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330 lines
7.7 KiB
330 lines
7.7 KiB
//========= 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 "util.h" |
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#include "weapon_tfc_crowbar.h" |
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#include "decals.h" |
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#if defined( CLIENT_DLL ) |
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#include "c_tfc_player.h" |
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#else |
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#include "tfc_player.h" |
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#endif |
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#define KNIFE_BODYHIT_VOLUME 128 |
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#define KNIFE_WALLHIT_VOLUME 512 |
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static ConVar tfc_crowbar_damage_first( "tfc_crowbar_damage_first", "25", 0, "First crowbar hit damage." ); |
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static ConVar tfc_crowbar_damage_next( "tfc_crowbar_damage_next", "12.5", 0, "Crowbar hit damage after first hit." ); |
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static Vector head_hull_mins( -16, -16, -18 ); |
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static Vector head_hull_maxs( 16, 16, 18 ); |
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// ----------------------------------------------------------------------------- // |
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// CTFCCrowbar tables. |
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// ----------------------------------------------------------------------------- // |
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IMPLEMENT_NETWORKCLASS_ALIASED( TFCCrowbar, DT_WeaponCrowbar ) |
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BEGIN_NETWORK_TABLE( CTFCCrowbar, DT_WeaponCrowbar ) |
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END_NETWORK_TABLE() |
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BEGIN_PREDICTION_DATA( CTFCCrowbar ) |
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END_PREDICTION_DATA() |
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LINK_ENTITY_TO_CLASS( weapon_crowbar, CTFCCrowbar ); |
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PRECACHE_WEAPON_REGISTER( weapon_crowbar ); |
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#ifndef CLIENT_DLL |
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BEGIN_DATADESC( CTFCCrowbar ) |
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DEFINE_FUNCTION( Smack ) |
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END_DATADESC() |
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#endif |
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// ----------------------------------------------------------------------------- // |
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// CTFCCrowbar implementation. |
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// ----------------------------------------------------------------------------- // |
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CTFCCrowbar::CTFCCrowbar() |
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{ |
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} |
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bool CTFCCrowbar::HasPrimaryAmmo() |
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{ |
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return true; |
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} |
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bool CTFCCrowbar::CanBeSelected() |
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{ |
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return true; |
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} |
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void CTFCCrowbar::Precache() |
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{ |
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BaseClass::Precache(); |
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} |
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void CTFCCrowbar::Spawn() |
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{ |
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Precache(); |
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m_iClip1 = -1; |
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BaseClass::Spawn(); |
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} |
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bool CTFCCrowbar::Deploy() |
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{ |
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CPASAttenuationFilter filter( this ); |
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filter.UsePredictionRules(); |
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EmitSound( filter, entindex(), "Weapon_Crowbar.Deploy" ); |
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return BaseClass::Deploy(); |
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} |
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void CTFCCrowbar::Holster( int skiplocal ) |
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{ |
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GetPlayerOwner()->m_flNextAttack = gpGlobals->curtime + 0.5; |
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} |
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void FindHullIntersection( const Vector &vecSrc, trace_t &tr, const Vector &mins, const Vector &maxs, CBaseEntity *pEntity ) |
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{ |
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int i, j, k; |
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float distance; |
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Vector minmaxs[2] = {mins, maxs}; |
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trace_t tmpTrace; |
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Vector vecHullEnd = tr.endpos; |
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Vector vecEnd; |
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distance = 1e6f; |
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vecHullEnd = vecSrc + ((vecHullEnd - vecSrc)*2); |
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UTIL_TraceLine( vecSrc, vecHullEnd, MASK_SOLID, pEntity, COLLISION_GROUP_NONE, &tmpTrace ); |
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if ( tmpTrace.fraction < 1.0 ) |
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{ |
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tr = tmpTrace; |
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return; |
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} |
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for ( i = 0; i < 2; i++ ) |
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{ |
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for ( j = 0; j < 2; j++ ) |
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{ |
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for ( k = 0; k < 2; k++ ) |
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{ |
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vecEnd.x = vecHullEnd.x + minmaxs[i][0]; |
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vecEnd.y = vecHullEnd.y + minmaxs[j][1]; |
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vecEnd.z = vecHullEnd.z + minmaxs[k][2]; |
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UTIL_TraceLine( vecSrc, vecEnd, MASK_SOLID, pEntity, COLLISION_GROUP_NONE, &tmpTrace ); |
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if ( tmpTrace.fraction < 1.0 ) |
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{ |
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float thisDistance = (tmpTrace.endpos - vecSrc).Length(); |
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if ( thisDistance < distance ) |
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{ |
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tr = tmpTrace; |
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distance = thisDistance; |
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} |
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} |
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} |
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} |
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} |
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} |
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void CTFCCrowbar::ItemPostFrame() |
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{ |
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// Store this off so we can detect if it's our first swing or not later on. |
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m_flStoredPrimaryAttack = m_flNextPrimaryAttack; |
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BaseClass::ItemPostFrame(); |
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} |
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void CTFCCrowbar::PrimaryAttack() |
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{ |
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CTFCPlayer *pPlayer = GetPlayerOwner(); |
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Vector vForward; |
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AngleVectors( pPlayer->EyeAngles(), &vForward ); |
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Vector vecSrc = pPlayer->Weapon_ShootPosition(); |
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Vector vecEnd = vecSrc + vForward * 32; |
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trace_t tr; |
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UTIL_TraceLine( vecSrc, vecEnd, MASK_SOLID, pPlayer, COLLISION_GROUP_NONE, &tr ); |
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if ( tr.fraction >= 1.0 ) |
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{ |
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UTIL_TraceHull( vecSrc, vecEnd, head_hull_mins, head_hull_maxs, MASK_SOLID, pPlayer, COLLISION_GROUP_NONE, &tr ); |
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if ( tr.fraction < 1.0 ) |
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{ |
