User:Psycommando/devolver source
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Intro
This is the source for a very quick modification of the 357 magnum to "shoot" laser beams( technically it only draws a laser beam while it still fire a bullet ). It really needs some polishing.
Do whatever you want with this code no need to credit or anything, most of it is from valve anyways. And it need a massive clean up! Lots of uselesss stuff in there!
Source code
Client code
This code goes in the ../src/game/client/ directory.
/*
c_weapon_devolver.cpp
18/04/2009
Psy_Commando, psycommando at gmail.com
Description : Client class of the devolver
*/
#include "cbase.h"
#include "c_weapon__stubs.h" //this include should be removed its useless
#include "basehlcombatweapon_shared.h"
#include "c_basehlcombatweapon.h"
//STUB_WEAPON_CLASS( weapon_devolver, WeaponDevolver, C_BaseHLCombatWeapon );
class C_WeaponDevolver: public C_BaseHLCombatWeapon
{
DECLARE_CLASS( C_WeaponDevolver, C_BaseHLCombatWeapon );
public:
C_WeaponDevolver();
DECLARE_CLIENTCLASS();
DECLARE_PREDICTABLE();
//virtual void OnDataChanged( DataUpdateType_t updateType );
//virtual int DrawModel( int flags );
virtual void ClientThink();
private:
//bool SetupEmitter( void );
//bool m_bIsCurrentlyUpgrading;
//float m_flTimeForceView;
//float m_flTimeIgnoreForceView;
//bool m_bWasUpgraded;
//CSmartPtr<CLocalSpaceEmitter> m_pLocalEmitter;
//CSmartPtr<CSimpleEmitter> m_pEmitter;
//CSmartPtr<CParticleAttractor> m_pAttractor;
};
STUB_WEAPON_CLASS_IMPLEMENT( weapon_devolver, C_WeaponDevolver );
IMPLEMENT_CLIENTCLASS_DT( C_WeaponDevolver, DT_WeaponDevolver, CWeaponDevolver )
END_RECV_TABLE()
C_WeaponDevolver::C_WeaponDevolver()
{
}
void C_WeaponDevolver::ClientThink()
{
}
Server code
This code goes in the ../src/game/server/ directory.
/*
weapon_devolver.cpp
18/04/2009
Psy_Commando, psycommando at gmail.com
Description : Copy of valve's 357 magnum, turned into the devolver
*/
#include "cbase.h"
#include "NPCEvent.h"
#include "basehlcombatweapon.h"
#include "basecombatcharacter.h"
#include "AI_BaseNPC.h"
#include "player.h"
#include "gamerules.h"
#include "in_buttons.h"
#include "soundent.h"
#include "game.h"
#include "vstdlib/random.h"
#include "engine/IEngineSound.h"
#include "IEffects.h"
#include "beam_shared.h"
#include "te_effect_dispatch.h"
#include "gamestats.h"
#include "util.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// CWeaponDevolver
//-----------------------------------------------------------------------------
class CWeaponDevolver : public CBaseHLCombatWeapon
{
DECLARE_CLASS( CWeaponDevolver, CBaseHLCombatWeapon );
public:
CWeaponDevolver( void );
void Precache();
void PrimaryAttack( void );
void Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator );
float WeaponAutoAimScale() { return 0.6f; }
DECLARE_SERVERCLASS();
DECLARE_DATADESC();
};
LINK_ENTITY_TO_CLASS( weapon_devolver, CWeaponDevolver );
PRECACHE_WEAPON_REGISTER( weapon_devolver );
IMPLEMENT_SERVERCLASS_ST( CWeaponDevolver, DT_WeaponDevolver )
END_SEND_TABLE()
BEGIN_DATADESC( CWeaponDevolver )
END_DATADESC()
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CWeaponDevolver::CWeaponDevolver( void )
{
m_bReloadsSingly = false;
m_bFiresUnderwater = false;
}
void CWeaponDevolver::Precache()
{
PrecacheModel( "sprites/laserbeam.vmt" );
BaseClass::Precache();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponDevolver::Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator )
{
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
switch( pEvent->event )
{
case EVENT_WEAPON_RELOAD:
{
CEffectData data;
// Emit six spent shells
for ( int i = 0; i < 6; i++ )
{
data.m_vOrigin = pOwner->WorldSpaceCenter() + RandomVector( -4, 4 );
data.m_vAngles = QAngle( 90, random->RandomInt( 0, 360 ), 0 );
data.m_nEntIndex = entindex();
DispatchEffect( "ShellEject", data );
}
break;
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponDevolver::PrimaryAttack( void )
{
// Only the player fires this way so we can cast
CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
if ( !pPlayer )
{
return;
}
if ( m_iClip1 <= 0 )
{
if ( !m_bFireOnEmpty )
{
Reload();
}
else
{
WeaponSound( EMPTY );
m_flNextPrimaryAttack = 0.15;
}
return;
}
m_iPrimaryAttacks++;
gamestats->Event_WeaponFired( pPlayer, true, GetClassname() );
//play the sound from the weapon script
WeaponSound( SINGLE );
pPlayer->DoMuzzleFlash();
//Animate model
SendWeaponAnim( ACT_VM_PRIMARYATTACK );
pPlayer->SetAnimation( PLAYER_ATTACK1 );
// Set delay between shots
m_flNextPrimaryAttack = gpGlobals->curtime + 0.35;
m_flNextSecondaryAttack = gpGlobals->curtime + 0.35;
m_iClip1--;
Vector vecSrc = pPlayer->Weapon_ShootPosition();
Vector vecAiming = pPlayer->GetAutoaimVector( AUTOAIM_SCALE_DEFAULT );
//*************************************
// Beam code starts here
//*************************************
//#pyscommando : this stuff should go in its own function.
