You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
237 lines
6.3 KiB
237 lines
6.3 KiB
3 years ago
|
//========= Copyright Valve Corporation, All rights reserved. ============//
|
||
|
//
|
||
|
// Purpose:
|
||
|
//
|
||
|
//=============================================================================//
|
||
|
|
||
|
#include "cbase.h"
|
||
|
#include "weapon_dodbasemelee.h"
|
||
|
#include "dod_gamerules.h"
|
||
|
|
||
|
#if defined( CLIENT_DLL )
|
||
|
#include "c_dod_player.h"
|
||
|
#else
|
||
|
#include "dod_player.h"
|
||
|
#include "ilagcompensationmanager.h"
|
||
|
#endif
|
||
|
|
||
|
#include "effect_dispatch_data.h"
|
||
|
|
||
|
|
||
|
#define KNIFE_BODYHIT_VOLUME 128
|
||
|
#define KNIFE_WALLHIT_VOLUME 512
|
||
|
|
||
|
// ----------------------------------------------------------------------------- //
|
||
|
// CWeaponDODBaseMelee tables.
|
||
|
// ----------------------------------------------------------------------------- //
|
||
|
|
||
|
IMPLEMENT_NETWORKCLASS_ALIASED( WeaponDODBaseMelee, DT_WeaponDODBaseMelee )
|
||
|
|
||
|
BEGIN_NETWORK_TABLE_NOBASE( CWeaponDODBaseMelee, DT_LocalActiveWeaponBaseMeleeData )
|
||
|
END_NETWORK_TABLE()
|
||
|
|
||
|
BEGIN_NETWORK_TABLE( CWeaponDODBaseMelee, DT_WeaponDODBaseMelee )
|
||
|
END_NETWORK_TABLE()
|
||
|
|
||
|
#ifdef CLIENT_DLL
|
||
|
BEGIN_PREDICTION_DATA( CWeaponDODBaseMelee )
|
||
|
DEFINE_PRED_FIELD( m_flSmackTime, FIELD_FLOAT, FTYPEDESC_INSENDTABLE ),
|
||
|
END_PREDICTION_DATA()
|
||
|
#endif
|
||
|
|
||
|
LINK_ENTITY_TO_CLASS( weapon_dod_base_melee, CWeaponDODBaseMelee );
|
||
|
|
||
|
#ifndef CLIENT_DLL
|
||
|
|
||
|
BEGIN_DATADESC( CWeaponDODBaseMelee )
|
||
|
DEFINE_FUNCTION( Smack )
|
||
|
END_DATADESC()
|
||
|
|
||
|
#endif
|
||
|
|
||
|
// ----------------------------------------------------------------------------- //
|
||
|
// CWeaponDODBaseMelee implementation.
|
||
|
// ----------------------------------------------------------------------------- //
|
||
|
|
||
|
CWeaponDODBaseMelee::CWeaponDODBaseMelee()
|
||
|
{
|
||
|
}
|
||
|
|
||
|
void CWeaponDODBaseMelee::Spawn()
|
||
|
{
|
||
|
Precache();
|
||
|
|
||
|
WEAPON_FILE_INFO_HANDLE hWpnInfo = LookupWeaponInfoSlot( GetClassname() );
|
||
|
|
||
|
Assert( hWpnInfo != GetInvalidWeaponInfoHandle() );
|
||
|
|
||
|
CDODWeaponInfo *pWeaponInfo = dynamic_cast< CDODWeaponInfo* >( GetFileWeaponInfoFromHandle( hWpnInfo ) );
|
||
|
|
||
|
Assert( pWeaponInfo && "Failed to get CDODWeaponInfo in melee weapon spawn" );
|
||
|
|
||
|
m_pWeaponInfo = pWeaponInfo;
|
||
|
|
||
|
Assert( m_pWeaponInfo );
|
||
|
|
||
|
m_iClip1 = -1;
|
||
|
BaseClass::Spawn();
|
||
|
}
|
||
|
|
||
|
void CWeaponDODBaseMelee::WeaponIdle( void )
|
||
|
{
|
||
|
if ( m_flTimeWeaponIdle > gpGlobals->curtime )
|
||
|
return;
|
||
|
|
||
|
SendWeaponAnim( ACT_VM_IDLE );
|
||
|
|
||
|
m_flTimeWeaponIdle = gpGlobals->curtime + SequenceDuration();
|
||
|
}
|
||
|
|
||
|
void CWeaponDODBaseMelee::PrimaryAttack()
|
||
|
{
|
||
|
MeleeAttack( 60, MELEE_DMG_EDGE, 0.2f, 0.4f );
|
||
|
}
|
||
|
|
||
|
CBaseEntity *CWeaponDODBaseMelee::MeleeAttack( int iDamageAmount, int iDamageType, float flDmgDelay, float flAttackDelay )
|
||
|
{
|
||
|
if ( !CanAttack() )
|
||
|
return NULL;
|
||
|
|
||
|
CDODPlayer *pPlayer = ToDODPlayer( GetPlayerOwner() );
|
||
|
|
||
|
#if !defined (CLIENT_DLL)
|
||
|
// Move other players back to history positions based on local player's lag
|
||
|
lagcompensation->StartLagCompensation( pPlayer, pPlayer->GetCurrentCommand() );
|
||
|
#endif
|
||
|
|
||
|
Vector vForward, vRight, vUp;
|
||
|
AngleVectors( pPlayer->EyeAngles(), &vForward, &vRight, &vUp );
|
||
|
Vector vecSrc = pPlayer->Weapon_ShootPosition();
