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:
//
//=============================================================================//
#include "cbase.h"
#include "util.h"
#include "weapon_tfc_spanner.h"
#if defined( CLIENT_DLL )
#include "c_tfc_player.h"
#else
#include "tfc_player.h"
#endif
#define KNIFE_BODYHIT_VOLUME 128
#define KNIFE_WALLHIT_VOLUME 512
static ConVar tfc_spanner_damage_first( "tfc_spanner_damage_first", "25", 0, "First spanner hit damage." );
static ConVar tfc_spanner_damage_next( "tfc_spanner_damage_next", "12.5", 0, "Spanner hit damage after first hit." );
static Vector head_hull_mins( -16, -16, -18 );
static Vector head_hull_maxs( 16, 16, 18 );
// ----------------------------------------------------------------------------- //
// CTFCSpanner tables.
// ----------------------------------------------------------------------------- //
IMPLEMENT_NETWORKCLASS_ALIASED( TFCSpanner, DT_WeaponSpanner )
BEGIN_NETWORK_TABLE( CTFCSpanner, DT_WeaponSpanner )
END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CTFCSpanner )
END_PREDICTION_DATA()
LINK_ENTITY_TO_CLASS( weapon_spanner, CTFCSpanner );
PRECACHE_WEAPON_REGISTER( weapon_spanner );
#ifndef CLIENT_DLL
BEGIN_DATADESC( CTFCSpanner )
DEFINE_FUNCTION( Smack )
END_DATADESC()
#endif
// ----------------------------------------------------------------------------- //
// CTFCSpanner implementation.
// ----------------------------------------------------------------------------- //
CTFCSpanner::CTFCSpanner()
{
}
void CTFCSpanner::Precache()
{
BaseClass::Precache();
PrecacheScriptSound( "Weapon_Spanner.Slash" );
PrecacheScriptSound( "Weapon_Spanner.HitFlesh" );
}
TFCWeaponID CTFCSpanner::GetWeaponID( void ) const
{
return WEAPON_SPANNER;
}
#ifdef CLIENT_DLL
// ------------------------------------------------------------------------------------------------ //
// ------------------------------------------------------------------------------------------------ //
// CLIENT DLL SPECIFIC CODE
// ------------------------------------------------------------------------------------------------ //
// ------------------------------------------------------------------------------------------------ //
#else
// ------------------------------------------------------------------------------------------------ //
// ------------------------------------------------------------------------------------------------ //
// GAME DLL SPECIFIC CODE
// ------------------------------------------------------------------------------------------------ //
// ------------------------------------------------------------------------------------------------ //
void CTFCSpanner::AxeHit( CBaseEntity *pTarget, bool bFirstSwing, trace_t &tr, float *flDamage, bool *bDoEffects )
{
CTFCPlayer *pPlayer = GetPlayerOwner();
if ( !pPlayer )
return;
// Check to see if it's a trigger that's activatable by a Spanner hit
// If it's not on our team, whack it.
if ( !pPlayer->IsAlly( pTarget ) )
{
*flDamage = 20;
return;
}
// Otherwise, the Engineer can repair his buildings or repair his teammate's armor.
variant_t voidVariant;
*bDoEffects = pTarget->AcceptInput( "EngineerUse", pPlayer, this, voidVariant, 0 );
}
#endif