trace_t tr;
UTIL_TraceLine( vecSrc, vecSrc + (vecAiming * MAX_TRACE_LENGTH), MASK_SHOT, this, COLLISION_GROUP_NONE, &tr );
//Draw the main beam shaft
CBeam *pBeam = CBeam::BeamCreate( "sprites/laserbeam.vmt", 0.5 );
//#psycommando: This code is confusing because it traces the beam the wrong way : the end is the beginning
// and the beginning is the end.
pBeam->SetEndAttachment( 1 ); //#psycommando: This is stupid because it actually sets the starting attachment of the beam, instead of setting the real end.
pBeam->PointEntInit( tr.endpos, pPlayer->GetActiveWeapon() ); //Beam Init for a point to an entity
pBeam->SetEndAttachment( 1 ); //Sets muzzle attachment
pBeam->LiveForTime( 0.1f );
pBeam->SetNoise( 0.1f ); //noise of the beam, the more noise the more zig-zag it will do.
pBeam->SetBeamFlags( SF_BEAM_STARTON | SF_BEAM_TEMPORARY );
pBeam->SetWidth( 5.0f );
pBeam->SetEndWidth( 0.1f );
pBeam->SetBrightness( 255 );
pBeam->SetColor( 255, 50+random->RandomInt( -16, 16 ), 0 ); //color of the beam in RGB format.
pBeam->RelinkBeam(); //force the recalculation of the beam I guess
Vector shotDir = ( tr.endpos - pPlayer->Weapon_ShootPosition() );
VectorNormalize( shotDir );
CPVSFilter filter( tr.endpos );
te->GaussExplosion( filter, 0.0f, tr.endpos - ( shotDir * 4.0f ), RandomVector(-1.0f, 1.0f), 0 );
//*************************************
// Beam code ends here
//*************************************
pPlayer->FireBullets( 1, vecSrc, vecAiming, vec3_origin, MAX_TRACE_LENGTH, m_iPrimaryAmmoType, 0 );
pPlayer->SetMuzzleFlashTime( gpGlobals->curtime + 0.5 );
//Disorient the player
QAngle angles = pPlayer->GetLocalAngles();
angles.x += random->RandomInt( -1, 1 );
angles.y += random->RandomInt( -1, 1 );
angles.z = 0;
pPlayer->SnapEyeAngles( angles );
//Camera shake
pPlayer->ViewPunch( QAngle( -8, random->RandomFloat( -2, 2 ), 0 ) );
//Ai sound warning
CSoundEnt::InsertSound( SOUND_COMBAT, GetAbsOrigin(), 600, 0.2, GetOwner() );
if ( !m_iClip1 && pPlayer->GetAmmoCount( m_iPrimaryAmmoType ) <= 0 )
{
// HEV suit - indicate out of ammo condition
//pPlayer->SetSuitUpdate( "!HEV_AMO0", FALSE, 0 );
//#psycommando : I'd rather send a message to the main hud
}
}
Weapon script
This goes in your mod's script directory, create a txt file named weapon_devolver.txt.
// devolver
WeaponData
{
// Weapon data is loaded by both the Game and Client DLLs.
"printname" "Devolver"
"viewmodel" "models/weapons/v_357.mdl"
"playermodel" "models/weapons/w_357.mdl"
"anim_prefix" "python"
"bucket" "1"
"bucket_position" "1"
"clip_size" "150"
"default_clip" "150"
"primary_ammo" "357"
"secondary_ammo" "None"
"weight" "7"
"item_flags" "0"
// Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)
SoundData
{
"empty" "Weapon_Pistol.Empty"
"single_shot" "Weapon_357.Single"
}
// Weapon Sprite data is loaded by the Client DLL.
TextureData
{
"weapon"
{
"font" "WeaponIcons"
"character" "e"
}
"weapon_s"
{
"font" "WeaponIconsSelected"
"character" "e"
}
"ammo"
{
"font" "WeaponIcons"
"character" "q"
}
"crosshair"
{
"font" "Crosshairs"
"character" "Q"
}
"autoaim"
{
"file" "sprites/crosshairs"
"x" "0"
"y" "48"
"width" "24"
"height" "24"
}
}
}
How to get the weapon ingame
Just type give weapon_devolver in the console.
I hope this was useful.