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: The Half-Life 1 game rules, such as the relationship tables and ammo
// damage cvars.
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "hl1_gamerules.h"
#include "ammodef.h"
#ifdef CLIENT_DLL
#else
#include "player.h"
#include "game.h"
#include "gamerules.h"
#include "teamplay_gamerules.h"
#include "hl1_player.h"
#include "voice_gamemgr.h"
#include "hl1mp_weapon_satchel.h"
#endif
REGISTER_GAMERULES_CLASS( CHalfLife1 );
ConVar sk_plr_dmg_crowbar ( "sk_plr_dmg_crowbar", "0", FCVAR_REPLICATED );
ConVar sk_npc_dmg_9mm_bullet ( "sk_npc_dmg_9mm_bullet", "0", FCVAR_REPLICATED );
ConVar sk_plr_dmg_9mm_bullet ( "sk_plr_dmg_9mm_bullet", "0", FCVAR_REPLICATED );
ConVar sk_max_9mm_bullet ( "sk_max_9mm_bullet", "0", FCVAR_REPLICATED );
ConVar sk_npc_dmg_9mmAR_bullet ( "sk_npc_dmg_9mmAR_bullet", "0", FCVAR_REPLICATED );
ConVar sk_plr_dmg_357_bullet ( "sk_plr_dmg_357_bullet", "0", FCVAR_REPLICATED );
ConVar sk_max_357_bullet ( "sk_max_357_bullet", "0", FCVAR_REPLICATED );
ConVar sk_plr_dmg_buckshot ( "sk_plr_dmg_buckshot", "0", FCVAR_REPLICATED );
ConVar sk_max_buckshot ( "sk_max_buckshot", "0", FCVAR_REPLICATED );
ConVar sk_plr_dmg_mp5_grenade ( "sk_plr_dmg_mp5_grenade", "0", FCVAR_REPLICATED );
ConVar sk_max_mp5_grenade ( "sk_max_mp5_grenade", "0", FCVAR_REPLICATED );
ConVar sk_mp5_grenade_radius ( "sk_mp5_grenade_radius", "0", FCVAR_REPLICATED );
ConVar sk_plr_dmg_rpg ( "sk_plr_dmg_rpg", "0", FCVAR_REPLICATED );
ConVar sk_max_rpg_rocket ( "sk_max_rpg_rocket", "0", FCVAR_REPLICATED );
ConVar sk_plr_dmg_xbow_bolt_plr ( "sk_plr_dmg_xbow_bolt_plr", "0", FCVAR_REPLICATED );
ConVar sk_plr_dmg_xbow_bolt_npc ( "sk_plr_dmg_xbow_bolt_npc", "0", FCVAR_REPLICATED );
ConVar sk_max_xbow_bolt ( "sk_max_xbow_bolt", "0", FCVAR_REPLICATED );
ConVar sk_plr_dmg_egon_narrow ( "sk_plr_dmg_egon_narrow", "0", FCVAR_REPLICATED );
ConVar sk_plr_dmg_egon_wide ( "sk_plr_dmg_egon_wide", "0", FCVAR_REPLICATED );
ConVar sk_max_uranium ( "sk_max_uranium", "0", FCVAR_REPLICATED );
ConVar sk_plr_dmg_gauss ( "sk_plr_dmg_gauss", "0", FCVAR_REPLICATED );
ConVar sk_plr_dmg_grenade ( "sk_plr_dmg_grenade", "0", FCVAR_REPLICATED );
ConVar sk_max_grenade ( "sk_max_grenade", "0", FCVAR_REPLICATED );
ConVar sk_plr_dmg_hornet ( "sk_plr_dmg_hornet", "0", FCVAR_REPLICATED );
ConVar sk_npc_dmg_hornet ( "sk_npc_dmg_hornet", "0", FCVAR_REPLICATED );
ConVar sk_max_hornet ( "sk_max_hornet", "0", FCVAR_REPLICATED );
ConVar sk_max_snark ( "sk_max_snark", "0", FCVAR_REPLICATED );
ConVar sk_plr_dmg_tripmine ( "sk_plr_dmg_tripmine", "0", FCVAR_REPLICATED );
ConVar sk_max_tripmine ( "sk_max_tripmine", "0", FCVAR_REPLICATED );
ConVar sk_plr_dmg_satchel ( "sk_plr_dmg_satchel", "0", FCVAR_REPLICATED );
ConVar sk_max_satchel ( "sk_max_satchel", "0", FCVAR_REPLICATED );
ConVar sk_npc_dmg_12mm_bullet ( "sk_npc_dmg_12mm_bullet", "0", FCVAR_REPLICATED );
ConVar sk_mp_dmg_multiplier ( "sk_mp_dmg_multiplier", "2.0" );
// Damage Queries.
