Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Base code for any melee based weapon
//
//=====================================================================================//
#include "cbase.h"
#include "weapon_sdkbase.h"
#include "sdk_weapon_melee.h"
#include "sdk_gamerules.h"
#include "ammodef.h"
#include "mathlib/mathlib.h"
#include "in_buttons.h"
#include "animation.h"
#if defined( CLIENT_DLL )
#include "c_sdk_player.h"
#else
#include "sdk_player.h"
#include "ndebugoverlay.h"
#include "te_effect_dispatch.h"
#include "ilagcompensationmanager.h"
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
IMPLEMENT_NETWORKCLASS_ALIASED( WeaponSDKMelee, DT_WeaponSDKMelee )
BEGIN_NETWORK_TABLE( CWeaponSDKMelee, DT_WeaponSDKMelee )
END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CWeaponSDKMelee )
END_PREDICTION_DATA()
#define MELEE_HULL_DIM 16
static const Vector g_meleeMins(-MELEE_HULL_DIM,-MELEE_HULL_DIM,-MELEE_HULL_DIM);
static const Vector g_meleeMaxs(MELEE_HULL_DIM,MELEE_HULL_DIM,MELEE_HULL_DIM);
//-----------------------------------------------------------------------------
// Constructor
//-----------------------------------------------------------------------------
CWeaponSDKMelee::CWeaponSDKMelee()
{
m_bFiresUnderwater = true;
}
//-----------------------------------------------------------------------------
// Purpose: Spawn the weapon
//-----------------------------------------------------------------------------
void CWeaponSDKMelee::Spawn( void )
{
m_fMinRange1 = 0;
m_fMinRange2 = 0;
m_fMaxRange1 = 64;
m_fMaxRange2 = 64;
//Call base class first
BaseClass::Spawn();
}
//-----------------------------------------------------------------------------
// Purpose: Precache the weapon
//-----------------------------------------------------------------------------
void CWeaponSDKMelee::Precache( void )
{
//Call base class first
BaseClass::Precache();
}
//------------------------------------------------------------------------------
// Purpose : Update weapon
//------------------------------------------------------------------------------
void CWeaponSDKMelee::ItemPostFrame( void )
{
CSDKPlayer *pPlayer = GetPlayerOwner();
if ( pPlayer == NULL )
return;
if ( (pPlayer->m_nButtons & IN_ATTACK) && (m_flNextPrimaryAttack <= gpGlobals->curtime) && pPlayer->CanAttack() )
{
PrimaryAttack();
}
else if ( (pPlayer->m_nButtons & IN_ATTACK2) && (m_flNextSecondaryAttack <= gpGlobals->curtime) && pPlayer->CanAttack() )
{
SecondaryAttack();
}
else
{
WeaponIdle();
}
}
//------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
//------------------------------------------------------------------------------
void CWeaponSDKMelee::PrimaryAttack()
{
#ifndef CLIENT_DLL
CSDKPlayer *pPlayer = ToSDKPlayer( GetPlayerOwner() );
// Move other players back to history positions based on local player's lag
lagcompensation->StartLagCompensation( pPlayer, pPlayer->GetCurrentCommand() );
#endif
Swing( false );
#ifndef CLIENT_DLL
// Move other players back to history positions based on local player's lag
lagcompensation->FinishLagCompensation( pPlayer );
#endif
}
//------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
//------------------------------------------------------------------------------
void CWeaponSDKMelee::SecondaryAttack()
{
Swing( true );
}
//------------------------------------------------------------------------------
// Purpose: Implement impact function
//------------------------------------------------------------------------------
void CWeaponSDKMelee::Hit( trace_t &traceHit, Activity nHitActivity )
{
CSDKPlayer *pPlayer = ToSDKPlayer( GetOwner() );
//Do view kick
// AddViewKick();
CBaseEntity *pHitEntity = traceHit.m_pEnt;
//Apply damage to a hit target
if ( pHitEntity != NULL )
{
Vector hitDirection;
pPlayer->EyeVectors( &hitDirection, NULL, NULL );
VectorNormalize( hitDirection );
#ifndef CLIENT_DLL
CTakeDamageInfo info( GetOwner(), GetOwner(), GetDamageForActivity( nHitActivity ), DMG_CLUB );
if( pPlayer && pHitEntity->IsNPC() )
{
// If bonking an NPC, adjust damage.
info.AdjustPlayerDamageInflictedForSkillLevel();
}
CalculateMeleeDamageForce( &info, hitDirection, traceHit.endpos );
pHitEntity->DispatchTraceAttack( info, hitDirection, &traceHit );
ApplyMultiDamage();
// Now hit all triggers along the ray that...
