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