|
||
|
Vector vecEnd = vecSrc + vForward * 48;
|
||
|
|
||
|
CTraceFilterSimple filter( pPlayer, COLLISION_GROUP_NONE );
|
||
|
|
||
|
int iTraceMask = MASK_SOLID | CONTENTS_HITBOX | CONTENTS_DEBRIS;
|
||
|
|
||
|
trace_t tr;
|
||
|
UTIL_TraceLine( vecSrc, vecEnd, iTraceMask, &filter, &tr );
|
||
|
|
||
|
const float rayExtension = 40.0f;
|
||
|
UTIL_ClipTraceToPlayers( vecSrc, vecEnd + vForward * rayExtension, iTraceMask, &filter, &tr );
|
||
|
|
||
|
if ( tr.fraction >= 1.0 )
|
||
|
{
|
||
|
Vector head_hull_mins( -16, -16, -18 );
|
||
|
Vector head_hull_maxs( 16, 16, 18 );
|
||
|
|
||
|
UTIL_TraceHull( vecSrc, vecEnd, head_hull_mins, head_hull_maxs, MASK_SOLID, &filter, &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)
|
||
|
|
||
|
// Make sure it is in front of us
|
||
|
Vector vecToEnd = vecEnd - vecSrc;
|
||
|
VectorNormalize( vecToEnd );
|
||
|
|
||
|
// if zero length, always hit
|
||
|
if ( vecToEnd.Length() > 0 )
|
||
|
{
|
||
|
float dot = DotProduct( vForward, vecToEnd );
|
||
|
|
||
|
// sanity that our hit is within range
|
||
|
if ( abs(dot) < 0.95 )
|
||
|
{
|
||
|
// fake that we actually missed
|
||
|
tr.fraction = 1.0;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
bool bDidHit = ( tr.fraction < 1.0f );
|
||
|
|
||
|
bool bDoStrongAttack = false;
|
||
|
|
||
|
if ( bDidHit && tr.m_pEnt->IsPlayer() && tr.m_pEnt->m_takedamage != DAMAGE_YES )
|
||
|
{
|
||
|
bDidHit = 0; // still play the animation, we just dont attempt to damage this player
|
||
|
}
|
||
|
|
||
|
if ( bDidHit ) //if the swing hit
|
||
|
{
|
||
|
// 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;
|
||
|
|
||
|
m_iSmackDamage = iDamageAmount;
|
||
|
m_iSmackDamageType = iDamageType;
|
||
|
|
||
|
m_flSmackTime = gpGlobals->curtime + flDmgDelay;
|
||
|
|
||
|
int iOwnerTeam = pPlayer->GetTeamNumber();
|
||
|
int iVictimTeam = tr.m_pEnt->GetTeamNumber();
|
||
|
|
||
|
// do the mega attack if its a player, and we would do damage
|
||
|
if ( tr.m_pEnt->IsPlayer() &&
|
||
|
tr.m_pEnt->m_takedamage == DAMAGE_YES &&
|
||
|
( iVictimTeam != iOwnerTeam || ( iVictimTeam == iOwnerTeam && friendlyfire.GetBool() ) ) )
|
||
|
{
|
||
|
CDODPlayer *pVictim = ToDODPlayer( tr.m_pEnt );
|
||
|
|
||
|
Vector victimForward;
|
||
|
AngleVectors( pVictim->GetAbsAngles(), &victimForward );
|
||
|
|
||
|
if ( DotProduct( victimForward, vForward ) > 0.3 )
|
||
|
{
|
||
|
bDoStrongAttack = true;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( bDoStrongAttack )
|
||
|
{
|
||
|
m_iSmackDamage = 300;
|
||
|
flAttackDelay = 0.9f;
|
||
|
m_flSmackTime = gpGlobals->curtime + 0.4f;
|
||
|
|
||
|
m_iSmackDamageType = MELEE_DMG_EDGE | MELEE_DMG_STRONGATTACK;
|
||
|
|
||
|
// play a "Strong" attack
|
||
|
SendWeaponAnim( ACT_VM_SECONDARYATTACK );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
WeaponSound( MELEE_MISS );
|
||
|
SendWeaponAnim( GetMeleeActivity() );
|
||
|
}
|
||
|
|
||
|
// player animation
|
||
|
pPlayer->DoAnimationEvent( PLAYERANIMEVENT_SECONDARY_ATTACK );
|
||
|
|
||
|
m_flNextPrimaryAttack = gpGlobals->curtime + flAttackDelay;
|
||
|
m_flNextSecondaryAttack = gpGlobals->curtime + flAttackDelay;
|
||
|
m_flTimeWeaponIdle = gpGlobals->curtime + SequenceDuration();
|
||
|
|
||
|
|
||
|
#ifndef CLIENT_DLL
|
||
|
IGameEvent * event = gameeventmanager->CreateEvent( "dod_stats_weapon_attack" );
|
||
|
if ( event )
|
||
|
{
|
||
|
event->SetInt( "attacker", pPlayer->GetUserID() );
|
||
|
event->SetInt( "weapon", GetStatsWeaponID() );
|
||
|
|
||
|
gameeventmanager->FireEvent( event );
|
||
|
}
|
||
|
|
||
|
lagcompensation->FinishLagCompensation( pPlayer );
|
||
|
#endif //CLIENT_DLL
|
||
|
|
||
|
return tr.m_pEnt;
|
||
|
}
|