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Начало » Статьи » Туториалы по программированию (HL2)

Binoculars (Бинокль)
Приступим.
В серверной части создаём файлик :
weapon_binoculars.cpp

И пробиваем там вот такой код:

//========= Copyright © 1996-2007, Duffman™, Valve LLC, All rights reserved. ============//
//
// ## Public code ##
//
// Purpose: Implements binoculars.
//
// Primary attack button: zoom in.
// Secondary attack button: zoom out.
//
// UNDONE: Black mask around view when zoomed in.
// UNDONE: New reticle & hud effects.
// UNDONE: Animated zoom effect?
//
// $NoKeywords: $
//========================================================================================//

#include "cbase.h"
#include "NPCEvent.h"
#include "basehlcombatweapon.h"
#include "basecombatcharacter.h"
#include "AI_BaseNPC.h"
#include "player.h"
#include "gamerules.h" // For g_pGameRules
#include "entitylist.h"
#include "soundenvelope.h"
#include "in_buttons.h"
#include "engine/IEngineSound.h"

#define BINOCULARS_MAXSOURCES 50
#define BINOCULARS_CACHEFREQ 1.0
#define BINOCULARS_FAKEDIST 99999
#define BINOCULARS_VIEWCONE 0.6

#define BINOCULARS_ZOOM_RATE 0.15 // Interval between zoom levels in seconds.

#define WB_STATIC_CHANNEL CHAN_VOICE
#define WB_SIGNAL_CHANNEL CHAN_BODY

enum ZoomMode_t
{
Zoom_Exit = 0,
Zoom_In,
Zoom_Out
};

//-----------------------------------------------------------------------------
// Discrete zoom levels for the scope.
//-----------------------------------------------------------------------------
static int g_nZoomFOV[] =
{
0,
40,
30,
20,
10,
5
};

class CWeaponBinoculars : public CBaseHLCombatWeapon
{
public:
DECLARE_CLASS( CWeaponBinoculars, CBaseHLCombatWeapon );

DECLARE_SERVERCLASS();

void Spawn( void );
CWeaponBinoculars( void );
~CWeaponBinoculars( void );
//void Precache( void ); //Выносим, так как стерли функцию с подгрузкой.
int CapabilitiesGet( void );
bool Holster( CBaseCombatWeapon *pSwitchingTo = NULL );
void ItemPostFrame( void );
void Zoom( ZoomMode_t eMode );
bool Deploy( void );
void CacheSoundSources( void );

CBaseEntity *LocateBestSound( void );
float GetSoundDist( CBaseEntity *pSound, const Vector &vecLOS );

protected:

CSoundPatch *m_pSoundStatic;
CSoundPatch *m_pSoundSignal;

float m_fNextZoom;
int m_nZoomLevel;

static const char *pStaticSounds[];
static const char *pSignalSounds[];

float m_NextCacheTime;
EHANDLE m_hSources[ BINOCULARS_MAXSOURCES ];

DECLARE_DATADESC();
};

IMPLEMENT_SERVERCLASS_ST(CWeaponBinoculars, DT_WeaponBinoculars)
END_SEND_TABLE()

LINK_ENTITY_TO_CLASS( weapon_binoculars, CWeaponBinoculars );
PRECACHE_WEAPON_REGISTER(weapon_binoculars);

//---------------------------------------------------------
//---------------------------------------------------------
BEGIN_DATADESC( CWeaponBinoculars )

DEFINE_FIELD( m_NextCacheTime, FIELD_TIME ),
DEFINE_SOUNDPATCH( m_pSoundSignal ),
DEFINE_SOUNDPATCH( m_pSoundStatic ),
DEFINE_FIELD( m_fNextZoom, FIELD_FLOAT ),
DEFINE_FIELD( m_nZoomLevel, FIELD_INTEGER ),
DEFINE_ARRAY( m_hSources, FIELD_EHANDLE, BINOCULARS_MAXSOURCES ),

END_DATADESC()

//---------------------------------------------------------
//---------------------------------------------------------
void CWeaponBinoculars::Spawn( void )
{
BaseClass::Spawn();

int i;

for( i = 0 ; i < BINOCULARS_MAXSOURCES ; i++ )
{
m_hSources[ i ] = NULL;
}
}

//-----------------------------------------------------------------------------
// Binocular radio sounds
//-----------------------------------------------------------------------------
const char *CWeaponBinoculars::pStaticSounds[] =
{
// These sounds are played constantly whilst the binoculars are
// in use.
"weapons/binoculars/buzz.wav",
};