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CHalfLife1::Damage_GetShowOnHud( void )
{
int iDamage = (DMG_POISON | DMG_ACID | DMG_DISSOLVE/*DMG_FREEZE | DMG_SLOWFREEZE*/ | DMG_DROWN | DMG_BURN | DMG_SLOWBURN | DMG_NERVEGAS | DMG_RADIATION | DMG_SHOCK);
return iDamage;
}
#ifndef CLIENT_DLL
extern bool g_fGameOver;
const char *CHalfLife1::GetGameDescription( void )
{
if ( IsMultiplayer() )
{
return "Half-Life 1: Deathmatch";
}
else
{
return "Half-Life 1";
}
}
class CVoiceGameMgrHelper : public IVoiceGameMgrHelper
{
public:
virtual bool CanPlayerHearPlayer( CBasePlayer *pListener, CBasePlayer *pTalker, bool &bProximity )
{
return true;
}
};
CVoiceGameMgrHelper g_VoiceGameMgrHelper;
IVoiceGameMgrHelper *g_pVoiceGameMgrHelper = &g_VoiceGameMgrHelper;
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
CHalfLife1::CHalfLife1()
{
}
//-----------------------------------------------------------------------------
// Purpose: called each time a player uses a "cmd" command
// Input : *pEdict - the player who issued the command
// Use engine.Cmd_Argv, engine.Cmd_Argv, and engine.Cmd_Argc to get
// pointers the character string command.
//-----------------------------------------------------------------------------
bool CHalfLife1::ClientCommand( CBaseEntity *pEdict, const CCommand &args )
{
if( BaseClass::ClientCommand( pEdict, args ) )
return true;
CHL1_Player *pPlayer = (CHL1_Player *) pEdict;
if ( pPlayer->ClientCommand( args ) )
return true;
return false;
}
//-----------------------------------------------------------------------------
// Purpose: Player has just spawned. Equip them.
//-----------------------------------------------------------------------------
void CHalfLife1::PlayerSpawn( CBasePlayer *pPlayer )
{
// pPlayer->EquipSuit();
}
//-----------------------------------------------------------------------------
// Purpose: MULTIPLAYER BODY QUE HANDLING
//-----------------------------------------------------------------------------
class CCorpse : public CBaseAnimating
{
DECLARE_CLASS( CCorpse, CBaseAnimating );
public:
DECLARE_SERVERCLASS();
virtual int ObjectCaps( void ) { return FCAP_DONT_SAVE; }
public:
CNetworkVar( int, m_nReferencePlayer );
};
IMPLEMENT_SERVERCLASS_ST(CCorpse, DT_Corpse)
SendPropInt( SENDINFO(m_nReferencePlayer), 10, SPROP_UNSIGNED )
END_SEND_TABLE()
LINK_ENTITY_TO_CLASS( bodyque, CCorpse );
CCorpse *g_pBodyQueueHead;
void InitBodyQue(void)
{
CCorpse *pEntity = ( CCorpse * )CreateEntityByName( "bodyque" );
pEntity->AddEFlags( EFL_KEEP_ON_RECREATE_ENTITIES );
g_pBodyQueueHead = pEntity;
CCorpse *p = g_pBodyQueueHead;
// Reserve 3 more slots for dead bodies
for ( int i = 0; i < 3; i++ )
{
CCorpse *next = ( CCorpse * )CreateEntityByName( "bodyque" );
next->AddEFlags( EFL_KEEP_ON_RECREATE_ENTITIES );
p->SetOwnerEntity( next );
p = next;
}
p->SetOwnerEntity( g_pBodyQueueHead );
}
//-----------------------------------------------------------------------------
// Purpose: make a body que entry for the given ent so the ent can be respawned elsewhere
// GLOBALS ASSUMED SET: g_eoBodyQueueHead
//-----------------------------------------------------------------------------
void CopyToBodyQue( CBaseAnimating *pCorpse )
{
if ( pCorpse->IsEffectActive( EF_NODRAW ) )
return;
CCorpse *pHead = g_pBodyQueueHead;
pHead->CopyAnimationDataFrom( pCorpse );
pHead->SetMoveType( MOVETYPE_FLYGRAVITY );
pHead->SetAbsVelocity( pCorpse->GetAbsVelocity() );
pHead->ClearFlags();
pHead->m_nReferencePlayer = ENTINDEX( pCorpse );
pHead->SetLocalAngles( pCorpse->GetAbsAngles() );
UTIL_SetOrigin(pHead, pCorpse->GetAbsOrigin());
UTIL_SetSize(pHead, pCorpse->WorldAlignMins(), pCorpse->WorldAlignMaxs());
g_pBodyQueueHead = (CCorpse *)pHead->GetOwnerEntity();
}
//------------------------------------------------------------------------------
// Purpose : Initialize all default class relationships
// Input :
// Output :
