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1140 lines
32 KiB
1140 lines
32 KiB
![]()
4 years ago
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//========= 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 "tf_weaponbase_melee.h"
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#include "effect_dispatch_data.h"
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#include "tf_gamerules.h"
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// Server specific.
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#if !defined( CLIENT_DLL )
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#include "tf_player.h"
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#include "tf_gamestats.h"
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#include "ilagcompensationmanager.h"
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#include "tf_passtime_logic.h"
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// Client specific.
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#else
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#include "c_tf_gamestats.h"
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#include "c_tf_player.h"
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// NVNT haptics system interface
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#include "haptics/ihaptics.h"
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#endif
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ConVar tf_weapon_criticals_melee( "tf_weapon_criticals_melee", "1", FCVAR_REPLICATED | FCVAR_NOTIFY, "Controls random crits for melee weapons. 0 - Melee weapons do not randomly crit. 1 - Melee weapons can randomly crit only if tf_weapon_criticals is also enabled. 2 - Melee weapons can always randomly crit regardless of the tf_weapon_criticals setting." );
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//=============================================================================
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//
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// TFWeaponBase Melee tables.
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//
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IMPLEMENT_NETWORKCLASS_ALIASED( TFWeaponBaseMelee, DT_TFWeaponBaseMelee )
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BEGIN_NETWORK_TABLE( CTFWeaponBaseMelee, DT_TFWeaponBaseMelee )
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END_NETWORK_TABLE()
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BEGIN_PREDICTION_DATA( CTFWeaponBaseMelee )
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END_PREDICTION_DATA()
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LINK_ENTITY_TO_CLASS( tf_weaponbase_melee, CTFWeaponBaseMelee );
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// Server specific.
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#if !defined( CLIENT_DLL )
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BEGIN_DATADESC( CTFWeaponBaseMelee )
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DEFINE_THINKFUNC( Smack )
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END_DATADESC()
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#endif
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#ifndef CLIENT_DLL
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ConVar tf_meleeattackforcescale( "tf_meleeattackforcescale", "80.0", FCVAR_CHEAT | FCVAR_GAMEDLL | FCVAR_DEVELOPMENTONLY );
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#endif
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#ifdef _DEBUG
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extern ConVar tf_weapon_criticals_force_random;
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#endif // _DEBUG
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//=============================================================================
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//
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// TFWeaponBase Melee functions.
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//
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// -----------------------------------------------------------------------------
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// Purpose: Constructor.
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// -----------------------------------------------------------------------------
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CTFWeaponBaseMelee::CTFWeaponBaseMelee()
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{
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WeaponReset();
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}
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// -----------------------------------------------------------------------------
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// Purpose:
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// -----------------------------------------------------------------------------
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void CTFWeaponBaseMelee::WeaponReset( void )
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{
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BaseClass::WeaponReset();
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m_iWeaponMode = TF_WEAPON_PRIMARY_MODE;
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m_flSmackTime = -1.0f;
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m_bConnected = false;
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m_bMiniCrit = false;
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}
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// -----------------------------------------------------------------------------
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// Purpose:
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// -----------------------------------------------------------------------------
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bool CTFWeaponBaseMelee::CanHolster( void ) const
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{
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// For fist users, energy buffs come from steak sandviches which lock us into attacking with melee.
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CTFPlayer *pPlayer = GetTFPlayerOwner();
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if ( pPlayer && pPlayer->m_Shared.InCond( TF_COND_CANNOT_SWITCH_FROM_MELEE ) )
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return false;
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return BaseClass::CanHolster();
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}
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// -----------------------------------------------------------------------------
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// Purpose:
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// -----------------------------------------------------------------------------
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void CTFWeaponBaseMelee::Precache()
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{
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BaseClass::Precache();
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if ( TFGameRules() && TFGameRules()->IsMannVsMachineMode() )
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{
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char szMeleeSoundStr[128] = "MVM_";
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const char *shootsound = GetShootSound( MELEE_HIT );
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if ( shootsound && shootsound[0] )
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{
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V_strcat(szMeleeSoundStr, shootsound, sizeof( szMeleeSoundStr ));
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CBaseEntity::PrecacheScriptSound( szMeleeSoundStr );
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}
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}
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CBaseEntity::PrecacheScriptSound("MVM_Weapon_Default.HitFlesh");
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}
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// -----------------------------------------------------------------------------
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// Purpose:
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// -----------------------------------------------------------------------------
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void CTFWeaponBaseMelee::Spawn()
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{
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Precache();
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// Get the weapon information.
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WEAPON_FILE_INFO_HANDLE hWpnInfo = LookupWeaponInfoSlot( GetClassname() );
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Assert( hWpnInfo != GetInvalidWeaponInfoHandle() );
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CTFWeaponInfo *pWeaponInfo = dynamic_cast< CTFWeaponInfo* >( GetFileWeaponInfoFromHandle( hWpnInfo ) );
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Assert( pWeaponInfo && "Failed to get CTFWeaponInfo in melee weapon spawn" );
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m_pWeaponInfo = pWeaponInfo;
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Assert( m_pWeaponInfo );
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// No ammo.
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m_iClip1 = -1;
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BaseClass::Spawn();
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}
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// -----------------------------------------------------------------------------
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// Purpose:
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// -----------------------------------------------------------------------------
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bool CTFWeaponBaseMelee::Holster( CBaseCombatWeapon *pSwitchingTo )
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{
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m_flSmackTime = -1.0f;
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if ( GetPlayerOwner() )
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{
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GetPlayerOwner()->m_flNextAttack = gpGlobals->curtime + 0.5;
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}
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int iSelfMark = 0;
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CALL_ATTRIB_HOOK_INT( iSelfMark, self_mark_for_death );
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if ( iSelfMark )
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{
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CTFPlayer *pPlayer = GetTFPlayerOwner();
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if ( pPlayer )
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{
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pPlayer->m_Shared.AddCond( TF_COND_MARKEDFORDEATH_SILENT, iSelfMark );
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}
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}
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return BaseClass::Holster( pSwitchingTo );
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}
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int CTFWeaponBaseMelee::GetSwingRange( void )
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{
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CTFPlayer *pOwner = ToTFPlayer( GetOwner() );
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if ( pOwner && pOwner->m_Shared.InCond( TF_COND_SHIELD_CHARGE ) )
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{
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return 128;
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}
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else
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{
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int iIsSword = 0;
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CALL_ATTRIB_HOOK_INT( iIsSword, is_a_sword )
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if ( iIsSword )
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{
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return 72; // swords are typically 72
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}
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return 48;
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}
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}
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// -----------------------------------------------------------------------------
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// Purpose:
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// -----------------------------------------------------------------------------
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void CTFWeaponBaseMelee::PrimaryAttack()
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{
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// Get the current player.
