4bomb.explode");
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for (entity e = world; (e = find(e, ::classname, "func_bomb_target"));) {
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CBaseTrigger trigger = (CBaseTrigger)e;
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if (trigger.Trigger != __NULL__) {
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trigger.Trigger(this, TRIG_TOGGLE);
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}
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}
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m_flBeepTime = 0.0f;
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m_flDefusalState = 0;
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remove(this);
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return;
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}
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if (m_flBeepTime > time) {
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return;
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}
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m_flBeepTime = time + 1.5;
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if (m_flExplodeTime - time < 2) {
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sound(this, CHAN_VOICE, "weapons/c4_beep5.wav", 1.0, ATTN_NONE);
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} else if (m_flExplodeTime - time < 5) {
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sound(this, CHAN_VOICE, "weapons/c4_beep5.wav", 1.0, ATTN_NORM);
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} else if (m_flExplodeTime - time < 10) {
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sound(this, CHAN_VOICE, "weapons/c4_beep4.wav", 1.0, ATTN_NORM);
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} else if (m_flExplodeTime - time < 20) {
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sound(this, CHAN_VOICE, "weapons/c4_beep3.wav", 1.0, ATTN_NORM);
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} else if (m_flExplodeTime - time < 30) {
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sound(this, CHAN_VOICE, "weapons/c4_beep2.wav", 1.0, ATTN_NORM);
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} else {
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sound(this, CHAN_VOICE, "weapons/c4_beep1.wav", 1.0, ATTN_NORM);
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}
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}
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void
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item_c4::item_c4(void)
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{
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/* throw this in with the other temporary round entities */
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classname = "remove_me";
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SetMovetype(MOVETYPE_NONE);
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SetSolid(SOLID_BBOX);
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SetModel("models/w_c4.mdl");
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SetSize([-6,-6,0], [6,6,6]);
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customphysics = Logic;
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PlayerUse = OnPlayerUse;
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m_flExplodeTime = time + 45.0f;
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Sound_Play(this, CHAN_WEAPON, "weapon_c4bomb.plant");
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}
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void
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C4Bomb_Plant(base_player planter)
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{
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item_c4 bomb = spawn(item_c4);
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bomb.owner = planter;
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/* place directly below */
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traceline(planter.origin, planter.origin + [0,0,-64], FALSE, planter);
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setorigin(bomb, trace_endpos);
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bomb.SendFlags = -1;
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Radio_BroadcastMessage(RADIO_BOMBPL);
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g_cs_bombplanted = TRUE;
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}
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#endif
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#ifdef CLIENT
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void
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item_c4::DrawLED(void)
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{
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vector vecPlayer;
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int s = (float)getproperty(VF_ACTIVESEAT);
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pSeat = &g_seats[s];
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vecPlayer = pSeat->m_vecPredictedOrigin;
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m_flAlpha -= frametime;
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if (m_flAlpha <= 0.0f)
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m_flAlpha = 1.0f;
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if (m_flAlpha > 0) {
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vector forg;
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vector fsize;
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float falpha;
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/* Scale the glow somewhat with the players distance */
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fsize = [16,16];
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fsize *= bound(1, vlen(vecPlayer - origin) / 256, 4);
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/* Fade out when the player is starting to move away */
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falpha = 1 - bound(0, vlen(vecPlayer - origin) / 1024, 1);
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falpha *= m_flAlpha;
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/* Nudge this slightly towards the camera */
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makevectors(vectoangles(origin - vecPlayer));
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forg = (origin + [0,0,8]) + (v_forward * -16);
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/* Project it, always facing the player */
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makevectors(view_angles);
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R_BeginPolygon(g_c4bombled_spr, 1, 0);
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R_PolygonVertex(forg + v_right * fsize[0] - v_up * fsize[1],
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[1,1], [1,1,1], falpha);
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R_PolygonVertex(forg - v_right * fsize[0] - v_up * fsize[1],
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[0,1], [1,1,1], falpha);
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R_PolygonVertex(forg - v_right * fsize[0] + v_up * fsize[1],
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[0,0], [1,1,1], falpha);
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R_PolygonVertex(forg + v_right * fsize[0] + v_up * fsize[1],
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[1,0], [1,1,1], falpha);
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R_EndPolygon();
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}
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}
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float
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item_c4::predraw(void)
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{
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DrawLED();
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addentity(this);
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return PREDRAW_NEXT;
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}
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void
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item_c4::item_c4(void)
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{
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solid = SOLID_BBOX;
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movetype = MOVETYPE_NONE;
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drawmask = MASK_ENGINE;
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}
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void
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w_c4bomb_parse(void)
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{
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item_c4 tm = (item_c4)self;
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spawnfunc_item_c4();
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g_c4bombled_spr = spriteframe("sprites/ledglow.spr", 0, 0.0f);
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tm.origin[0] = readcoord();
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tm.origin[1] = readcoord();
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tm.origin[2] = readcoord();
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tm.angles[0] = readcoord();
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tm.angles[1] = readcoord();
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tm.angles[2] = readcoord();
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tm.modelindex = readshort();
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setorigin(tm, tm.origin);
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setsize(tm, [-6,-6,0], [6,6,6]);
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}
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#endif
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