//------------------------------------------------------------------------------
void CHalfLife1::InitDefaultAIRelationships( void )
{
int i, j;
// Allocate memory for default relationships
CBaseCombatCharacter::AllocateDefaultRelationships();
// --------------------------------------------------------------
// First initialize table so we can report missing relationships
// --------------------------------------------------------------
for (i=0;i<NUM_AI_CLASSES;i++)
{
for (j=0;j<NUM_AI_CLASSES;j++)
{
// By default all relationships are neutral of priority zero
CBaseCombatCharacter::SetDefaultRelationship( (Class_T)i, (Class_T)j, D_NU, 0 );
}
}
// ------------------------------------------------------------
// > CLASS_NONE
// ------------------------------------------------------------
CBaseCombatCharacter::SetDefaultRelationship( CLASS_NONE, CLASS_NONE, D_NU, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_NONE, CLASS_PLAYER, D_NU, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_NONE, CLASS_HUMAN_PASSIVE, D_NU, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_NONE, CLASS_PLAYER_ALLY, D_NU, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_NONE, CLASS_ALIEN_PREY, D_NU, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_NONE, CLASS_ALIEN_MILITARY, D_NU, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_NONE, CLASS_ALIEN_MONSTER, D_NU, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_NONE, CLASS_ALIEN_PREDATOR, D_NU, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_NONE, CLASS_HUMAN_MILITARY, D_NU, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_NONE, CLASS_MACHINE, D_NU, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_NONE, CLASS_ALIEN_BIOWEAPON, D_NU, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_NONE, CLASS_PLAYER_BIOWEAPON, D_NU, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_NONE, CLASS_INSECT, D_NU, 0 );
// ------------------------------------------------------------
// > CLASS_HUMAN_PASSIVE
// ------------------------------------------------------------
CBaseCombatCharacter::SetDefaultRelationship( CLASS_HUMAN_PASSIVE, CLASS_NONE, D_NU, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_HUMAN_PASSIVE, CLASS_PLAYER, D_LI, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_HUMAN_PASSIVE, CLASS_HUMAN_PASSIVE, D_LI, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_HUMAN_PASSIVE, CLASS_PLAYER_ALLY, D_LI, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_HUMAN_PASSIVE, CLASS_ALIEN_PREY, D_FR, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_HUMAN_PASSIVE, CLASS_ALIEN_MILITARY, D_FR, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_HUMAN_PASSIVE, CLASS_ALIEN_MONSTER, D_HT, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_HUMAN_PASSIVE, CLASS_ALIEN_PREDATOR, D_FR, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_HUMAN_PASSIVE, CLASS_HUMAN_MILITARY, D_HT, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_HUMAN_PASSIVE, CLASS_MACHINE, D_NU, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_HUMAN_PASSIVE, CLASS_ALIEN_BIOWEAPON, D_NU, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_HUMAN_PASSIVE, CLASS_PLAYER_BIOWEAPON, D_NU, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_HUMAN_PASSIVE, CLASS_INSECT, D_NU, 0 );
// ------------------------------------------------------------
// > CLASS_PLAYER
// ------------------------------------------------------------