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CTFPlayer *pPlayer = GetTFPlayerOwner();
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if ( !pPlayer )
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return;
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if ( !CanAttack() )
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return;
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// Set the weapon usage mode - primary, secondary.
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m_iWeaponMode = TF_WEAPON_PRIMARY_MODE;
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m_bConnected = false;
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pPlayer->EndClassSpecialSkill();
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// Swing the weapon.
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Swing( pPlayer );
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m_bCurrentAttackIsDuringDemoCharge = pPlayer->m_Shared.GetNextMeleeCrit() != MELEE_NOCRIT;
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if ( pPlayer->m_Shared.GetNextMeleeCrit() == MELEE_MINICRIT )
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{
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m_bMiniCrit = true;
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}
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else
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{
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m_bMiniCrit = false;
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}
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#ifdef STAGING_ONLY
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// Remove Cond if I attack
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if ( pPlayer->m_Shared.InCond( TF_COND_NO_COMBAT_SPEED_BOOST ) )
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{
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pPlayer->m_Shared.RemoveCond( TF_COND_NO_COMBAT_SPEED_BOOST );
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}
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#endif
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#if !defined( CLIENT_DLL )
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pPlayer->SpeakWeaponFire();
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CTF_GameStats.Event_PlayerFiredWeapon( pPlayer, IsCurrentAttackACrit() );
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if ( pPlayer->m_Shared.IsStealthed() && ShouldRemoveInvisibilityOnPrimaryAttack() )
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{
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pPlayer->RemoveInvisibility();
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}
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#endif
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}
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// -----------------------------------------------------------------------------
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// Purpose:
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// -----------------------------------------------------------------------------
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void CTFWeaponBaseMelee::SecondaryAttack()
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{
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// semi-auto behaviour
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if ( m_bInAttack2 )
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return;
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// Get the current player.
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CTFPlayer *pPlayer = GetTFPlayerOwner();
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if ( !pPlayer )
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return;
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pPlayer->DoClassSpecialSkill();
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m_bInAttack2 = true;
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#ifdef STAGING_ONLY
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// Remove Cond if I attack
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if ( pPlayer->m_Shared.InCond( TF_COND_NO_COMBAT_SPEED_BOOST ) )
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{
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pPlayer->m_Shared.RemoveCond( TF_COND_NO_COMBAT_SPEED_BOOST );
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}
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#endif
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m_flNextSecondaryAttack = gpGlobals->curtime + 0.5;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : *pPlayer -
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//-----------------------------------------------------------------------------
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void CTFWeaponBaseMelee::Swing( CTFPlayer *pPlayer )
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{
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CalcIsAttackCritical();
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#ifdef GAME_DLL
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CTF_GameStats.Event_PlayerFiredWeapon( pPlayer, IsCurrentAttackACrit() );
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#endif
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#ifdef CLIENT_DLL
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C_CTF_GameStats.Event_PlayerFiredWeapon( pPlayer, IsCurrentAttackACrit() );
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#endif
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// Play the melee swing and miss (whoosh) always.
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SendPlayerAnimEvent( pPlayer );
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DoViewModelAnimation();
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// Set next attack times.
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float flFireDelay = ApplyFireDelay( m_pWeaponInfo->GetWeaponData( m_iWeaponMode ).m_flTimeFireDelay );
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m_flNextPrimaryAttack = gpGlobals->curtime + flFireDelay;
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m_flNextSecondaryAttack = gpGlobals->curtime + flFireDelay;
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pPlayer->m_Shared.SetNextStealthTime( m_flNextSecondaryAttack );
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SetWeaponIdleTime( m_flNextPrimaryAttack + m_pWeaponInfo->GetWeaponData( m_iWeaponMode ).m_flTimeIdleEmpty );
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if ( IsCurrentAttackACrit() )
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{
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WeaponSound( BURST );
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}
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else
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{
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WeaponSound( MELEE_MISS );
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}
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#ifdef GAME_DLL
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// Remember if there are potential targets when we start our swing.
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// If there are, the player is exempt from taking "hurt self on miss" damage
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// if ALL of these players have died when our swing has finished, and we didn't hit.
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// This guards against me performing a "good" swing and being punished by a friend
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// killing my target "out from under me".
