331 lines
7.7 KiB
C++
331 lines
7.7 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#include "cbase.h"
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#include "util.h"
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#include "weapon_tfc_crowbar.h"
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#include "decals.h"
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#if defined( CLIENT_DLL )
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#include "c_tfc_player.h"
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#else
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#include "tfc_player.h"
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#endif
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#define KNIFE_BODYHIT_VOLUME 128
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#define KNIFE_WALLHIT_VOLUME 512
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static ConVar tfc_crowbar_damage_first( "tfc_crowbar_damage_first", "25", 0, "First crowbar hit damage." );
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static ConVar tfc_crowbar_damage_next( "tfc_crowbar_damage_next", "12.5", 0, "Crowbar hit damage after first hit." );
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static Vector head_hull_mins( -16, -16, -18 );
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static Vector head_hull_maxs( 16, 16, 18 );
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// ----------------------------------------------------------------------------- //
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// CTFCCrowbar tables.
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// ----------------------------------------------------------------------------- //
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IMPLEMENT_NETWORKCLASS_ALIASED( TFCCrowbar, DT_WeaponCrowbar )
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BEGIN_NETWORK_TABLE( CTFCCrowbar, DT_WeaponCrowbar )
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END_NETWORK_TABLE()
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BEGIN_PREDICTION_DATA( CTFCCrowbar )
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END_PREDICTION_DATA()
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LINK_ENTITY_TO_CLASS( weapon_crowbar, CTFCCrowbar );
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PRECACHE_WEAPON_REGISTER( weapon_crowbar );
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#ifndef CLIENT_DLL
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BEGIN_DATADESC( CTFCCrowbar )
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DEFINE_FUNCTION( Smack )
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END_DATADESC()
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#endif
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// ----------------------------------------------------------------------------- //
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// CTFCCrowbar implementation.
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// ----------------------------------------------------------------------------- //
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CTFCCrowbar::CTFCCrowbar()
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{
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}
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bool CTFCCrowbar::HasPrimaryAmmo()
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{
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return true;
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}
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bool CTFCCrowbar::CanBeSelected()
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{
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return true;
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}
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void CTFCCrowbar::Precache()
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{
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BaseClass::Precache();
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}
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void CTFCCrowbar::Spawn()
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{
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Precache();
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m_iClip1 = -1;
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BaseClass::Spawn();
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}
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bool CTFCCrowbar::Deploy()
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{
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CPASAttenuationFilter filter( this );
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filter.UsePredictionRules();
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EmitSound( filter, entindex(), "Weapon_Crowbar.Deploy" );
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return BaseClass::Deploy();
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}
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void CTFCCrowbar::Holster( int skiplocal )
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{
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GetPlayerOwner()->m_flNextAttack = gpGlobals->curtime + 0.5;
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}
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void FindHullIntersection( const Vector &vecSrc, trace_t &tr, const Vector &mins, const Vector &maxs, CBaseEntity *pEntity )
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{
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int i, j, k;
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float distance;
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Vector minmaxs[2] = {mins, maxs};
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trace_t tmpTrace;
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Vector vecHullEnd = tr.endpos;
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Vector vecEnd;
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distance = 1e6f;
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vecHullEnd = vecSrc + ((vecHullEnd - vecSrc)*2);
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UTIL_TraceLine( vecSrc, vecHullEnd, MASK_SOLID, pEntity, COLLISION_GROUP_NONE, &tmpTrace );
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if ( tmpTrace.fraction < 1.0 )
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{
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tr = tmpTrace;
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return;
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}
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for ( i = 0; i < 2; i++ )
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{
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for ( j = 0; j < 2; j++ )
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{
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for ( k = 0; k < 2; k++ )
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{
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vecEnd.x = vecHullEnd.x + minmaxs[i][0];
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vecEnd.y = vecHullEnd.y + minmaxs[j][1];
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vecEnd.z = vecHullEnd.z + minmaxs[k][2];
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UTIL_TraceLine( vecSrc, vecEnd, MASK_SOLID, pEntity, COLLISION_GROUP_NONE, &tmpTrace );
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if ( tmpTrace.fraction < 1.0 )
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{
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float thisDistance = (tmpTrace.endpos - vecSrc).Length();
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if ( thisDistance < distance )
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{
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tr = tmpTrace;
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distance = thisDistance;
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}
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}
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}
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}
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}
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}
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void CTFCCrowbar::ItemPostFrame()
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{
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// Store this off so we can detect if it's our first swing or not later on.
