Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Stun Stick- beating stick with a zappy end
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "npcevent.h"
#include "npc_metropolice.h"
#include "weapon_stunstick.h"
#include "IEffects.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
ConVar sk_plr_dmg_stunstick ( "sk_plr_dmg_stunstick","0");
ConVar sk_npc_dmg_stunstick ( "sk_npc_dmg_stunstick","0");
extern ConVar metropolice_move_and_melee;
//-----------------------------------------------------------------------------
// CWeaponStunStick
//-----------------------------------------------------------------------------
IMPLEMENT_SERVERCLASS_ST(CWeaponStunStick, DT_WeaponStunStick)
SendPropInt( SENDINFO( m_bActive ), 1, SPROP_UNSIGNED ),
END_SEND_TABLE()
#ifndef HL2MP
LINK_ENTITY_TO_CLASS( weapon_stunstick, CWeaponStunStick );
PRECACHE_WEAPON_REGISTER( weapon_stunstick );
#endif
acttable_t CWeaponStunStick::m_acttable[] =
{
{ ACT_MELEE_ATTACK1, ACT_MELEE_ATTACK_SWING, true },
{ ACT_IDLE_ANGRY, ACT_IDLE_ANGRY_MELEE, true },
};
IMPLEMENT_ACTTABLE(CWeaponStunStick);
BEGIN_DATADESC( CWeaponStunStick )
DEFINE_FIELD( m_bActive, FIELD_BOOLEAN ),
END_DATADESC()
//-----------------------------------------------------------------------------
// Constructor
//-----------------------------------------------------------------------------
CWeaponStunStick::CWeaponStunStick( void )
{
// HACK: Don't call SetStunState because this tried to Emit a sound before
// any players are connected which is a bug
m_bActive = false;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CWeaponStunStick::Spawn()
{
Precache();
BaseClass::Spawn();
AddSolidFlags( FSOLID_NOT_STANDABLE );
}
void CWeaponStunStick::Precache()
{
BaseClass::Precache();
PrecacheScriptSound( "Weapon_StunStick.Activate" );
PrecacheScriptSound( "Weapon_StunStick.Deactivate" );
}
//-----------------------------------------------------------------------------
// Purpose: Get the damage amount for the animation we're doing
// Input : hitActivity - currently played activity
// Output : Damage amount
//-----------------------------------------------------------------------------
float CWeaponStunStick::GetDamageForActivity( Activity hitActivity )
{
if ( ( GetOwner() != NULL ) && ( GetOwner()->IsPlayer() ) )
return sk_plr_dmg_stunstick.GetFloat();
return sk_npc_dmg_stunstick.GetFloat();
}
//-----------------------------------------------------------------------------
// Attempt to lead the target (needed because citizens can't hit manhacks with the crowbar!)
//-----------------------------------------------------------------------------
extern ConVar sk_crowbar_lead_time;
int CWeaponStunStick::WeaponMeleeAttack1Condition( float flDot, float flDist )
{
// Attempt to lead the target (needed because citizens can't hit manhacks with the crowbar!)
CAI_BaseNPC *pNPC = GetOwner()->MyNPCPointer();
CBaseEntity *pEnemy = pNPC->GetEnemy();
if (!pEnemy)
return COND_NONE;
Vector vecVelocity;
AngularImpulse angVelocity;
pEnemy->GetVelocity( &vecVelocity, &angVelocity );
// Project where the enemy will be in a little while, add some randomness so he doesn't always hit
float dt = sk_crowbar_lead_time.GetFloat();
dt += random->RandomFloat( -0.3f, 0.2f );
if ( dt < 0.0f )
dt = 0.0f;
Vector vecExtrapolatedPos;
VectorMA( pEnemy->WorldSpaceCenter(), dt, vecVelocity, vecExtrapolatedPos );
Vector vecDelta;
VectorSubtract( vecExtrapolatedPos, pNPC->WorldSpaceCenter(), vecDelta );
if ( fabs( vecDelta.z ) > 70 )
{
return COND_TOO_FAR_TO_ATTACK;
}
Vector vecForward = pNPC->BodyDirection2D( );
vecDelta.z = 0.0f;
float flExtrapolatedDot = DotProduct2D( vecDelta.AsVector2D(), vecForward.AsVector2D() );
if ((flDot < 0.7) && (flExtrapolatedDot < 0.7))
{
return COND_NOT_FACING_ATTACK;
}
float flExtrapolatedDist = Vector2DNormalize( vecDelta.AsVector2D() );
if( pEnemy->IsPlayer() )
{
//Vector vecDir = pEnemy->GetSmoothedVelocity();
//float flSpeed = VectorNormalize( vecDir );
// If player will be in front of me in one-half second, clock his arse.