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CUtlVector< CTFPlayer * > enemyVector;
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CollectPlayers( &enemyVector, GetEnemyTeam( pPlayer->GetTeamNumber() ), COLLECT_ONLY_LIVING_PLAYERS );
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m_potentialVictimVector.RemoveAll();
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const float looseSwingRange = 1.2f * GetSwingRange();
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for( int i=0; i<enemyVector.Count(); ++i )
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{
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Vector toVictim = enemyVector[i]->WorldSpaceCenter() - pPlayer->Weapon_ShootPosition();
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if ( toVictim.IsLengthLessThan( looseSwingRange ) )
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{
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m_potentialVictimVector.AddToTail( enemyVector[i] );
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}
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}
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#endif
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m_flSmackTime = gpGlobals->curtime + m_pWeaponInfo->GetWeaponData( m_iWeaponMode ).m_flSmackDelay;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFWeaponBaseMelee::DoViewModelAnimation( void )
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{
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if ( IsCurrentAttackACrit() )
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{
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if ( SendWeaponAnim( ACT_VM_SWINGHARD ) )
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{
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// check that weapon has the activity
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return;
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}
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}
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Activity act = ( m_iWeaponMode == TF_WEAPON_PRIMARY_MODE ) ? ACT_VM_HITCENTER : ACT_VM_SWINGHARD;
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SendWeaponAnim( act );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Allow melee weapons to send different anim events
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// Input : -
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//-----------------------------------------------------------------------------
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void CTFWeaponBaseMelee::SendPlayerAnimEvent( CTFPlayer *pPlayer )
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{
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pPlayer->DoAnimationEvent( PLAYERANIMEVENT_ATTACK_PRIMARY );
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}
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// -----------------------------------------------------------------------------
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void CTFWeaponBaseMelee::ItemPreFrame( void )
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{
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int iSelfMark = 0;
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CALL_ATTRIB_HOOK_INT( iSelfMark, self_mark_for_death );
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if ( iSelfMark )
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{
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CTFPlayer *pPlayer = GetTFPlayerOwner();
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if ( pPlayer )
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{
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pPlayer->m_Shared.AddCond( TF_COND_MARKEDFORDEATH_SILENT, iSelfMark );
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}
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}
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return BaseClass::ItemPreFrame();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : -
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||
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//-----------------------------------------------------------------------------
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void CTFWeaponBaseMelee::ItemPostFrame()
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{
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// Check for smack.
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if ( m_flSmackTime > 0.0f && gpGlobals->curtime > m_flSmackTime )
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{
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Smack();
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m_flSmackTime = -1.0f;
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CTFPlayer *pPlayer = GetTFPlayerOwner();
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if ( pPlayer )
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{
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pPlayer->m_Shared.SetNextMeleeCrit( MELEE_NOCRIT );
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}
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}
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BaseClass::ItemPostFrame();
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}
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bool CTFWeaponBaseMelee::DoSwingTraceInternal( trace_t &trace, bool bCleave, CUtlVector< trace_t >* pTargetTraceVector )
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{
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// Setup a volume for the melee weapon to be swung - approx size, so all melee behave the same.
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static Vector vecSwingMinsBase( -18, -18, -18 );
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static Vector vecSwingMaxsBase( 18, 18, 18 );
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float fBoundsScale = 1.0f;
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CALL_ATTRIB_HOOK_FLOAT( fBoundsScale, melee_bounds_multiplier );
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Vector vecSwingMins = vecSwingMinsBase * fBoundsScale;
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Vector vecSwingMaxs = vecSwingMaxsBase * fBoundsScale;
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// Get the current player.
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CTFPlayer *pPlayer = GetTFPlayerOwner();
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if ( !pPlayer )
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return false;
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// Setup the swing range.
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float fSwingRange = GetSwingRange();
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// Scale the range and bounds by the model scale if they're larger
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// Not scaling down the range for smaller models because midgets need all the help they can get
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if ( pPlayer->GetModelScale() > 1.0f )
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{
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fSwingRange *= pPlayer->GetModelScale();
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vecSwingMins *= pPlayer->GetModelScale();
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vecSwingMaxs *= pPlayer->GetModelScale();
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}
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CALL_ATTRIB_HOOK_FLOAT( fSwingRange, melee_range_multiplier );
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Vector vecForward;
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AngleVectors( pPlayer->EyeAngles(), &vecForward );
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Vector vecSwingStart = pPlayer->Weapon_ShootPosition();
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Vector vecSwingEnd = vecSwingStart + vecForward * fSwingRange;
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// In MvM, melee hits from the robot team wont hit teammates to ensure mobs of melee bots don't
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||
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// swarm so tightly they hit each other and no-one else
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bool bDontHitTeammates = pPlayer->GetTeamNumber() == TF_TEAM_PVE_INVADERS && TFGameRules()->IsMannVsMachineMode();
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||
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CTraceFilterIgnoreTeammates ignoreTeammatesFilter( pPlayer, COLLISION_GROUP_NONE, pPlayer->GetTeamNumber() );
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||
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|
||
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if ( bCleave )
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||
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{
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||
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Ray_t ray;
|
||
|
ray.Init( vecSwingStart, vecSwingEnd, vecSwingMins, vecSwingMaxs );
|
||
|
CBaseEntity *pList[256];
|
||
|
int nTargetCount = UTIL_EntitiesAlongRay( pList, ARRAYSIZE( pList ), ray, FL_CLIENT|FL_OBJECT );
|
||
|
|
||
|
int nHitCount = 0;
|
||
|
for ( int i=0; i<nTargetCount; ++i )
|
||
|
{
|
||
|
CBaseEntity *pTarget = pList[i];
|
||
|
if ( pTarget == pPlayer )
|
||
|
{
|
||
|
// don't hit yourself
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
if ( bDontHitTeammates && pTarget->GetTeamNumber() == pPlayer->GetTeamNumber() )
|
||
|
{
|
||
|
// don't hit teammate
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
if ( pTargetTraceVector )
|
||
|
{
|
||
|
trace_t tr;
|
||
|
UTIL_TraceModel( vecSwingStart, vecSwingEnd, vecSwingMins, vecSwingMaxs, pTarget, COLLISION_GROUP_NONE, &tr );
|
||
|
pTargetTraceVector->AddToTail();
|
||
|
pTargetTraceVector->Tail() = tr;
|
||
|
}
|
||
|
nHitCount++;
|
||
|
}
|
||
|
|
||
|
return nHitCount > 0;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
bool bSapperHit = false;
|
||
|
|
||
|
// if this weapon can damage sappers, do that trace first
|
||
|
int iDmgSappers = 0;
|
||
|
CALL_ATTRIB_HOOK_INT( iDmgSappers, set_dmg_apply_to_sapper );
|
||
|
if ( iDmgSappers != 0 )
|
||
|
{
|
||
|
CTraceFilterIgnorePlayers ignorePlayersFilter( NULL, COLLISION_GROUP_NONE );
|
||
|
UTIL_TraceLine( vecSwingStart, vecSwingEnd, MASK_SOLID, &ignorePlayersFilter, &trace );
|
||
|
if ( trace.fraction >= 1.0 )
|
||
|
{
|
||
|
UTIL_TraceHull( vecSwingStart, vecSwingEnd, vecSwingMins, vecSwingMaxs, MASK_SOLID, &ignorePlayersFilter, &trace );
|
||
|
}
|
||
|
|
||
|
if ( trace.fraction < 1.0f &&
|
||
|
trace.m_pEnt &&
|
||
|
trace.m_pEnt->IsBaseObject() &&
|
||
|
trace.m_pEnt->GetTeamNumber() == pPlayer->GetTeamNumber() )
|
||
|
{
|
||
|
CBaseObject *pObject = static_cast< CBaseObject* >( trace.m_pEnt );
|
||
|
if ( pObject->HasSapper() )
|
||
|
{
|
||
|
bSapperHit = true;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( !bSapperHit )
|
||
|
{
|
||
|
// See if we hit anything.
