Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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5 years ago
//========= Copyright Valve Corporation, All rights reserved. ============//
//
//
//=============================================================================
#include "cbase.h"
#include "tf_weapon_pistol.h"
#include "tf_fx_shared.h"
#include "in_buttons.h"
#include "tf_gamerules.h"
// Client specific.
#ifdef CLIENT_DLL
#include "c_tf_player.h"
#include "c_tf_gamestats.h"
// Server specific.
#else
#include "tf_player.h"
#include "tf_gamestats.h"
#include "ilagcompensationmanager.h"
#endif
//=============================================================================
//
// Weapon Pistol tables.
//
IMPLEMENT_NETWORKCLASS_ALIASED( TFPistol, DT_WeaponPistol )
BEGIN_NETWORK_TABLE( CTFPistol, DT_WeaponPistol )
END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CTFPistol )
END_PREDICTION_DATA()
LINK_ENTITY_TO_CLASS( tf_weapon_pistol, CTFPistol );
PRECACHE_WEAPON_REGISTER( tf_weapon_pistol );
// Server specific.
#ifndef CLIENT_DLL
BEGIN_DATADESC( CTFPistol )
END_DATADESC()
#endif
//============================
IMPLEMENT_NETWORKCLASS_ALIASED( TFPistol_Scout, DT_WeaponPistol_Scout )
BEGIN_NETWORK_TABLE( CTFPistol_Scout, DT_WeaponPistol_Scout )
END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CTFPistol_Scout )
END_PREDICTION_DATA()
LINK_ENTITY_TO_CLASS( tf_weapon_pistol_scout, CTFPistol_Scout );
PRECACHE_WEAPON_REGISTER( tf_weapon_pistol_scout );
//============================
IMPLEMENT_NETWORKCLASS_ALIASED( TFPistol_ScoutPrimary, DT_WeaponPistol_ScoutPrimary )
BEGIN_NETWORK_TABLE( CTFPistol_ScoutPrimary, DT_WeaponPistol_ScoutPrimary )
END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CTFPistol_ScoutPrimary )
END_PREDICTION_DATA()
LINK_ENTITY_TO_CLASS( tf_weapon_handgun_scout_primary, CTFPistol_ScoutPrimary );
PRECACHE_WEAPON_REGISTER( tf_weapon_handgun_scout_primary );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CTFPistol_ScoutPrimary::CTFPistol_ScoutPrimary()
{
m_flPushTime = -1.f;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFPistol_ScoutPrimary::PlayWeaponShootSound( void )
{
BaseClass::PlayWeaponShootSound();
if ( TFGameRules()->GameModeUsesUpgrades() )
{
PlayUpgradedShootSound( "Weapon_Upgrade.DamageBonus" );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFPistol_ScoutPrimary::SecondaryAttack( void )
{
CTFPlayer *pOwner = ToTFPlayer( GetPlayerOwner() );
if ( !pOwner )
return;
if ( !CanAttack() )
return;
if ( m_flNextSecondaryAttack > gpGlobals->curtime )
return;
pOwner->DoAnimationEvent( PLAYERANIMEVENT_ATTACK_SECONDARY );
SendWeaponAnim( ACT_SECONDARY_VM_ALTATTACK );
m_flNextPrimaryAttack = gpGlobals->curtime + 0.6f;
m_flNextSecondaryAttack = gpGlobals->curtime + 1.5f;
m_flPushTime = gpGlobals->curtime + 0.2f; // Anim delay
EmitSound( "Weapon_Hands.Push" );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFPistol_ScoutPrimary::Push( void )
{
CTFPlayer *pOwner = ToTFPlayer( GetPlayerOwner() );
if ( !pOwner )
return;
#ifdef GAME_DLL
lagcompensation->StartLagCompensation( pOwner, pOwner->GetCurrentCommand() );
CUtlVector< CTFPlayer* > enemyVector;
CollectPlayers( &enemyVector, GetEnemyTeam( pOwner->GetTeamNumber() ), COLLECT_ONLY_LIVING_PLAYERS );
for ( int i = 0; i < enemyVector.Count(); ++i )
{
CTFPlayer *pVictim = enemyVector[i];
if ( !pVictim->IsAlive() )
continue;