CBaseCombatCharacter::SetDefaultRelationship( CLASS_PLAYER, CLASS_NONE, D_NU, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_PLAYER, CLASS_PLAYER, D_LI, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_PLAYER, CLASS_HUMAN_PASSIVE, D_LI, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_PLAYER, CLASS_PLAYER_ALLY, D_LI, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_PLAYER, CLASS_ALIEN_PREY, D_HT, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_PLAYER, CLASS_ALIEN_MILITARY, D_HT, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_PLAYER, CLASS_ALIEN_MONSTER, D_HT, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_PLAYER, CLASS_ALIEN_PREDATOR, D_HT, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_PLAYER, CLASS_HUMAN_MILITARY, D_HT, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_PLAYER, CLASS_MACHINE, D_HT, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_PLAYER, CLASS_ALIEN_BIOWEAPON, D_HT, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_PLAYER, CLASS_PLAYER_BIOWEAPON, D_HT, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_PLAYER, CLASS_INSECT, D_NU, 0 );
// ------------------------------------------------------------
// > CLASS_PLAYER_ALLY
// ------------------------------------------------------------
CBaseCombatCharacter::SetDefaultRelationship( CLASS_PLAYER_ALLY, CLASS_NONE, D_NU, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_PLAYER_ALLY, CLASS_PLAYER, D_LI, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_PLAYER_ALLY, CLASS_HUMAN_PASSIVE, D_LI, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_PLAYER_ALLY, CLASS_PLAYER_ALLY, D_LI, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_PLAYER_ALLY, CLASS_ALIEN_PREY, D_HT, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_PLAYER_ALLY, CLASS_ALIEN_MILITARY, D_HT, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_PLAYER_ALLY, CLASS_ALIEN_MONSTER, D_HT, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_PLAYER_ALLY, CLASS_ALIEN_PREDATOR, D_HT, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_PLAYER_ALLY, CLASS_HUMAN_MILITARY, D_HT, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_PLAYER_ALLY, CLASS_MACHINE, D_HT, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_PLAYER_ALLY, CLASS_ALIEN_BIOWEAPON, D_NU, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_PLAYER_ALLY, CLASS_PLAYER_BIOWEAPON, D_NU, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_PLAYER_ALLY, CLASS_INSECT, D_NU, 0 );
// ------------------------------------------------------------
// > CLASS_ALIEN_PREY
// ------------------------------------------------------------
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_PREY, CLASS_NONE, D_NU, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_PREY, CLASS_PLAYER, D_HT, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_PREY, CLASS_PLAYER_ALLY, D_HT, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_PREY, CLASS_HUMAN_PASSIVE, D_HT, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_PREY, CLASS_ALIEN_PREY, D_NU, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_PREY, CLASS_ALIEN_MILITARY, D_NU, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_PREY, CLASS_ALIEN_MONSTER, D_NU, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_PREY, CLASS_ALIEN_PREDATOR, D_FR, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_PREY, CLASS_HUMAN_MILITARY, D_HT, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_PREY, CLASS_MACHINE, D_NU, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_PREY, CLASS_ALIEN_BIOWEAPON, D_NU, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_PREY, CLASS_PLAYER_BIOWEAPON, D_NU, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_PREY, CLASS_INSECT, D_NU, 0 );
// ------------------------------------------------------------
// > CLASS_ALIEN_MILITARY
// ------------------------------------------------------------