|
||
|
if ( bDontHitTeammates )
|
||
|
{
|
||
|
UTIL_TraceLine( vecSwingStart, vecSwingEnd, MASK_SOLID, &ignoreTeammatesFilter, &trace );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
CTraceFilterIgnoreFriendlyCombatItems filter( pPlayer, COLLISION_GROUP_NONE, pPlayer->GetTeamNumber() );
|
||
|
UTIL_TraceLine( vecSwingStart, vecSwingEnd, MASK_SOLID, &filter, &trace );
|
||
|
}
|
||
|
|
||
|
if ( trace.fraction >= 1.0 )
|
||
|
{
|
||
|
if ( bDontHitTeammates )
|
||
|
{
|
||
|
UTIL_TraceHull( vecSwingStart, vecSwingEnd, vecSwingMins, vecSwingMaxs, MASK_SOLID, &ignoreTeammatesFilter, &trace );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
CTraceFilterIgnoreFriendlyCombatItems filter( pPlayer, COLLISION_GROUP_NONE, pPlayer->GetTeamNumber() );
|
||
|
UTIL_TraceHull( vecSwingStart, vecSwingEnd, vecSwingMins, vecSwingMaxs, MASK_SOLID, &filter, &trace );
|
||
|
}
|
||
|
|
||
|
if ( trace.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 = trace.m_pEnt;
|
||
|
if ( !pHit || pHit->IsBSPModel() )
|
||
|
{
|
||
|
// Why duck hull min/max?
|
||
|
FindHullIntersection( vecSwingStart, trace, VEC_DUCK_HULL_MIN, VEC_DUCK_HULL_MAX, pPlayer );
|
||
|
}
|
||
|
|
||
|
// This is the point on the actual surface (the hull could have hit space)
|
||
|
vecSwingEnd = trace.endpos;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return ( trace.fraction < 1.0f );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
bool CTFWeaponBaseMelee::DoSwingTrace( trace_t &trace )
|
||
|
{
|
||
|
return DoSwingTraceInternal( trace, false, NULL );
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Output : float
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CTFWeaponBaseMelee::OnSwingHit( trace_t &trace )
|
||
|
{
|
||
|
CTFPlayer *pPlayer = GetTFPlayerOwner();
|
||
|
|
||
|
// NVNT if this is the client dll and the owner is the local player
|
||
|
// Notify the haptics system the local player just hit something.
|
||
|
#ifdef CLIENT_DLL
|
||
|
if(pPlayer==C_TFPlayer::GetLocalTFPlayer() && haptics)
|
||
|
haptics->ProcessHapticEvent(2,"Weapons","meleehit");
|
||
|
#endif
|
||
|
|
||
|
bool bHitEnemyPlayer = false;
|
||
|
|
||
|
// Hit sound - immediate.
|
||
|
if( trace.m_pEnt->IsPlayer() )
|
||
|
{
|
||
|
CTFPlayer *pTargetPlayer = ToTFPlayer( trace.m_pEnt );
|
||
|
|
||
|
bool bPlayMvMHitOnly = false;
|
||
|
// handle hitting a robot
|
||
|
if ( TFGameRules() && TFGameRules()->IsMannVsMachineMode() )
|
||
|
{
|
||
|
if ( pTargetPlayer && pTargetPlayer->GetTeamNumber() == TF_TEAM_PVE_INVADERS && !pTargetPlayer->IsPlayer() )
|
||
|
{
|
||
|
bPlayMvMHitOnly = true;
|
||
|
|
||
|
CBroadcastRecipientFilter filter;
|
||
|
// CSingleUserRecipientFilter filter( ToBasePlayer( GetOwner() ) );
|
||
|
// if ( IsPredicted() && CBaseEntity::GetPredictionPlayer() )
|
||
|
// {
|
||
|
// filter.UsePredictionRules();
|
||
|
// }
|
||
|
|
||
|
char szMeleeSoundStr[128] = "MVM_";
|
||
|
const char *shootsound = GetShootSound( MELEE_HIT );
|
||
|
if ( shootsound && shootsound[0] )
|
||
|
{
|
||
|
V_strcat(szMeleeSoundStr, shootsound, sizeof( szMeleeSoundStr ));
|
||
|
CSoundParameters params;
|
||
|
if ( CBaseEntity::GetParametersForSound( szMeleeSoundStr, params, NULL ) )
|
||
|
{
|
||
|
EmitSound( filter, GetOwner()->entindex(), szMeleeSoundStr, NULL );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
EmitSound( filter, GetOwner()->entindex(), "MVM_Weapon_Default.HitFlesh", NULL );
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
EmitSound( filter, GetOwner()->entindex(), "MVM_Weapon_Default.HitFlesh", NULL );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
if(! bPlayMvMHitOnly )
|
||
|
{
|
||
|
WeaponSound( MELEE_HIT );
|
||
|
}
|
||
|
|
||
|
#if !defined (CLIENT_DLL)
|
||
|
|
||
|
if ( pTargetPlayer->m_Shared.HasPasstimeBall() && g_pPasstimeLogic )
|
||
|
{
|
||
|
// This handles stealing the ball from teammates since there's no damage involved
|
||
|
// TODO find a better place for this
|
||
|
g_pPasstimeLogic->OnBallCarrierMeleeHit( pTargetPlayer, pPlayer );
|
||
|
}
|
||
|
|
||
|
if ( pPlayer->GetTeamNumber() != pTargetPlayer->GetTeamNumber() )
|
||
|
{
|
||
|
bHitEnemyPlayer = true;
|
||
|
|
||
|
if ( TFGameRules()->IsIT( pPlayer ) )
|
||
|
{
|
||
|
IGameEvent *pEvent = gameeventmanager->CreateEvent( "tagged_player_as_it" );
|
||
|
if ( pEvent )
|
||
|
{
|
||
|
pEvent->SetInt( "player", pPlayer->GetUserID() );
|
||
|
gameeventmanager->FireEvent( pEvent, true );
|
||
|
}
|
||
|
|
||
|
// Tag! You're IT!