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m_flStoredPrimaryAttack = m_flNextPrimaryAttack;
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BaseClass::ItemPostFrame();
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}
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void CTFCCrowbar::PrimaryAttack()
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{
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CTFCPlayer *pPlayer = GetPlayerOwner();
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Vector vForward;
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AngleVectors( pPlayer->EyeAngles(), &vForward );
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Vector vecSrc = pPlayer->Weapon_ShootPosition();
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Vector vecEnd = vecSrc + vForward * 32;
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trace_t tr;
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UTIL_TraceLine( vecSrc, vecEnd, MASK_SOLID, pPlayer, COLLISION_GROUP_NONE, &tr );
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if ( tr.fraction >= 1.0 )
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{
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UTIL_TraceHull( vecSrc, vecEnd, head_hull_mins, head_hull_maxs, MASK_SOLID, pPlayer, COLLISION_GROUP_NONE, &tr );
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if ( tr.fraction < 1.0 )
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{
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// Calculate the point of intersection of the line (or hull) and the object we hit
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// This is and approximation of the "best" intersection
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CBaseEntity *pHit = tr.m_pEnt;
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if ( !pHit || pHit->IsBSPModel() )
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FindHullIntersection( vecSrc, tr, VEC_DUCK_HULL_MIN, VEC_DUCK_HULL_MAX, pPlayer );
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vecEnd = tr.endpos; // This is the point on the actual surface (the hull could have hit space)
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}
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}
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bool bDidHit = tr.fraction < 1.0f;
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#ifndef CLIENT_DLL
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bool bFirstSwing = (gpGlobals->curtime - m_flStoredPrimaryAttack) >= 1;
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#endif
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pPlayer->DoAnimationEvent( PLAYERANIMEVENT_FIRE_GUN );
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m_flTimeWeaponIdle = gpGlobals->curtime + 2;
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m_flNextPrimaryAttack = gpGlobals->curtime + 0.4f;
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if ( bDidHit )
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{
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SendWeaponAnim( ACT_VM_HITCENTER );
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}
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else
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{
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// Allow for there only being hit activities.
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if ( !SendWeaponAnim( ACT_VM_MISSCENTER ) )
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SendWeaponAnim( ACT_VM_HITCENTER );
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// play wiff or swish sound
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WeaponSound( MELEE_MISS );
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}
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bool bPlayImpactEffect = false;
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#ifndef CLIENT_DLL
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if ( bDidHit )
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{
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CBaseEntity *pEntity = tr.m_pEnt;
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ClearMultiDamage();
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float flDamage = 0;
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bool bDoEffects = true;
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AxeHit( pEntity, bFirstSwing, tr, &flDamage, &bDoEffects );
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if ( flDamage != 0 )
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{
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CTakeDamageInfo info( pPlayer, pPlayer, flDamage, DMG_CLUB | DMG_NEVERGIB );
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CalculateMeleeDamageForce( &info, vForward, tr.endpos, 1.0f/flDamage );
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pEntity->DispatchTraceAttack( info, vForward, &tr );
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ApplyMultiDamage();
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}
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if ( bDoEffects )
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{
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if ( pEntity && pEntity->IsPlayer() )
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{
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WeaponSound( MELEE_HIT );
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if ( pEntity->IsAlive() )
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bPlayImpactEffect = true; // no blood effect on dead bodies
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}
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else
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{
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bPlayImpactEffect = true; // always show impact effects on world objects
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}
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}
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else
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{
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bDoEffects = false;
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}
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}
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#endif
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if ( bPlayImpactEffect )
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{
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// delay the decal a bit
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m_trHit = tr;
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// Store the ent in an EHANDLE, just in case it goes away by the time we get into our think function.
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m_pTraceHitEnt = tr.m_pEnt;
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SetThink( &CTFCCrowbar::Smack );
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SetNextThink( gpGlobals->curtime + 0.2f );
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}
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}
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void CTFCCrowbar::Smack()
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{
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m_trHit.m_pEnt = m_pTraceHitEnt;
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UTIL_ImpactTrace( &m_trHit, DMG_CLUB );
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surfacedata_t *psurf = physprops->GetSurfaceData( m_trHit.surface.surfaceProps );
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if ( psurf->game.material != CHAR_TEX_FLESH && psurf->game.material != CHAR_TEX_BLOODYFLESH )
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WeaponSound( MELEE_HIT_WORLD );
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}
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void CTFCCrowbar::WeaponIdle()
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{
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//ResetEmptySound();
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CTFCPlayer *pPlayer = GetPlayerOwner();
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if (m_flTimeWeaponIdle > gpGlobals->curtime)
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return;
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m_flTimeWeaponIdle = gpGlobals->curtime + 20;
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// only idle if the slid isn't back
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SendWeaponAnim( ACT_VM_IDLE );
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}
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bool CTFCCrowbar::CanDrop()
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{
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return false;
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}
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TFCWeaponID CTFCCrowbar::GetWeaponID( void ) const
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{
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return WEAPON_CROWBAR;
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}
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#ifdef CLIENT_DLL
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// ------------------------------------------------------------------------------------------------ //
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// ------------------------------------------------------------------------------------------------ //
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// CLIENT DLL SPECIFIC CODE
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// ------------------------------------------------------------------------------------------------ //
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// ------------------------------------------------------------------------------------------------ //
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#else
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// ------------------------------------------------------------------------------------------------ //
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// ------------------------------------------------------------------------------------------------ //
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// GAME DLL SPECIFIC CODE
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// ------------------------------------------------------------------------------------------------ //
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// ------------------------------------------------------------------------------------------------ //
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void CTFCCrowbar::AxeHit( CBaseEntity *pHit, bool bFirstSwing, trace_t &tr, float *flDamage, bool *bDoEffects )
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{
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if ( bFirstSwing )
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*flDamage = tfc_crowbar_damage_first.GetFloat();
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else
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*flDamage = tfc_crowbar_damage_next.GetFloat();
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}
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#endif
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