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_MILITARY, CLASS_NONE, D_NU, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_MILITARY, CLASS_PLAYER, D_HT, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_MILITARY, CLASS_PLAYER_ALLY, D_HT, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_MILITARY, CLASS_HUMAN_PASSIVE, D_HT, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_MILITARY, CLASS_ALIEN_PREY, D_NU, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_MILITARY, CLASS_ALIEN_MILITARY, D_NU, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_MILITARY, CLASS_ALIEN_MONSTER, D_NU, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_MILITARY, CLASS_ALIEN_PREDATOR, D_NU, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_MILITARY, CLASS_HUMAN_MILITARY, D_HT, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_MILITARY, CLASS_MACHINE, D_HT, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_MILITARY, CLASS_ALIEN_BIOWEAPON, D_NU, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_MILITARY, CLASS_PLAYER_BIOWEAPON, D_NU, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_MILITARY, CLASS_INSECT, D_NU, 0 );
// ------------------------------------------------------------
// > CLASS_ALIEN_MONSTER
// ------------------------------------------------------------
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_MONSTER, CLASS_NONE, D_NU, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_MONSTER, CLASS_PLAYER, D_HT, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_MONSTER, CLASS_PLAYER_ALLY, D_HT, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_MONSTER, CLASS_HUMAN_PASSIVE, D_HT, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_MONSTER, CLASS_ALIEN_PREY, D_NU, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_MONSTER, CLASS_ALIEN_MILITARY, D_NU, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_MONSTER, CLASS_ALIEN_MONSTER, D_NU, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_MONSTER, CLASS_ALIEN_PREDATOR, D_NU, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_MONSTER, CLASS_HUMAN_MILITARY, D_HT, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_MONSTER, CLASS_MACHINE, D_HT, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_MONSTER, CLASS_ALIEN_BIOWEAPON, D_NU, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_MONSTER, CLASS_PLAYER_BIOWEAPON, D_NU, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_MONSTER, CLASS_INSECT, D_NU, 0 );
// ------------------------------------------------------------
// > CLASS_ALIEN_PREDATOR
// ------------------------------------------------------------
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_PREDATOR, CLASS_NONE, D_NU, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_PREDATOR, CLASS_PLAYER, D_HT, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_PREDATOR, CLASS_PLAYER_ALLY, D_HT, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_PREDATOR, CLASS_HUMAN_PASSIVE, D_HT, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_PREDATOR, CLASS_ALIEN_PREY, D_HT, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_PREDATOR, CLASS_ALIEN_MILITARY, D_NU, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_PREDATOR, CLASS_ALIEN_MONSTER, D_NU, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_PREDATOR, CLASS_ALIEN_PREDATOR, D_NU, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_PREDATOR, CLASS_HUMAN_MILITARY, D_HT, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_PREDATOR, CLASS_MACHINE, D_NU, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_PREDATOR, CLASS_ALIEN_BIOWEAPON, D_NU, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_PREDATOR, CLASS_PLAYER_BIOWEAPON, D_NU, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_PREDATOR, CLASS_INSECT, D_NU, 0 );
// ------------------------------------------------------------
// > CLASS_HUMAN_MILITARY
// ------------------------------------------------------------