|
||
|
TFGameRules()->SetIT( pTargetPlayer );
|
||
|
|
||
|
pPlayer->SpeakConceptIfAllowed( MP_CONCEPT_PLAYER_YES );
|
||
|
|
||
|
UTIL_ClientPrintAll( HUD_PRINTTALK, "#TF_HALLOWEEN_BOSS_ANNOUNCE_TAG", pPlayer->GetPlayerName(), pTargetPlayer->GetPlayerName() );
|
||
|
|
||
|
CSingleUserReliableRecipientFilter filter( pPlayer );
|
||
|
pPlayer->EmitSound( filter, pPlayer->entindex(), "Player.TaggedOtherIT" );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( pTargetPlayer->InSameTeam( pPlayer ) || pTargetPlayer->m_Shared.GetDisguiseTeam() == GetTeamNumber() )
|
||
|
{
|
||
|
int iSpeedBuffOnHit = 0;
|
||
|
CALL_ATTRIB_HOOK_INT( iSpeedBuffOnHit, speed_buff_ally );
|
||
|
if ( iSpeedBuffOnHit > 0 && trace.m_pEnt )
|
||
|
{
|
||
|
pTargetPlayer->m_Shared.AddCond( TF_COND_SPEED_BOOST, 2.f );
|
||
|
pPlayer->m_Shared.AddCond( TF_COND_SPEED_BOOST, 3.6f ); // give the soldier a bit of additional time to allow them to keep up better with faster classes
|
||
|
|
||
|
EconEntity_OnOwnerKillEaterEvent( this, pPlayer, pTargetPlayer, kKillEaterEvent_TeammatesWhipped ); // Strange
|
||
|
}
|
||
|
|
||
|
// Give health to teammates on hit
|
||
|
int nGiveHealthOnHit = 0;
|
||
|
CALL_ATTRIB_HOOK_INT( nGiveHealthOnHit, add_give_health_to_teammate_on_hit );
|
||
|
if ( nGiveHealthOnHit != 0 )
|
||
|
{
|
||
|
// Always keep at least 1 health for ourselves
|
||
|
nGiveHealthOnHit = Min( pPlayer->GetHealth() - 1, nGiveHealthOnHit );
|
||
|
int nHealthGiven = pTargetPlayer->TakeHealth( nGiveHealthOnHit, DMG_GENERIC );
|
||
|
|
||
|
if ( nHealthGiven > 0 )
|
||
|
{
|
||
|
// Subtract health given from my own
|
||
|
CTakeDamageInfo info( pPlayer, pPlayer, this, nHealthGiven, DMG_GENERIC | DMG_PREVENT_PHYSICS_FORCE );
|
||
|
pPlayer->TakeDamage( info );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
#endif
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
WeaponSound( MELEE_HIT_WORLD );
|
||
|
}
|
||
|
|
||
|
DoMeleeDamage( trace.m_pEnt, trace );
|
||
|
|
||
|
return bHitEnemyPlayer;
|
||
|
}
|
||
|
|
||
|
|
||
|
// -----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Note: Think function to delay the impact decal until the animation is finished
|
||
|
// playing.
|
||
|
// -----------------------------------------------------------------------------
|
||
|
void CTFWeaponBaseMelee::Smack( void )
|
||
|
{
|
||
|
trace_t trace;
|
||
|
|
||
|
CTFPlayer *pPlayer = GetTFPlayerOwner();
|
||
|
if ( !pPlayer )
|
||
|
return;
|
||
|
|
||
|
#if !defined (CLIENT_DLL)
|
||
|
// Move other players back to history positions based on local player's lag
|
||
|
lagcompensation->StartLagCompensation( pPlayer, pPlayer->GetCurrentCommand() );
|
||
|
#endif
|
||
|
|
||
|
bool bHitEnemyPlayer = false;
|
||
|
|
||
|
int nCleaveAttack = 0;
|
||
|
CALL_ATTRIB_HOOK_INT( nCleaveAttack, melee_cleave_attack );
|
||
|
bool bCleave = nCleaveAttack > 0;
|
||
|
|
||
|
// We hit, setup the smack.
|
||
|
CUtlVector<trace_t> targetTraceVector;
|
||
|
if ( DoSwingTraceInternal( trace, bCleave, &targetTraceVector ) )
|
||
|
{
|
||
|
if ( bCleave )
|
||
|
{
|
||
|
for ( int i=0; i<targetTraceVector.Count(); ++i )
|
||
|
{
|
||
|
bHitEnemyPlayer |= OnSwingHit( targetTraceVector[i] );
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
bHitEnemyPlayer = OnSwingHit( trace );
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// if ALL of my potential targets have been killed by someone else between the
|
||
|
// time I started my swing and the time my swing would have landed, don't
|
||
|
// punish me for it.
