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618 lines
17 KiB
618 lines
17 KiB
5 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_weapon_sword.h"
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// Client specific.
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#ifdef CLIENT_DLL
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#include "c_tf_player.h"
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#include "econ_entity.h"
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// Server specific.
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#else
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#include "tf_player.h"
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#endif
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//=============================================================================
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//
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// Weapon Sword tables.
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//
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// CTFSword
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IMPLEMENT_NETWORKCLASS_ALIASED( TFSword, DT_TFWeaponSword )
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BEGIN_NETWORK_TABLE( CTFSword, DT_TFWeaponSword )
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END_NETWORK_TABLE()
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BEGIN_PREDICTION_DATA( CTFSword )
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END_PREDICTION_DATA()
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LINK_ENTITY_TO_CLASS( tf_weapon_sword, CTFSword );
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PRECACHE_WEAPON_REGISTER( tf_weapon_sword );
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// CTFKatana
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IMPLEMENT_NETWORKCLASS_ALIASED( TFKatana, DT_TFWeaponKatana )
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BEGIN_NETWORK_TABLE( CTFKatana, DT_TFWeaponKatana )
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#ifdef CLIENT_DLL
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RecvPropBool( RECVINFO( m_bIsBloody ) ),
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#else
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SendPropBool( SENDINFO( m_bIsBloody ) ),
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#endif
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END_NETWORK_TABLE()
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BEGIN_PREDICTION_DATA( CTFKatana )
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END_PREDICTION_DATA()
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LINK_ENTITY_TO_CLASS( tf_weapon_katana, CTFKatana );
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PRECACHE_WEAPON_REGISTER( tf_weapon_katana );
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//=============================================================================
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//
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// Decapitation melee weapon base implementation.
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//
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CTFDecapitationMeleeWeaponBase::CTFDecapitationMeleeWeaponBase()
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: m_bHolstering( false )
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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 CTFDecapitationMeleeWeaponBase::Precache()
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{
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BaseClass::Precache();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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float CTFDecapitationMeleeWeaponBase::GetMeleeDamage( CBaseEntity *pTarget, int* piDamageType, int* piCustomDamage )
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{
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float flBaseDamage = BaseClass::GetMeleeDamage( pTarget, piDamageType, piCustomDamage );
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*piCustomDamage = TF_DMG_CUSTOM_DECAPITATION;
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return flBaseDamage;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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Activity CTFDecapitationMeleeWeaponBase::TranslateViewmodelHandActivityInternal( Activity actBase )
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{
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CTFPlayer *pPlayer = GetTFPlayerOwner();
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if ( !pPlayer )
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return BaseClass::TranslateViewmodelHandActivityInternal( actBase );
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CEconItemView *pEconItemView = GetAttributeContainer()->GetItem();
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if ( pEconItemView )
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{
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if ( pEconItemView->GetAnimationSlot() == TF_WPN_TYPE_MELEE_ALLCLASS )
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return BaseClass::TranslateViewmodelHandActivityInternal( actBase );
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}
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// Alright, so we have some decapitation weapons (katana) that can be used
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// by both the soldier and the demoman, but the classes play totally different
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// animations using the same weapon.
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//
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// This logic is also responsible for playing the correct animations on the
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// demo when he's using non-shared weapons like the Eyelanders.