Vector vecProjectEnemy = pEnemy->GetAbsOrigin() + (pEnemy->GetAbsVelocity() * 0.35);
Vector vecProjectMe = GetAbsOrigin();
if( (vecProjectMe - vecProjectEnemy).Length2D() <= 48.0f )
{
return COND_CAN_MELEE_ATTACK1;
}
}
/*
if( metropolice_move_and_melee.GetBool() )
{
if( pNPC->IsMoving() )
{
flTargetDist *= 1.5f;
}
}
*/
float flTargetDist = 48.0f;
if ((flDist > flTargetDist) && (flExtrapolatedDist > flTargetDist))
{
return COND_TOO_FAR_TO_ATTACK;
}
return COND_CAN_MELEE_ATTACK1;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponStunStick::ImpactEffect( trace_t &traceHit )
{
//Glowing spark effect for hit
//UTIL_DecalTrace( &m_trLineHit, "PlasmaGlowFade" );
//FIXME: need new decals
UTIL_ImpactTrace( &traceHit, DMG_CLUB );
}
void CWeaponStunStick::Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator )
{
switch( pEvent->event )
{
case EVENT_WEAPON_MELEE_HIT:
{
// Trace up or down based on where the enemy is...
// But only if we're basically facing that direction
Vector vecDirection;
AngleVectors( GetAbsAngles(), &vecDirection );
CBaseEntity *pEnemy = pOperator->MyNPCPointer() ? pOperator->MyNPCPointer()->GetEnemy() : NULL;
if ( pEnemy )
{
Vector vecDelta;
VectorSubtract( pEnemy->WorldSpaceCenter(), pOperator->Weapon_ShootPosition(), vecDelta );
VectorNormalize( vecDelta );
Vector2D vecDelta2D = vecDelta.AsVector2D();
Vector2DNormalize( vecDelta2D );
if ( DotProduct2D( vecDelta2D, vecDirection.AsVector2D() ) > 0.8f )
{
vecDirection = vecDelta;
}
}
Vector vecEnd;
VectorMA( pOperator->Weapon_ShootPosition(), 32, vecDirection, vecEnd );
// Stretch the swing box down to catch low level physics objects
CBaseEntity *pHurt = pOperator->CheckTraceHullAttack( pOperator->Weapon_ShootPosition(), vecEnd,
Vector(-16,-16,-40), Vector(16,16,16), GetDamageForActivity( GetActivity() ), DMG_CLUB, 0.5f, false );
// did I hit someone?
if ( pHurt )
{
// play sound
WeaponSound( MELEE_HIT );
CBasePlayer *pPlayer = ToBasePlayer( pHurt );
CNPC_MetroPolice *pCop = dynamic_cast<CNPC_MetroPolice *>(pOperator);
bool bFlashed = false;
if ( pCop != NULL && pPlayer != NULL )
{
// See if we need to knock out this target
if ( pCop->ShouldKnockOutTarget( pHurt ) )
{
float yawKick = random->RandomFloat( -48, -24 );
//Kick the player angles
pPlayer->ViewPunch( QAngle( -16, yawKick, 2 ) );
color32 white = {255,255,255,255};
UTIL_ScreenFade( pPlayer, white, 0.2f, 1.0f, FFADE_OUT|FFADE_PURGE|FFADE_STAYOUT );
bFlashed = true;
pCop->KnockOutTarget( pHurt );
break;
}
else
{
// Notify that we've stunned a target
pCop->StunnedTarget( pHurt );
}
}
// Punch angles
if ( pPlayer != NULL && !(pPlayer->GetFlags() & FL_GODMODE) )
{
float yawKick = random->RandomFloat( -48, -24 );
//Kick the player angles
pPlayer->ViewPunch( QAngle( -16, yawKick, 2 ) );
Vector dir = pHurt->GetAbsOrigin() - GetAbsOrigin();
// If the player's on my head, don't knock him up
if ( pPlayer->GetGroundEntity() == pOperator )
{
dir = vecDirection;
dir.z = 0;
}
VectorNormalize(dir);
dir *= 500.0f;
//If not on ground, then don't make them fly!
if ( !(pPlayer->GetFlags() & FL_ONGROUND ) )
dir.z = 0.0f;
//Push the target back
pHurt->ApplyAbsVelocityImpulse( dir );
if ( !bFlashed )
{
color32 red = {128,0,0,128};
UTIL_ScreenFade( pPlayer, red, 0.5f, 0.1f, FFADE_IN );
}
// Force the player to drop anyting they were holding
pPlayer->ForceDropOfCarriedPhysObjects();
}
// do effect?
}
else
{
WeaponSound( MELEE_MISS );
}
}
break;
default:
BaseClass::Operator_HandleAnimEvent( pEvent, pOperator );
break;
}
}
//-----------------------------------------------------------------------------
// Purpose: Sets the state of the stun stick
//-----------------------------------------------------------------------------
void CWeaponStunStick::SetStunState( bool state )
{
m_bActive = state;
if ( m_bActive )
{
//FIXME: START - Move to client-side
Vector vecAttachment;
GetAttachment( 1, vecAttachment );
g_pEffects->Sparks( vecAttachment );
//FIXME: END - Move to client-side
EmitSound( "Weapon_StunStick.Activate" );
}
else
{
EmitSound( "Weapon_StunStick.Deactivate" );
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CWeaponStunStick::Deploy( void )
{
SetStunState( true );
return BaseClass::Deploy();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CWeaponStunStick::Holster( CBaseCombatWeapon *pSwitchingTo )
{
if ( BaseClass::Holster( pSwitchingTo ) == false )
return false;
SetStunState( false );
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : &vecVelocity -
//-----------------------------------------------------------------------------
void CWeaponStunStick::Drop( const Vector &vecVelocity )
{
SetStunState( false );
BaseClass::Drop( vecVelocity );
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CWeaponStunStick::GetStunState( void )
{
return m_bActive;
}