|
||
|
bool bIsCleanMiss = true;
|
||
|
|
||
|
#ifdef GAME_DLL
|
||
|
for( int i=0; i<m_potentialVictimVector.Count(); ++i )
|
||
|
{
|
||
|
if ( m_potentialVictimVector[i] != NULL && m_potentialVictimVector[i]->IsAlive() )
|
||
|
{
|
||
|
bIsCleanMiss = false;
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
if ( bIsCleanMiss )
|
||
|
{
|
||
|
int iHitSelf = 0;
|
||
|
CALL_ATTRIB_HOOK_INT( iHitSelf, hit_self_on_miss );
|
||
|
if ( iHitSelf == 1 )
|
||
|
{
|
||
|
DoMeleeDamage( GetTFPlayerOwner(), trace, 0.5f );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
#if !defined (CLIENT_DLL)
|
||
|
|
||
|
// ACHIEVEMENT_TF_MEDIC_BONESAW_NOMISSES
|
||
|
if ( GetWeaponID() == TF_WEAPON_BONESAW )
|
||
|
{
|
||
|
int iCount = pPlayer->GetPerLifeCounterKV( "medic_bonesaw_hits" );
|
||
|
|
||
|
if ( bHitEnemyPlayer )
|
||
|
{
|
||
|
if ( ++iCount >= 5 )
|
||
|
{
|
||
|
pPlayer->AwardAchievement( ACHIEVEMENT_TF_MEDIC_BONESAW_NOMISSES );
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
iCount = 0;
|
||
|
}
|
||
|
|
||
|
pPlayer->SetPerLifeCounterKV( "medic_bonesaw_hits", iCount );
|
||
|
}
|
||
|
|
||
|
lagcompensation->FinishLagCompensation( pPlayer );
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
void CTFWeaponBaseMelee::DoMeleeDamage( CBaseEntity* ent, trace_t& trace )
|
||
|
{
|
||
|
DoMeleeDamage( ent, trace, 1.f );
|
||
|
}
|
||
|
|
||
|
void CTFWeaponBaseMelee::DoMeleeDamage( CBaseEntity* ent, trace_t& trace, float flDamageMod )
|
||
|
{
|
||
|
// Get the current player.
|
||
|
CTFPlayer *pPlayer = GetTFPlayerOwner();
|
||
|
if ( !pPlayer )
|
||
|
return;
|
||
|
|
||
|
Vector vecForward;
|
||
|
AngleVectors( pPlayer->EyeAngles(), &vecForward );
|
||
|
Vector vecSwingStart = pPlayer->Weapon_ShootPosition();
|
||
|
Vector vecSwingEnd = vecSwingStart + vecForward * 48;
|
||
|
|
||
|
#ifndef CLIENT_DLL
|
||
|
// Do Damage.
|
||
|
int iCustomDamage = GetDamageCustom();
|
||
|
int iDmgType = DMG_MELEE | DMG_NEVERGIB | DMG_CLUB;
|
||
|
|
||
|
int iCritFromBehind = 0;
|
||
|
CALL_ATTRIB_HOOK_INT( iCritFromBehind, crit_from_behind );
|
||
|
if ( iCritFromBehind > 0 )
|
||
|
{
|
||
|
Vector entForward;
|
||
|
AngleVectors( ent->EyeAngles(), &entForward );
|
||
|
|
||
|
Vector toEnt = ent->GetAbsOrigin() - pPlayer->GetAbsOrigin();
|
||
|
toEnt.NormalizeInPlace();
|
||
|
|
||
|
if ( DotProduct( toEnt, entForward ) > 0.7071f )
|
||
|
{
|
||
|
iDmgType |= DMG_CRITICAL;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
float flDamage = GetMeleeDamage( ent, &iDmgType, &iCustomDamage ) * flDamageMod;
|
||
|
|
||
|
// Base melee damage increased because we disallow random crits in this mode. Without random crits, melee is underpowered
|
||
|
if ( TFGameRules() && TFGameRules()->IsPowerupMode() )
|
||
|
{
|
||
|
if ( !IsCurrentAttackACrit() ) // Don't multiply base damage if attack is a crit
|
||
|
{
|
||
|
if ( pPlayer && pPlayer->m_Shared.GetCarryingRuneType() == RUNE_KNOCKOUT )
|
||
|
{
|
||
|
flDamage *= 1.9f;
|
||
|
}
|
||
|
// Strength powerup multiplies damage later and we only want double regular damage. Shields are a source of increased melee damage (charge crit) so they don't need a base boost
|
||
|
else if ( pPlayer && pPlayer->m_Shared.GetCarryingRuneType() != RUNE_STRENGTH && !pPlayer->m_Shared.IsShieldEquipped() )
|
||
|
{
|
||
|
flDamage *= 1.3f;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( IsCurrentAttackACrit() )
|
||
|
{
|
||
|
// TODO: Not removing the old critical path yet, but the new custom damage is marking criticals as well for melee now.
|
||
|
iDmgType |= DMG_CRITICAL;
|
||
|
}
|
||
|
else if ( m_bMiniCrit )
|
||
|
{
|
||
|
iDmgType |= DMG_RADIUS_MAX; // Unused for melee, indicates this should be a minicrit.
|
||
|
}
|
||
|
|
||
|
CTakeDamageInfo info( pPlayer, pPlayer, this, flDamage, iDmgType, iCustomDamage );
|
||
|
|
||
|
if ( fabs( flDamage ) >= 1.0f )
|
||
|
{
|
||
|
CalculateMeleeDamageForce( &info, vecForward, vecSwingEnd, 1.0f / flDamage * GetForceScale() );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
info.SetDamageForce( vec3_origin );
|
||
|
}
|
||
|
|
||
|
ent->DispatchTraceAttack( info, vecForward, &trace );
|
||
|
ApplyMultiDamage();
|
||
|
|
||
|
OnEntityHit( ent, &info );
|
||
|
|
||
|
bool bTruce = TFGameRules() && TFGameRules()->IsTruceActive() && pPlayer->IsTruceValidForEnt();
|
||
|
if ( !bTruce )
|
||
|
{
|
||
|
int iCritsForceVictimToLaugh = 0;
|
||
|
CALL_ATTRIB_HOOK_INT( iCritsForceVictimToLaugh, crit_forces_victim_to_laugh );
|
||
|
if ( iCritsForceVictimToLaugh > 0 && ( IsCurrentAttackACrit() || iDmgType & DMG_CRITICAL ) )
|
||
|
{
|
||
|
CTFPlayer *pVictimPlayer = ToTFPlayer( ent );
|
||
|
|
||
|
if ( pVictimPlayer && pVictimPlayer->CanBeForcedToLaugh() && ( pPlayer->GetTeamNumber() != pVictimPlayer->GetTeamNumber() ) )
|
||
|
{
|
||
|
// force victim to laugh!