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if ( pPlayer->GetPlayerClass()->GetClassIndex() == TF_CLASS_DEMOMAN )
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{
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switch ( actBase )
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{
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case ACT_VM_DRAW:
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actBase = ACT_VM_DRAW_SPECIAL;
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break;
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case ACT_VM_HOLSTER:
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actBase = ACT_VM_HOLSTER_SPECIAL;
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break;
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case ACT_VM_IDLE:
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actBase = ACT_VM_IDLE_SPECIAL;
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break;
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case ACT_VM_PULLBACK:
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actBase = ACT_VM_PULLBACK_SPECIAL;
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break;
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case ACT_VM_PRIMARYATTACK:
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actBase = ACT_VM_PRIMARYATTACK_SPECIAL;
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break;
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case ACT_VM_SECONDARYATTACK:
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actBase = ACT_VM_PRIMARYATTACK_SPECIAL;
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break;
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case ACT_VM_HITCENTER:
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actBase = ACT_VM_HITCENTER_SPECIAL;
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break;
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case ACT_VM_SWINGHARD:
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actBase = ACT_VM_SWINGHARD_SPECIAL;
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break;
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case ACT_VM_IDLE_TO_LOWERED:
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actBase = ACT_VM_IDLE_TO_LOWERED_SPECIAL;
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break;
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case ACT_VM_IDLE_LOWERED:
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actBase = ACT_VM_IDLE_LOWERED_SPECIAL;
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break;
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case ACT_VM_LOWERED_TO_IDLE:
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actBase = ACT_VM_LOWERED_TO_IDLE_SPECIAL;
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break;
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default:
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break;
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}
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}
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return BaseClass::TranslateViewmodelHandActivityInternal( actBase );
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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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bool CTFDecapitationMeleeWeaponBase::SendWeaponAnim( int iActivity )
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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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bool CTFDecapitationMeleeWeaponBase::CanDecapitate( void )
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{
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CEconItemView *pScriptItem = GetAttributeContainer()->GetItem();
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if ( !pScriptItem )
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return false;
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CEconItemDefinition *pStaticData = pScriptItem->GetStaticData();
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if ( !pStaticData )
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return false;
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int iDecapitateType = 0;
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CALL_ATTRIB_HOOK_INT( iDecapitateType, decapitate_type );
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return iDecapitateType != 0;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFDecapitationMeleeWeaponBase::SetupGameEventListeners( void )
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{
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ListenForGameEvent( "player_death" );
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}
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#ifdef CLIENT_DLL
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFDecapitationMeleeWeaponBase::UpdateAttachmentModels( void )
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{
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BaseClass::UpdateAttachmentModels();
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CTFPlayer *pTFPlayer = GetTFPlayerOwner();
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if ( !pTFPlayer )
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return;
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if ( !pTFPlayer->IsLocalPlayer() )
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return;
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if ( !pTFPlayer->GetViewModel() )
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return;
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if ( !pTFPlayer->m_Shared.IsShieldEquipped() )
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return;
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CTFWearableDemoShield* pMyShield = dynamic_cast<CTFWearableDemoShield*>( m_hShield.Get() );
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if ( pMyShield )
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{
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pMyShield->UpdateAttachmentModels();
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}
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else
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{
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// Find a shield wearable...
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for ( int i=0; i<pTFPlayer->GetNumWearables(); ++i )
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{
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CEconWearable* pItem = pTFPlayer->GetWearable(i);
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if ( !pItem )
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continue;
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pMyShield = dynamic_cast<CTFWearableDemoShield*>( pItem );
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if ( !pMyShield )
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continue;
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m_hShield.Set( pMyShield );
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}
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if ( pMyShield )
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{
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pMyShield->UpdateAttachmentModels();
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}
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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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int CTFDecapitationMeleeWeaponBase::DrawOverriddenViewmodel( C_BaseViewModel *pViewmodel, int flags )
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{
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int iRes = BaseClass::DrawOverriddenViewmodel( pViewmodel, flags );
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CTFWearableDemoShield* pMyShield = dynamic_cast<CTFWearableDemoShield*>( m_hShield.Get() );
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if ( pMyShield )
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{
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pMyShield->DrawOverriddenViewmodel( pViewmodel, flags );
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}
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return iRes;
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}
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#endif // CLIENT_DLL
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//=============================================================================
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//
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// Weapon Sword functions.
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//
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFSword::WeaponReset( void )
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{
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BaseClass::WeaponReset();
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#ifdef CLIENT_DLL
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m_flNextIdleWavRoll = 0;
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m_iPrevWavDecap = 0;
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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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int CTFSword::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 iRange = 0;
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//CALL_ATTRIB_HOOK_INT( iRange, is_a_sword )
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//return 72;
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return 72;
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: A speed mod that is applied even if the weapon isn't in hand.
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//-----------------------------------------------------------------------------
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float CTFSword::GetSwordSpeedMod( void )
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{
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if ( m_bHolstering )
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return 1.f;
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CTFPlayer *pOwner = ToTFPlayer( GetOwner() );
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if ( !pOwner )
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return 0;
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if ( !CanDecapitate() )
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return 1.f;
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int iDecaps = MIN( MAX_DECAPITATIONS, pOwner->m_Shared.GetDecapitations() );
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return 1.f + (iDecaps * 0.08f);
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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int CTFSword::GetSwordHealthMod( void )
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{
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CTFPlayer *pOwner = ToTFPlayer( GetOwner() );
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if ( !pOwner )
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return 0;
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if ( !CanDecapitate() )
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return 0.f;
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int iDecaps = MIN( MAX_DECAPITATIONS, pOwner->m_Shared.GetDecapitations() );
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return (iDecaps * 15);
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFSword::OnDecapitation( CTFPlayer *pDeadPlayer )
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{
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BaseClass::OnDecapitation( pDeadPlayer );
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#ifdef GAME_DLL
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CTFPlayer *pOwner = ToTFPlayer( GetOwner() );
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Assert( pOwner );
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// The pyro's scythe is actually a "sword" as far as the gameplay code is concerned,
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// but we don't want the demo's head-collecting silliness to apply.