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// Calculate the point of intersection of the line (or hull) and the object we hit |
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// This is and approximation of the "best" intersection |
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CBaseEntity *pHit = tr.m_pEnt; |
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if ( !pHit || pHit->IsBSPModel() ) |
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FindHullIntersection( vecSrc, tr, VEC_DUCK_HULL_MIN, VEC_DUCK_HULL_MAX, pPlayer ); |
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vecEnd = tr.endpos; // This is the point on the actual surface (the hull could have hit space) |
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} |
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} |
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bool bDidHit = tr.fraction < 1.0f; |
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#ifndef CLIENT_DLL |
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bool bFirstSwing = (gpGlobals->curtime - m_flStoredPrimaryAttack) >= 1; |
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#endif |
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pPlayer->DoAnimationEvent( PLAYERANIMEVENT_FIRE_GUN ); |
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m_flTimeWeaponIdle = gpGlobals->curtime + 2; |
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m_flNextPrimaryAttack = gpGlobals->curtime + 0.4f; |
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if ( bDidHit ) |
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{ |
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SendWeaponAnim( ACT_VM_HITCENTER ); |
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} |
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else |
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{ |
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// Allow for there only being hit activities. |
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if ( !SendWeaponAnim( ACT_VM_MISSCENTER ) ) |
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SendWeaponAnim( ACT_VM_HITCENTER ); |
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// play wiff or swish sound |
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WeaponSound( MELEE_MISS ); |
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} |
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bool bPlayImpactEffect = false; |
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#ifndef CLIENT_DLL |
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if ( bDidHit ) |
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{ |
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CBaseEntity *pEntity = tr.m_pEnt; |
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ClearMultiDamage(); |
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float flDamage = 0; |
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bool bDoEffects = true; |
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AxeHit( pEntity, bFirstSwing, tr, &flDamage, &bDoEffects ); |
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if ( flDamage != 0 ) |
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{ |
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CTakeDamageInfo info( pPlayer, pPlayer, flDamage, DMG_CLUB | DMG_NEVERGIB ); |
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CalculateMeleeDamageForce( &info, vForward, tr.endpos, 1.0f/flDamage ); |
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pEntity->DispatchTraceAttack( info, vForward, &tr ); |
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ApplyMultiDamage(); |
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} |
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if ( bDoEffects ) |
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{ |
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if ( pEntity && pEntity->IsPlayer() ) |
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{ |
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WeaponSound( MELEE_HIT ); |
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if ( pEntity->IsAlive() ) |
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bPlayImpactEffect = true; // no blood effect on dead bodies |
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} |
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else |
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{ |
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bPlayImpactEffect = true; // always show impact effects on world objects |
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} |
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} |
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else |
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{ |
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bDoEffects = false; |
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} |
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} |
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#endif |
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if ( bPlayImpactEffect ) |
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{ |
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// delay the decal a bit |
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m_trHit = tr; |
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// Store the ent in an EHANDLE, just in case it goes away by the time we get into our think function. |
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m_pTraceHitEnt = tr.m_pEnt; |
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SetThink( &CTFCCrowbar::Smack ); |
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SetNextThink( gpGlobals->curtime + 0.2f ); |
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} |
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} |
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void CTFCCrowbar::Smack() |
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{ |
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m_trHit.m_pEnt = m_pTraceHitEnt; |
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UTIL_ImpactTrace( &m_trHit, DMG_CLUB ); |
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surfacedata_t *psurf = physprops->GetSurfaceData( m_trHit.surface.surfaceProps ); |
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if ( psurf->game.material != CHAR_TEX_FLESH && psurf->game.material != CHAR_TEX_BLOODYFLESH ) |
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WeaponSound( MELEE_HIT_WORLD ); |
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} |
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void CTFCCrowbar::WeaponIdle() |
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{ |
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//ResetEmptySound(); |
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CTFCPlayer *pPlayer = GetPlayerOwner(); |
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if (m_flTimeWeaponIdle > gpGlobals->curtime) |
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return; |
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m_flTimeWeaponIdle = gpGlobals->curtime + 20; |
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// only idle if the slid isn't back |
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SendWeaponAnim( ACT_VM_IDLE ); |
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} |
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bool CTFCCrowbar::CanDrop() |
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{ |
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return false; |
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} |
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TFCWeaponID CTFCCrowbar::GetWeaponID( void ) const |
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{ |
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return WEAPON_CROWBAR; |
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} |
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#ifdef CLIENT_DLL |
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// ------------------------------------------------------------------------------------------------ // |
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// ------------------------------------------------------------------------------------------------ // |
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// CLIENT DLL SPECIFIC CODE |
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// ------------------------------------------------------------------------------------------------ // |
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// ------------------------------------------------------------------------------------------------ // |
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#else |
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// ------------------------------------------------------------------------------------------------ // |
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// ------------------------------------------------------------------------------------------------ // |
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// GAME DLL SPECIFIC CODE |
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// ------------------------------------------------------------------------------------------------ // |
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// ------------------------------------------------------------------------------------------------ // |
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void CTFCCrowbar::AxeHit( CBaseEntity *pHit, bool bFirstSwing, trace_t &tr, float *flDamage, bool *bDoEffects ) |
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{ |
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if ( bFirstSwing ) |
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*flDamage = tfc_crowbar_damage_first.GetFloat(); |
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else |
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*flDamage = tfc_crowbar_damage_next.GetFloat(); |
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} |
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#endif
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