TraceAttackToTriggers( info, traceHit.startpos, traceHit.endpos, hitDirection );
#endif
WeaponSound( MELEE_HIT );
}
// Apply an impact effect
ImpactEffect( traceHit );
}
Activity CWeaponSDKMelee::ChooseIntersectionPointAndActivity( trace_t &hitTrace, const Vector &mins, const Vector &maxs, CSDKPlayer *pOwner )
{
int i, j, k;
float distance;
const float *minmaxs[2] = {mins.Base(), maxs.Base()};
trace_t tmpTrace;
Vector vecHullEnd = hitTrace.endpos;
Vector vecEnd;
distance = 1e6f;
Vector vecSrc = hitTrace.startpos;
vecHullEnd = vecSrc + ((vecHullEnd - vecSrc)*2);
UTIL_TraceLine( vecSrc, vecHullEnd, MASK_SHOT_HULL, pOwner, COLLISION_GROUP_NONE, &tmpTrace );
if ( tmpTrace.fraction == 1.0 )
{
for ( i = 0; i < 2; i++ )
{
for ( j = 0; j < 2; j++ )
{
for ( k = 0; k < 2; k++ )
{
vecEnd.x = vecHullEnd.x + minmaxs[i][0];
vecEnd.y = vecHullEnd.y + minmaxs[j][1];
vecEnd.z = vecHullEnd.z + minmaxs[k][2];
UTIL_TraceLine( vecSrc, vecEnd, MASK_SHOT_HULL, pOwner, COLLISION_GROUP_NONE, &tmpTrace );
if ( tmpTrace.fraction < 1.0 )
{
float thisDistance = (tmpTrace.endpos - vecSrc).Length();
if ( thisDistance < distance )
{
hitTrace = tmpTrace;
distance = thisDistance;
}
}
}
}
}
}
else
{
hitTrace = tmpTrace;
}
return ACT_VM_HITCENTER;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : &traceHit -
//-----------------------------------------------------------------------------
bool CWeaponSDKMelee::ImpactWater( const Vector &start, const Vector &end )
{
//FIXME: This doesn't handle the case of trying to splash while being underwater, but that's not going to look good
// right now anyway...
// We must start outside the water
if ( UTIL_PointContents( start ) & (CONTENTS_WATER|CONTENTS_SLIME))
return false;
// We must end inside of water
if ( !(UTIL_PointContents( end ) & (CONTENTS_WATER|CONTENTS_SLIME)))
return false;
trace_t waterTrace;
UTIL_TraceLine( start, end, (CONTENTS_WATER|CONTENTS_SLIME), GetOwner(), COLLISION_GROUP_NONE, &waterTrace );
if ( waterTrace.fraction < 1.0f )
{
#ifndef CLIENT_DLL
CEffectData data;
data.m_fFlags = 0;
data.m_vOrigin = waterTrace.endpos;
data.m_vNormal = waterTrace.plane.normal;
data.m_flScale = 8.0f;
// See if we hit slime
if ( waterTrace.contents & CONTENTS_SLIME )
{
data.m_fFlags |= FX_WATER_IN_SLIME;
}
DispatchEffect( "watersplash", data );
#endif
}
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponSDKMelee::ImpactEffect( trace_t &traceHit )
{
// See if we hit water (we don't do the other impact effects in this case)
if ( ImpactWater( traceHit.startpos, traceHit.endpos ) )
return;
//FIXME: need new decals
UTIL_ImpactTrace( &traceHit, DMG_CLUB );
}
//------------------------------------------------------------------------------
// Purpose : Starts the swing of the weapon and determines the animation
// Input : bIsSecondary - is this a secondary attack?
//------------------------------------------------------------------------------
void CWeaponSDKMelee::Swing( int bIsSecondary )
{
trace_t traceHit;
// Try a ray
CSDKPlayer *pOwner = ToSDKPlayer( GetOwner() );
if ( !pOwner )
return;
Vector swingStart = pOwner->Weapon_ShootPosition( );
Vector forward;
pOwner->EyeVectors( &forward, NULL, NULL );
Vector swingEnd = swingStart + forward * GetRange();
UTIL_TraceLine( swingStart, swingEnd, MASK_SHOT_HULL, pOwner, COLLISION_GROUP_NONE, &traceHit );
Activity nHitActivity = ACT_VM_HITCENTER;
#ifndef CLIENT_DLL
// Like bullets, melee traces have to trace against triggers.
CTakeDamageInfo triggerInfo( GetOwner(), GetOwner(), GetDamageForActivity( nHitActivity ), DMG_CLUB );
TraceAttackToTriggers( triggerInfo, traceHit.startpos, traceHit.endpos, vec3_origin );
#endif
if ( traceHit.fraction == 1.0 )
{
float meleeHullRadius = 1.732f * MELEE_HULL_DIM; // hull is +/- 16, so use cuberoot of 2 to determine how big the hull is from center to the corner point
// Back off by hull "radius"
swingEnd -= forward * meleeHullRadius;
UTIL_TraceHull( swingStart, swingEnd, g_meleeMins, g_meleeMaxs, MASK_SHOT_HULL, pOwner, COLLISION_GROUP_NONE, &traceHit );
if ( traceHit.fraction < 1.0 && traceHit.m_pEnt )
{
Vector vecToTarget = traceHit.m_pEnt->GetAbsOrigin() - swingStart;
VectorNormalize( vecToTarget );
float dot = vecToTarget.Dot( forward );
// YWB: Make sure they are sort of facing the guy at least...
if ( dot < 0.70721f )
{
// Force amiss
traceHit.fraction = 1.0f;
}
else
{
nHitActivity = ChooseIntersectionPointAndActivity( traceHit, g_meleeMins, g_meleeMaxs, pOwner );
}
}
}
WeaponSound( SINGLE );
// -------------------------
// Miss
// -------------------------
if ( traceHit.fraction == 1.0f )
{
nHitActivity = bIsSecondary ? ACT_VM_MISSCENTER2 : ACT_VM_MISSCENTER;
// We want to test the first swing again
Vector testEnd = swingStart + forward * GetRange();
// See if we happened to hit water
ImpactWater( swingStart, testEnd );
}
else
{
Hit( traceHit, nHitActivity );
}
// Send the anim
SendWeaponAnim( nHitActivity );
pOwner->DoAnimationEvent( PLAYERANIMEVENT_ATTACK_PRIMARY );
//Setup our next attack times
m_flNextPrimaryAttack = gpGlobals->curtime + GetFireRate();
m_flNextSecondaryAttack = gpGlobals->curtime + SequenceDuration();
}