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if ( pOwner->GetPlayerClass()->GetClassIndex() == TF_CLASS_DEMOMAN )
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{
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// We have chopped someone's bloody 'ead off!
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int iDecap = pOwner->m_Shared.GetDecapitations();
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// transfer decapitations
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if ( pDeadPlayer )
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{
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iDecap += pDeadPlayer->m_Shared.GetDecapitations();
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}
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pOwner->m_Shared.SetDecapitations( ++iDecap );
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pOwner->TeamFortress_SetSpeed();
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if ( pOwner->m_Shared.GetBestOverhealDecayMult() == -1.f )
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{
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pOwner->m_Shared.SetBestOverhealDecayMult( 0.25f );
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}
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if ( pOwner->GetHealth() < pOwner->m_Shared.GetMaxBuffedHealth() )
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{
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pOwner->TakeHealth( 15, DMG_IGNORE_MAXHEALTH );
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}
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if ( !pOwner->m_Shared.InCond( TF_COND_DEMO_BUFF ) )
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{
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pOwner->m_Shared.AddCond( TF_COND_DEMO_BUFF );
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}
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}
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#endif // GAME_DLL
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}
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#ifdef GAME_DLL
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CTFDecapitationMeleeWeaponBase::Holster( CBaseCombatWeapon *pSwitchingTo )
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{
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m_bHolstering = true;
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bool res = BaseClass::Holster( pSwitchingTo );
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m_bHolstering = false;
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if ( res )
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{
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StopListeningForAllEvents();
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}
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return res;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFDecapitationMeleeWeaponBase::FireGameEvent( IGameEvent *event )
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{
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const char *pszEventName = event->GetName();
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if ( Q_strcmp( pszEventName, "player_death" ) != 0 )
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return;
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CTFPlayer *pOwner = ToTFPlayer( GetOwner() );
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if ( !pOwner )
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return;
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int iAttackerID = event->GetInt( "attacker" );
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if ( iAttackerID != pOwner->GetUserID() )
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return;
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int iWeaponID = event->GetInt( "weaponid" );
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int iCustomKill = event->GetInt( "customkill" );
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if ( iWeaponID != TF_WEAPON_SWORD && iCustomKill != TF_DMG_CUSTOM_TAUNTATK_BARBARIAN_SWING )
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return;
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// Off with their heads!
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if ( !CanDecapitate() )
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return;
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OnDecapitation( ToTFPlayer( UTIL_PlayerByUserId( event->GetInt( "userid" ) ) ) );
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}
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#endif
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CTFSword::Deploy( void )
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{
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bool res = BaseClass::Deploy();
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if ( !CanDecapitate() )
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{
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CTFPlayer *pOwner = ToTFPlayer( GetOwner() );
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if ( !pOwner )
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return res;
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pOwner->m_Shared.SetDecapitations( 0 );
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return res;
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}
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#ifdef GAME_DLL
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if ( res )
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{
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SetupGameEventListeners();
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}
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#else
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// When we go active, there's a chance we immediately thirst for heads.
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if ( RandomInt( 1,4 ) == 1 )
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{
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m_flNextIdleWavRoll = gpGlobals->curtime + 3.0;
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}
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else
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{
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m_flNextIdleWavRoll = gpGlobals->curtime + RandomFloat( 5.0, 30.0 );
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}
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#endif
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return res;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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int CTFSword::GetCount( void )
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{
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CTFPlayer *pOwner = ToTFPlayer( GetOwner() );
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if ( !pOwner )
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return 0;
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if ( !CanDecapitate() )
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return 0;
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return pOwner->m_Shared.GetDecapitations();
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}
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#ifdef CLIENT_DLL
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//-----------------------------------------------------------------------------
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||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFSword::WeaponIdle( void )
|
||
|
{
|
||
|
BaseClass::WeaponIdle();
|
||
|
|
||
|
CTFPlayer *pOwner = ToTFPlayer( GetOwner() );
|
||
|
if ( !pOwner )
|
||
|
return;
|
||
|
|
||
|
if ( !CanDecapitate() )
|
||
|
return;
|
||
|
|
||
|
// If we've decapped someone recently, we roll shortly afterwards
|
||
|
int iDecaps = pOwner->m_Shared.GetDecapitations();
|
||
|
if ( m_iPrevWavDecap < iDecaps )
|
||
|
{
|
||
|
m_flNextIdleWavRoll = MIN( m_flNextIdleWavRoll, gpGlobals->curtime + RandomFloat(3,5) );
|
||
|
}
|
||
|
m_iPrevWavDecap = iDecaps;
|
||
|
|
||
|
// Randomly play sounds to the local player. The more decaps we have, the more chance it's a good wav.