if ( pVictim == pOwner )
continue;
if ( pVictim->InSameTeam( pOwner ) )
continue;
if ( TFGameRules() && TFGameRules()->IsTruceActive() && pOwner->IsTruceValidForEnt() )
continue;
if ( ( pOwner->GetAbsOrigin()- pVictim->GetAbsOrigin() ).LengthSqr() > ( 128.f * 128.f ) )
continue;
if ( !pOwner->FVisible( pVictim, MASK_SOLID ) )
continue;
Vector vecEyes = pOwner->EyePosition();
Vector vecForward;
AngleVectors( pOwner->EyeAngles(), &vecForward );
CTraceFilterSimple traceFilter( this, COLLISION_GROUP_NONE );
const Vector vHull = Vector( 16.f, 16.f, 16.f );
trace_t trace;
float flDist = 50.f;
UTIL_TraceHull( vecEyes, vecEyes + vecForward * flDist, -vHull, vHull, MASK_SOLID, &traceFilter, &trace );
bool bDebug = false;
if ( bDebug )
{
NDebugOverlay::SweptBox( vecEyes, vecEyes + vecForward * flDist, -vHull, vHull, pOwner->EyeAngles(), 255, 0, 0, 40, 5 );
}
if ( trace.m_pEnt && trace.m_pEnt == pVictim && trace.fraction < 1.f )
{
Vector vecToVictim = pVictim->GetAbsOrigin() - pOwner->GetAbsOrigin();
VectorNormalize( vecToVictim );
pVictim->ApplyAirBlastImpulse( vecToVictim * 400.f );
float flDamage = 1.f;
CTakeDamageInfo info( pOwner, pVictim, this, flDamage, DMG_MELEE | DMG_NEVERGIB | DMG_CLUB, TF_DMG_CUSTOM_NONE );
CalculateMeleeDamageForce( &info, vecForward, GetAbsOrigin() + vecForward * flDist, 1.f / flDamage * 80.f );
pVictim->DispatchTraceAttack( info, vecForward, &trace );
ApplyMultiDamage();
CPVSFilter filter( vecToVictim );
EmitSound( "Weapon_Hands.PushImpact" );
// Make sure we get credit for the push if the target falls to its death
pVictim->m_AchievementData.AddDamagerToHistory( pOwner );
break;
}
}
pOwner->SpeakWeaponFire();
CTF_GameStats.Event_PlayerFiredWeapon( pOwner, IsCurrentAttackACrit() );
lagcompensation->FinishLagCompensation( pOwner );
#else
C_CTF_GameStats.Event_PlayerFiredWeapon( pOwner, IsCurrentAttackACrit() );
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : -
//-----------------------------------------------------------------------------
void CTFPistol_ScoutPrimary::ItemPostFrame()
{
// Check for smack.
if ( m_flPushTime > -1.f && gpGlobals->curtime > m_flPushTime )
{
Push();
m_flPushTime = -1.f;
}
BaseClass::ItemPostFrame();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTFPistol_ScoutPrimary::Holster( CBaseCombatWeapon *pSwitchingTo )
{
m_flPushTime = -1.f;
return BaseClass::Holster( pSwitchingTo );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFPistol_ScoutPrimary::Precache( void )
{
PrecacheScriptSound( "Weapon_Hands.Push" );
PrecacheScriptSound( "Weapon_Hands.PushImpact" );
BaseClass::Precache();
}
//============================
IMPLEMENT_NETWORKCLASS_ALIASED( TFPistol_ScoutSecondary, DT_WeaponPistol_ScoutSecondary )
BEGIN_NETWORK_TABLE( CTFPistol_ScoutSecondary, DT_WeaponPistol_ScoutSecondary )
END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CTFPistol_ScoutSecondary )
END_PREDICTION_DATA()
LINK_ENTITY_TO_CLASS( tf_weapon_handgun_scout_secondary, CTFPistol_ScoutSecondary );
PRECACHE_WEAPON_REGISTER( tf_weapon_handgun_scout_secondary );
//-----------------------------------------------------------------------------
int CTFPistol_ScoutSecondary::GetDamageType( void ) const
{
int iBackheadshot = 0;
CALL_ATTRIB_HOOK_INT( iBackheadshot, back_headshot );
if ( iBackheadshot )
{
return BaseClass::GetDamageType() | DMG_USE_HITLOCATIONS;
}
return BaseClass::GetDamageType();
}