|
||
|
pVictimPlayer->Taunt( TAUNT_MISC_ITEM, MP_CONCEPT_TAUNT_LAUGH );
|
||
|
|
||
|
// strange stat tracking
|
||
|
EconEntity_OnOwnerKillEaterEvent( this,
|
||
|
ToTFPlayer( GetOwner() ),
|
||
|
pVictimPlayer,
|
||
|
kKillEaterEvent_PlayerTickle );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
int iTickleEnemiesWieldingSameWeapon = 0;
|
||
|
CALL_ATTRIB_HOOK_INT( iTickleEnemiesWieldingSameWeapon, tickle_enemies_wielding_same_weapon );
|
||
|
if ( iTickleEnemiesWieldingSameWeapon > 0 )
|
||
|
{
|
||
|
CTFPlayer *pVictimPlayer = ToTFPlayer( ent );
|
||
|
|
||
|
if ( pVictimPlayer && pVictimPlayer->CanBeForcedToLaugh() && ( pPlayer->GetTeamNumber() != pVictimPlayer->GetTeamNumber() ) )
|
||
|
{
|
||
|
CTFWeaponBase *myWeapon = pPlayer->GetActiveTFWeapon();
|
||
|
CTFWeaponBase *theirWeapon = pVictimPlayer->GetActiveTFWeapon();
|
||
|
|
||
|
if ( myWeapon && theirWeapon )
|
||
|
{
|
||
|
CEconItemView *myItem = myWeapon->GetAttributeContainer()->GetItem();
|
||
|
CEconItemView *theirItem = theirWeapon->GetAttributeContainer()->GetItem();
|
||
|
|
||
|
if ( myItem && theirItem && myItem->GetItemDefIndex() == theirItem->GetItemDefIndex() )
|
||
|
{
|
||
|
// force victim to laugh!
|
||
|
pVictimPlayer->Taunt( TAUNT_MISC_ITEM, MP_CONCEPT_TAUNT_LAUGH );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
if ( pPlayer->m_Shared.GetCarryingRuneType() == RUNE_KNOCKOUT )
|
||
|
{
|
||
|
CTFPlayer *pVictimPlayer = ToTFPlayer( ent );
|
||
|
|
||
|
if ( pVictimPlayer && !pVictimPlayer->InSameTeam( pPlayer ) )
|
||
|
{
|
||
|
CPASAttenuationFilter filter( pPlayer );
|
||
|
Vector origin = pPlayer->GetAbsOrigin();
|
||
|
Vector vecDir = pVictimPlayer->GetAbsOrigin() - origin;
|
||
|
VectorNormalize( vecDir );
|
||
|
|
||
|
if ( !pVictimPlayer->m_Shared.InCond( TF_COND_INVULNERABLE_USER_BUFF ) &&
|
||
|
!pVictimPlayer->m_Shared.InCond( TF_COND_INVULNERABLE ) )
|
||
|
{
|
||
|
if ( pVictimPlayer->m_Shared.IsCarryingRune() )
|
||
|
{
|
||
|
pVictimPlayer->DropRune();
|
||
|
ClientPrint( pVictimPlayer, HUD_PRINTCENTER, "#TF_Powerup_Knocked_Out" );
|
||
|
}
|
||
|
else if ( pVictimPlayer->HasTheFlag() )
|
||
|
{
|
||
|
pVictimPlayer->DropFlag();
|
||
|
ClientPrint( pVictimPlayer, HUD_PRINTCENTER, "#TF_CTF_PlayerDrop" );
|
||
|
}
|
||
|
}
|
||
|
EmitSound( filter, entindex(), "Powerup.Knockout_Melee_Hit" );
|
||
|
pVictimPlayer->ApplyAirBlastImpulse( vecDir * 400.0f );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
#endif
|
||
|
// Don't impact trace friendly players or objects
|
||
|
if ( ent && ent->GetTeamNumber() != pPlayer->GetTeamNumber() )
|
||
|
{
|
||
|
#ifdef CLIENT_DLL
|
||
|
UTIL_ImpactTrace( &trace, DMG_CLUB );
|
||
|
#endif
|
||
|
m_bConnected = true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
#ifndef CLIENT_DLL
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Output : float
|
||
|
//-----------------------------------------------------------------------------
|
||
|
float CTFWeaponBaseMelee::GetForceScale( void )
|
||
|
{
|
||
|
return tf_meleeattackforcescale.GetFloat();
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Output : float
|
||
|
//-----------------------------------------------------------------------------
|
||
|
float CTFWeaponBaseMelee::GetMeleeDamage( CBaseEntity *pTarget, int* piDamageType, int* piCustomDamage )
|
||
|
{
|
||
|
float flDamage = m_pWeaponInfo->GetWeaponData( m_iWeaponMode ).m_nDamage;
|
||
|
CALL_ATTRIB_HOOK_FLOAT( flDamage, mult_dmg );
|
||
|
|
||
|
int iCritDoesNoDamage = 0;
|
||
|
CALL_ATTRIB_HOOK_INT( iCritDoesNoDamage, crit_does_no_damage );
|
||
|
if ( iCritDoesNoDamage > 0 )
|
||
|
{
|
||
|
if ( IsCurrentAttackACrit() )
|
||
|
{
|
||
|
return 0.0f;
|
||
|
}
|
||
|
|
||
|
if ( piDamageType && *piDamageType & DMG_CRITICAL )
|
||
|
{
|
||
|
return 0.0f;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
CTFPlayer *pPlayer = ToTFPlayer( GetPlayerOwner() );
|
||
|
if ( pPlayer )
|
||
|
{
|
||
|
float flHalfHealth = pPlayer->GetMaxHealth() * 0.5f;
|
||
|
if ( pPlayer->GetHealth() < flHalfHealth )
|
||
|
{
|
||
|
CALL_ATTRIB_HOOK_FLOAT( flDamage, mult_dmg_bonus_while_half_dead );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
CALL_ATTRIB_HOOK_FLOAT( flDamage, mult_dmg_penalty_while_half_alive );
|
||
|
}
|
||
|
|
||
|
// Some weapons change damage based on player's health
|
||
|
float flReducedHealthBonus = 1.0f;
|
||
|
CALL_ATTRIB_HOOK_FLOAT( flReducedHealthBonus, mult_dmg_with_reduced_health );
|
||
|
if ( flReducedHealthBonus != 1.0f )
|
||
|
{
|
||
|
float flHealthFraction = clamp( pPlayer->HealthFraction(), 0.0f, 1.0f );
|
||
|
flReducedHealthBonus = Lerp( flHealthFraction, flReducedHealthBonus, 1.0f );
|
||
|
|
||
|
flDamage *= flReducedHealthBonus;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return flDamage;
|
||
|
}
|
||
|
|
||
|
void CTFWeaponBaseMelee::OnEntityHit( CBaseEntity *pEntity, CTakeDamageInfo *info )
|
||
|
{
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
//
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CTFWeaponBaseMelee::CalcIsAttackCriticalHelperNoCrits( void )
|
||
|
{
|
||
|
// This function was called because the tf_weapon_criticals ConVar is off, but if
|
||
|
// melee crits are set to be forced on, then call the regular crit helper function.