|
||
|
if ( m_flNextIdleWavRoll < gpGlobals->curtime )
|
||
|
{
|
||
|
float flChance = RemapValClamped( iDecaps, 0, 10, 0.25, 0.9 );
|
||
|
if ( RandomFloat() <= flChance )
|
||
|
{
|
||
|
// Chance to get the more powerful wav:
|
||
|
float flChanceForGoodWav = RemapValClamped( iDecaps, 0, 10, 0.1, 0.75 );
|
||
|
if ( RandomFloat() <= flChanceForGoodWav )
|
||
|
{
|
||
|
WeaponSound( SPECIAL2 );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
WeaponSound( SPECIAL1 );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
m_flNextIdleWavRoll = gpGlobals->curtime + RandomFloat( 30.0, 60.0 );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
#endif
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
//-----------------------------------------------------------------------------
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
CTFKatana::CTFKatana()
|
||
|
{
|
||
|
m_bIsBloody = false;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CTFKatana::Deploy( void )
|
||
|
{
|
||
|
bool res = BaseClass::Deploy();
|
||
|
|
||
|
m_bIsBloody = false;
|
||
|
|
||
|
if ( CanDecapitate() && res )
|
||
|
{
|
||
|
#ifdef GAME_DLL
|
||
|
SetupGameEventListeners();
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
return res;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
float CTFKatana::GetMeleeDamage( CBaseEntity *pTarget, int* piDamageType, int* piCustomDamage )
|
||
|
{
|
||
|
// Start with our base damage. We use this to generate our custom damage flags,
|
||
|
// if any. We may trash the damage amount.
|
||
|
float fDamage = BaseClass::GetMeleeDamage( pTarget, piDamageType, piCustomDamage );
|
||
|
|
||
|
// The katana is a weapon of honor!!!! (Hitting someone wielding a katana with
|
||
|
// your katana results in a massive damage boost, a one-hit kill.)
|
||
|
if ( IsHonorBound() )
|
||
|
{
|
||
|
CTFPlayer *pTFPlayerTarget = ToTFPlayer( pTarget );
|
||
|
if ( pTFPlayerTarget )
|
||
|
{
|
||
|
// If our victim is wielding the weapon we're looking for, bump the damage way up.
|
||
|
if ( pTFPlayerTarget->GetActiveTFWeapon() && pTFPlayerTarget->GetActiveTFWeapon()->IsHonorBound() )
|
||
|
{
|
||
|
fDamage = MAX( fDamage, pTFPlayerTarget->GetHealth() * 3 );
|
||
|
*piDamageType |= DMG_DONT_COUNT_DAMAGE_TOWARDS_CRIT_RATE;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return fDamage;
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
int CTFKatana::GetActivityWeaponRole() const
|
||
|
{
|
||
|
CTFPlayer *pPlayer = GetTFPlayerOwner();
|
||
|
if ( pPlayer && pPlayer->GetPlayerClass()->GetClassIndex() == TF_CLASS_DEMOMAN )
|
||
|
{
|
||
|
// demo should use act table item1
|
||
|
return TF_WPN_TYPE_ITEM1;
|
||
|
}
|
||
|
|
||
|
return BaseClass::GetActivityWeaponRole();
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFKatana::OnDecapitation( CTFPlayer *pDeadPlayer )
|
||
|
{
|
||
|
BaseClass::OnDecapitation( pDeadPlayer );
|
||
|
|
||
|
#ifndef CLIENT_DLL
|
||
|
m_bIsBloody = true;
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
int CTFKatana::GetSkinOverride() const
|
||
|
{
|
||
|
if ( m_bIsBloody && !UTIL_IsLowViolence() )
|
||
|
{
|
||
|
CTFPlayer *pPlayer = GetTFPlayerOwner();
|
||
|
if ( pPlayer )
|
||
|
{
|
||
|
return ( ( pPlayer->GetTeamNumber() == TF_TEAM_RED ) ? 2 : 3 );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return BaseClass::GetSkinOverride();
|
||
|
}
|