//---------------------------------------------------------
//---------------------------------------------------------
const char *CWeaponBinoculars::pSignalSounds[] =
{
// These sounds play when the binoculars are nearly locked onto a signal
"weapons/binoculars/signal.wav",
};

//-----------------------------------------------------------------------------
// Only need to call this every second or so WHEN the binoculars are zoomed in.
//-----------------------------------------------------------------------------
void CWeaponBinoculars::CacheSoundSources( void )
{
EHANDLE *pSources = m_hSources;
CBaseEntity *pEnt;

CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
Assert( pPlayer != NULL );
if (pPlayer == NULL)
{
return;
}

pEnt = UTIL_EntitiesInPVS( pPlayer, NULL );
int count = 0;

while( pEnt )
{
// if( pEnt->IsSoundSource() )
{
*pSources = pEnt;
pSources++;
count++;
}

if( count == ( BINOCULARS_MAXSOURCES - 1 ) )
{
Msg( "*** BINOCULARS: TOO MANY SOUND SOURCES!\n" );
break;
}

pEnt = UTIL_EntitiesInPVS( pPlayer, pEnt );
}

pSources = NULL;
m_NextCacheTime = gpGlobals->curtime + BINOCULARS_CACHEFREQ;
}

//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CWeaponBinoculars::Deploy()
{
// Ensure that we cache sounds as soon as the binoculars zoom in.
m_NextCacheTime = gpGlobals->curtime;

CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController();

// Create our sounds the first time we're used
if ( !m_pSoundStatic || !m_pSoundSignal )
{
CPASAttenuationFilter filter( this, ATTN_NONE );
m_pSoundStatic = controller.SoundCreate( filter, entindex(), WB_STATIC_CHANNEL, pStaticSounds[ 0 ], ATTN_NONE );
m_pSoundSignal = controller.SoundCreate( filter, entindex(), WB_SIGNAL_CHANNEL, pSignalSounds[ 0 ], ATTN_NONE );
}

controller.CommandClear( m_pSoundStatic );
controller.CommandClear( m_pSoundSignal );

controller.Play( m_pSoundStatic, 0.0, 100 );
controller.Play( m_pSoundSignal, 0.0, 100 );

return BaseClass::Deploy();
}

//-----------------------------------------------------------------------------
// Purpose: Constructor.
//-----------------------------------------------------------------------------
CWeaponBinoculars::CWeaponBinoculars( void )
{
m_fNextZoom = gpGlobals->curtime;
m_nZoomLevel = 0;
m_pSoundStatic = NULL;
m_pSoundSignal = NULL;
}

//-----------------------------------------------------------------------------
// Purpose: Destructor - Free the sound resources we allocate in Spawn()
//-----------------------------------------------------------------------------
CWeaponBinoculars::~CWeaponBinoculars( void )
{
CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController();
controller.SoundDestroy( m_pSoundStatic );
controller.SoundDestroy( m_pSoundSignal );
}

//-----------------------------------------------------------------------------
// Purpose:
// Output : int
//-----------------------------------------------------------------------------
int CWeaponBinoculars::CapabilitiesGet( void )
{
return 0;
}

//-----------------------------------------------------------------------------
// Purpose: Turns off the zoom when the binoculars are holstered.
//-----------------------------------------------------------------------------
bool CWeaponBinoculars::Holster( CBaseCombatWeapon *pSwitchingTo )
{
CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
if ( pPlayer != NULL )
{
if ( m_nZoomLevel != 0 )
{
pPlayer->ShowViewModel(true);
pPlayer->SetFOV(this, 0 );
m_nZoomLevel = 0;
}
}

CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController();

controller.SoundDestroy( m_pSoundStatic );
controller.SoundDestroy( m_pSoundSignal );
m_pSoundStatic = NULL;
m_pSoundSignal = NULL;

return true;
}

//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
float CWeaponBinoculars::GetSoundDist( CBaseEntity *pSound, const Vector &vecLOS )
{
CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
if ( !pPlayer )
return 0.0f;

Vector vecDirToSound;
float flDot;
float flDist;

vecDirToSound = pSound->GetAbsOrigin() - pPlayer->GetAbsOrigin();
VectorNormalize(vecDirToSound);

flDot = DotProduct( vecDirToSound, vecLOS );

if( flDot < BINOCULARS_VIEWCONE )
{
// Don't bother with sounds outside of a reasonable viewcone
return BINOCULARS_FAKEDIST;
}

flDist = ( pSound->GetAbsOrigin() - pPlayer->GetAbsOrigin() ).Length();

return flDist * (1.0 - flDot);
}

//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
CBaseEntity *CWeaponBinoculars::LocateBestSound( void )
{
// go through the sound list and find the sound the player is probably trying to listen to.
EHANDLE *pIterate;
CBaseEntity *pBestSound = NULL;
float flBestSoundDist;
float flTestDist;
Vector vecLOS;

flBestSoundDist = BINOCULARS_FAKEDIST;
pIterate = m_hSources;

CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
if ( !pPlayer )
return NULL;

pPlayer->EyeVectors( &vecLOS );

while( *pIterate )
{
flTestDist = GetSoundDist( *pIterate, vecLOS );

if( flTestDist < flBestSoundDist )
{
flBestSoundDist = flTestDist;
pBestSound = *pIterate;
}

pIterate++;
}

return pBestSound;
}

//-----------------------------------------------------------------------------
// Purpose: Overloaded to handle the zoom functionality.
//-----------------------------------------------------------------------------
void CWeaponBinoculars::ItemPostFrame( void )
{
// This should really be PREFRAME.
if( gpGlobals->curtime >= m_NextCacheTime && m_nZoomLevel != 0 )
{
CacheSoundSources();
}

CBaseEntity *pSound;

pSound = LocateBestSound();

CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
if (pPlayer == NULL)
{
return;
}

float flStaticVolume;
float flSignalVolume;
float flDot;

if( m_nZoomLevel != 0 )
{
Vector vecToSound;
Vector vecFacing;

pPlayer->EyeVectors( &vecFacing );

if( pSound )
{
// Trying to tune a sound in.
vecToSound = pSound->GetLocalOrigin() - pPlayer->GetLocalOrigin();
VectorNormalize( vecToSound );

flDot = DotProduct( vecToSound, vecFacing );

/*
// FIXME: Disabled this, the code for doing this must exist on the client
if( flDot > 0.95 )
{
engine->EnableHOrigin( true );
engine->SetHOrigin( pSound->GetLocalOrigin() );
}
else
{
engine->EnableHOrigin( false );
}
*/

// static volume gets louder the farther you are from sound
// signal volume gets louder as you near sound.
flStaticVolume = ( 1.0 - flDot ) * 2.0;

// signal volume gets louder as you near, quieter as you get VERY near.
if( flDot < 0.90 || flDot > 0.9995 )
{
flSignalVolume = 0.1;
}
else
{
//flSignalVolume = (flDot - 0.6) * 2;
flSignalVolume = flDot;
}
}
else
{
// No sound. Static.
flSignalVolume = 0.0;
flStaticVolume = 1.0;

//engine->EnableHOrigin( false );
}

#if 0
Msg( "Dot:%f - Static:%f - Signal:%f\n", flDot, flStaticVolume, flSignalVolume );
#endif
}
else
{
flStaticVolume = flSignalVolume = 0.0;
//engine->EnableHOrigin( false );
}

CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController();
controller.SoundChangeVolume( m_pSoundStatic, flStaticVolume, 0.1 );
controller.SoundChangeVolume( m_pSoundSignal, flSignalVolume, 0.1 );

if ( pPlayer->m_nButtons & IN_ATTACK )
{
if ( m_fNextZoom <= gpGlobals->curtime )
{
Zoom( Zoom_In );
pPlayer->m_nButtons &= ~IN_ATTACK;
}
}
else if ( pPlayer->m_nButtons & IN_ATTACK2 )
{
if ( m_fNextZoom <= gpGlobals->curtime )
{
Zoom( Zoom_Out );
pPlayer->m_nButtons &= ~IN_ATTACK2;
}
}

//
// No buttons down.
//
if (!(( pPlayer->m_nButtons & IN_ATTACK ) || ( pPlayer->m_nButtons & IN_ATTACK2 )))
{
WeaponIdle();
return;
}
}

//-----------------------------------------------------------------------------
// Purpose: Zooms in using the sniper rifle scope.
//-----------------------------------------------------------------------------
void CWeaponBinoculars::Zoom( ZoomMode_t eMode )
{
CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
if ( !pPlayer )
{
return;
}

switch ( eMode )
{
//
// Stop zooming with the binoculars.
//
case Zoom_Exit:
{
if ( m_nZoomLevel != 0 )
{
pPlayer->ShowViewModel(true);
WeaponSound( SPECIAL2 );
pPlayer->SetFOV(this, 0 );
m_nZoomLevel = 0;
}
break;
}