|
||
|
if ( tf_weapon_criticals_melee.GetInt() > 1 )
|
||
|
{
|
||
|
return CalcIsAttackCriticalHelper();
|
||
|
}
|
||
|
|
||
|
CTFPlayer *pPlayer = ToTFPlayer( GetPlayerOwner() );
|
||
|
if ( !pPlayer )
|
||
|
return false;
|
||
|
|
||
|
m_bCurrentAttackIsDuringDemoCharge = pPlayer->m_Shared.GetNextMeleeCrit() != MELEE_NOCRIT;
|
||
|
|
||
|
if ( pPlayer->m_Shared.GetNextMeleeCrit() == MELEE_CRIT )
|
||
|
{
|
||
|
return true;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
return BaseClass::CalcIsAttackCriticalHelperNoCrits();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CTFWeaponBaseMelee::CalcIsAttackCriticalHelper( void )
|
||
|
{
|
||
|
// If melee crits are off, then check the NoCrits helper.
|
||
|
if ( tf_weapon_criticals_melee.GetInt() == 0 )
|
||
|
{
|
||
|
return CalcIsAttackCriticalHelperNoCrits();
|
||
|
}
|
||
|
|
||
|
CTFPlayer *pPlayer = ToTFPlayer( GetPlayerOwner() );
|
||
|
if ( !pPlayer )
|
||
|
return false;
|
||
|
|
||
|
if ( !CanFireCriticalShot() )
|
||
|
return false;
|
||
|
|
||
|
// Crit boosted players fire all crits
|
||
|
if ( pPlayer->m_Shared.IsCritBoosted() )
|
||
|
return true;
|
||
|
|
||
|
float flPlayerCritMult = pPlayer->GetCritMult();
|
||
|
float flCritChance = TF_DAMAGE_CRIT_CHANCE_MELEE * flPlayerCritMult;
|
||
|
CALL_ATTRIB_HOOK_FLOAT( flCritChance, mult_crit_chance );
|
||
|
|
||
|
// mess with the crit chance seed so it's not based solely on the prediction seed
|
||
|
int iMask = ( entindex() << 16 ) | ( pPlayer->entindex() << 8 );
|
||
|
int iSeed = CBaseEntity::GetPredictionRandomSeed() ^ iMask;
|
||
|
if ( iSeed != m_iCurrentSeed )
|
||
|
{
|
||
|
m_iCurrentSeed = iSeed;
|
||
|
RandomSeed( m_iCurrentSeed );
|
||
|
}
|
||
|
|
||
|
m_bCurrentAttackIsDuringDemoCharge = pPlayer->m_Shared.GetNextMeleeCrit() != MELEE_NOCRIT;
|
||
|
|
||
|
if ( pPlayer->m_Shared.GetNextMeleeCrit() == MELEE_CRIT )
|
||
|
{
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
// Regulate crit frequency to reduce client-side seed hacking
|
||
|
float flDamage = m_pWeaponInfo->GetWeaponData( m_iWeaponMode ).m_nDamage;
|
||
|
CALL_ATTRIB_HOOK_FLOAT( flDamage, mult_dmg );
|
||
|
AddToCritBucket( flDamage );
|
||
|
|
||
|
// Track each request
|
||
|
m_nCritChecks++;
|
||
|
|
||
|
bool bCrit = ( RandomInt( 0, WEAPON_RANDOM_RANGE-1 ) < ( flCritChance ) * WEAPON_RANDOM_RANGE );
|
||
|
|
||
|
#ifdef _DEBUG
|
||
|
// Force seed to always say yes
|
||
|
if ( tf_weapon_criticals_force_random.GetInt() )
|
||
|
{
|
||
|
bCrit = true;
|
||
|
}
|
||
|
#endif // _DEBUG
|
||
|
|
||
|
if ( bCrit )
|
||
|
{
|
||
|
// Seed says crit. Run it by the manager.
|
||
|
bCrit = IsAllowedToWithdrawFromCritBucket( flDamage );
|
||
|
}
|
||
|
|
||
|
return bCrit;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
char const *CTFWeaponBaseMelee::GetShootSound( int iIndex ) const
|
||
|
{
|
||
|
// Custom Melee weapons may override their hit effects
|
||
|
if ( iIndex == MELEE_HIT )
|
||
|
{
|
||
|
const CEconItemView *pItem = GetAttributeContainer()->GetItem();
|
||
|
if ( pItem->IsValid() )
|
||
|
{
|
||
|
const char *pszSound = pItem->GetStaticData()->GetCustomSound( GetTeamNumber(), 1 );
|
||
|
if ( pszSound )
|
||
|
return pszSound;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return BaseClass::GetShootSound(iIndex);
|
||
|
}
|