CBaseCombatCharacter::SetDefaultRelationship( CLASS_HUMAN_MILITARY, CLASS_NONE, D_NU, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_HUMAN_MILITARY, CLASS_PLAYER, D_HT, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_HUMAN_MILITARY, CLASS_PLAYER_ALLY, D_HT, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_HUMAN_MILITARY, CLASS_HUMAN_PASSIVE, D_HT, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_HUMAN_MILITARY, CLASS_ALIEN_PREY, D_HT, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_HUMAN_MILITARY, CLASS_ALIEN_MILITARY, D_HT, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_HUMAN_MILITARY, CLASS_ALIEN_MONSTER, D_HT, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_HUMAN_MILITARY, CLASS_ALIEN_PREDATOR, D_HT, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_HUMAN_MILITARY, CLASS_HUMAN_MILITARY, D_NU, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_HUMAN_MILITARY, CLASS_MACHINE, D_NU, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_HUMAN_MILITARY, CLASS_ALIEN_BIOWEAPON, D_NU, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_HUMAN_MILITARY, CLASS_PLAYER_BIOWEAPON, D_NU, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_HUMAN_MILITARY, CLASS_INSECT, D_NU, 0 );
// ------------------------------------------------------------
// > CLASS_MACHINE
// ------------------------------------------------------------
CBaseCombatCharacter::SetDefaultRelationship( CLASS_MACHINE, CLASS_NONE, D_NU, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_MACHINE, CLASS_MACHINE, D_NU, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_MACHINE, CLASS_PLAYER, D_HT, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_MACHINE, CLASS_HUMAN_PASSIVE, D_HT, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_MACHINE, CLASS_HUMAN_MILITARY, D_NU, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_MACHINE, CLASS_ALIEN_MILITARY, D_HT, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_MACHINE, CLASS_ALIEN_MONSTER, D_HT, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_MACHINE, CLASS_ALIEN_PREY, D_HT, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_MACHINE, CLASS_ALIEN_PREDATOR, D_HT, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_MACHINE, CLASS_PLAYER_ALLY, D_HT, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_MACHINE, CLASS_ALIEN_BIOWEAPON, D_HT, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_MACHINE, CLASS_PLAYER_BIOWEAPON, D_HT, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_MACHINE, CLASS_INSECT, D_NU, 0 );
// ------------------------------------------------------------
// > CLASS_ALIEN_BIOWEAPON
// ------------------------------------------------------------
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_BIOWEAPON, CLASS_NONE, D_NU, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_BIOWEAPON, CLASS_MACHINE, D_NU, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_BIOWEAPON, CLASS_PLAYER, D_HT, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_BIOWEAPON, CLASS_HUMAN_PASSIVE, D_HT, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_BIOWEAPON, CLASS_HUMAN_MILITARY, D_HT, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_BIOWEAPON, CLASS_ALIEN_MILITARY, D_LI, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_BIOWEAPON, CLASS_ALIEN_MONSTER, D_HT, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_BIOWEAPON, CLASS_ALIEN_PREY, D_HT, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_BIOWEAPON, CLASS_ALIEN_PREDATOR, D_NU, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_BIOWEAPON, CLASS_PLAYER_ALLY, D_HT, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_BIOWEAPON, CLASS_ALIEN_BIOWEAPON, D_NU, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_BIOWEAPON, CLASS_PLAYER_BIOWEAPON, D_HT, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_ALIEN_BIOWEAPON, CLASS_INSECT, D_NU, 0 );
// ------------------------------------------------------------
// > CLASS_PLAYER_BIOWEAPON
// ------------------------------------------------------------