//
// Zoom in.
//
case Zoom_In:
{
if (( m_nZoomLevel + 1 ) < ( sizeof( g_nZoomFOV ) / sizeof( g_nZoomFOV[0] )))
{
m_nZoomLevel++;
WeaponSound( SPECIAL1 );
pPlayer->SetFOV(this, g_nZoomFOV[m_nZoomLevel] );

if (g_nZoomFOV[m_nZoomLevel] != 0)
{
pPlayer->ShowViewModel(false);
}
}
else
{
// Can't zoom in any further; play a special sound.
WeaponSound( RELOAD );
}

m_fNextZoom = gpGlobals->curtime + BINOCULARS_ZOOM_RATE;
break;
}

//
// Zoom out.
//
case Zoom_Out:
{
if ( m_nZoomLevel > 0 )
{
m_nZoomLevel--;
WeaponSound( SPECIAL2 );
pPlayer->SetFOV(this, g_nZoomFOV[m_nZoomLevel] );

if ( g_nZoomFOV[m_nZoomLevel] == 0 )
{
pPlayer->ShowViewModel(true);
}
}

m_fNextZoom = gpGlobals->curtime + BINOCULARS_ZOOM_RATE;
break;
}

default:
{
break;
}
}
}

================================================================================

Обычно, мы даём знать об оружии клиентовской части таким способом - лезем в c_weapon__stubs_hl2.cpp и пишем там строку типа:
STUB_WEAPON_CLASS( weapon_binoculars, WeaponBinoculars, C_BaseHLCombatWeapon );
Но как видите, она там уже есть, так что можно смело приступать к скриптам.=))
================================================================================

А вот и скрипт:

//Binoculars

WeaponData
{
// Weapon data is loaded by both the Game and Client DLLs.
"printname" "Binoculars"
"viewmodel" "models/weapons/v_binoculars.mdl"
"playermodel" "models/weapons/w_binoculars.mdl"
"anim_prefix" "binoculars"
"bucket" "3"
"bucket_position" "3"

"clip_size" "-1"
"primary_ammo" "None"
"secondary_ammo" "None"

"weight" "0"
"item_flags" "0"

// Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)
SoundData
{
"special1" "Weapon_Binoculars.Special1"
"special2" "Weapon_Binoculars.Special2"
"reload" "Weapon_Binoculars.Reload"
}

// Weapon Sprite data is loaded by the Client DLL.
TextureData
{
"weapon"
{
"file" "sprites/w_icons1b"
"x" "1"
"y" "129"
"width" "126"
"height" "62"
}
"weapon_s"
{
"file" "sprites/w_icons1b"
"x" "1"
"y" "129"
"width" "126"
"height" "62"
}
"ammo"
{
"file" "sprites/640hud7"
"x" "0"
"y" "72"
"width" "24"
"height" "24"
}

"ammo2"
{
"file" "sprites/640hud7"
"x" "48"
"y" "72"
"width" "24"
"height" "24"
}

"crosshair"
{
"font" "Crosshairs"
"character" "Q"
}

"autoaim"
{
"file" "sprites/crosshairs"
"x" "48"
"y" "72"
"width" "24"
"height" "24"
}

"zoom"
{
"file" "sprites/reticle"
"x" "0"
"y" "0"
"width" "128"
"height" "128"
}

"zoom_autoaim"
{
"file" "sprites/reticle"
"x" "0"
"y" "0"
"width" "128"
"height" "128"
}
}
}

А чтобы у нас были есчо и звуки, нада в скрипте game_sounds_weapons.txt следующее:

"Weapon_Binoculars.Special1"
{
"channel" "CHAN_WEAPON"
"volume" "0.7"
"soundlevel" "SNDLVL_NORM"

"wave" "weapons/binoculars/binoculars_zoomin.wav"
}

"Weapon_Binoculars.Special2"
{
"channel" "CHAN_WEAPON"
"volume" "0.7"
"soundlevel" "SNDLVL_NORM"

"wave" "weapons/binoculars/binoculars_zoomout.wav"
}

"Weapon_Binoculars.Reload"
{
"channel" "CHAN_ITEM"
"volume" "0.7"
"soundlevel" "SNDLVL_NORM"

"wave" "weapons/binoculars/binoculars_zoommax.wav"
}

================================================================================
Модельки тут - ><

Гыг, усё.=))))))))))

Категория: Туториалы по программированию (HL2) | Добавил: Duffman™ (20.09.2007) | Автор: Павел
Просмотров: 1747 | Комментарии: 4 | Рейтинг: 5.0 |

Всего комментариев: 4
4  
у меня не работает

3  
куда файл сохранять?

2  
//void Precache( void ); //Выносим, так как стерли функцию с подгрузкой.
Хм, зачем выносить эту строку, у меня и с ней все прекрасно работает smile

1  
Бгыгыгы, я еще давно написал вот тут

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