CBaseCombatCharacter::SetDefaultRelationship( CLASS_PLAYER_BIOWEAPON, CLASS_NONE, D_NU, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_PLAYER_BIOWEAPON, CLASS_MACHINE, D_NU, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_PLAYER_BIOWEAPON, CLASS_PLAYER, D_HT, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_PLAYER_BIOWEAPON, CLASS_HUMAN_PASSIVE, D_HT, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_PLAYER_BIOWEAPON, CLASS_HUMAN_MILITARY, D_HT, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_PLAYER_BIOWEAPON, CLASS_ALIEN_MILITARY, D_HT, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_PLAYER_BIOWEAPON, CLASS_ALIEN_MONSTER, D_HT, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_PLAYER_BIOWEAPON, CLASS_ALIEN_PREY, D_HT, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_PLAYER_BIOWEAPON, CLASS_ALIEN_PREDATOR, D_HT, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_PLAYER_BIOWEAPON, CLASS_PLAYER_ALLY, D_HT, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_PLAYER_BIOWEAPON, CLASS_ALIEN_BIOWEAPON, D_HT, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_PLAYER_BIOWEAPON, CLASS_PLAYER_BIOWEAPON, D_NU, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_PLAYER_BIOWEAPON, CLASS_INSECT, D_NU, 0 );
// ------------------------------------------------------------
// > CLASS_INSECT
// ------------------------------------------------------------
CBaseCombatCharacter::SetDefaultRelationship( CLASS_INSECT, CLASS_NONE, D_FR, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_INSECT, CLASS_MACHINE, D_FR, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_INSECT, CLASS_PLAYER, D_FR, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_INSECT, CLASS_HUMAN_PASSIVE, D_FR, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_INSECT, CLASS_HUMAN_MILITARY, D_FR, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_INSECT, CLASS_ALIEN_MILITARY, D_NU, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_INSECT, CLASS_ALIEN_MONSTER, D_FR, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_INSECT, CLASS_ALIEN_PREY, D_FR, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_INSECT, CLASS_ALIEN_PREDATOR, D_FR, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_INSECT, CLASS_PLAYER_ALLY, D_FR, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_INSECT, CLASS_ALIEN_BIOWEAPON, D_NU, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_INSECT, CLASS_PLAYER_BIOWEAPON, D_NU, 0 );
CBaseCombatCharacter::SetDefaultRelationship( CLASS_INSECT, CLASS_INSECT, D_NU, 0 );
}
//------------------------------------------------------------------------------
// Purpose : Return classify text for classify type
// Input :
// Output :
//------------------------------------------------------------------------------
const char* CHalfLife1::AIClassText(int classType)
{
switch (classType)
{
case CLASS_NONE: return "CLASS_NONE";
case CLASS_HUMAN_PASSIVE: return "CLASS_HUMAN_PASSIVE";
case CLASS_PLAYER_ALLY: return "CLASS_PLAYER_ALLY";
case CLASS_PLAYER: return "CLASS_PLAYER";
case CLASS_ALIEN_PREY: return "CLASS_ALIEN_PREY";
case CLASS_ALIEN_MILITARY: return "CLASS_ALIEN_MILITARY";
case CLASS_ALIEN_MONSTER: return "CLASS_ALIEN_MONSTER";
case CLASS_ALIEN_PREDATOR: return "CLASS_ALIEN_PREDATOR";
case CLASS_HUMAN_MILITARY: return "CLASS_HUMAN_MILITARY";
case CLASS_MACHINE: return "CLASS_MACHINE";
case CLASS_ALIEN_BIOWEAPON: return "CLASS_ALIEN_BIOWEAPON";
case CLASS_PLAYER_BIOWEAPON: return "CLASS_PLAYER_BIOWEAPON";
default: return "MISSING CLASS in ClassifyText()";
}
}
void CHalfLife1::PlayerThink( CBasePlayer *pPlayer )
{
}
bool CHalfLife1::CanHavePlayerItem( CBasePlayer *pPlayer, CBaseCombatWeapon *pWeapon )
{
if ( FClassnameIs( pWeapon, "weapon_satchel" ) )
{
CWeaponSatchel *satchel = static_cast< CWeaponSatchel * >( pPlayer->Weapon_OwnsThisType( "weapon_satchel" ) );
if ( satchel )
{
if ( satchel->HasChargeDeployed() )
{
return false;
}
}
}
return true;
}
float CHalfLife1::FlPlayerFallDamage( CBasePlayer *pPlayer )
{
CBaseEntity *pGroundEntity = pPlayer->GetGroundEntity();
if( pGroundEntity && pGroundEntity->ClassMatches( "func_breakable" ) )
{
// FIXME touchtrace will be wrong.
pGroundEntity->Touch( pPlayer );
if( pGroundEntity->m_iHealth <= 0 )
{
// The breakable broke when we hit it, don't take falling damage
return 0;
}
}
return BaseClass::FlPlayerFallDamage( pPlayer );
}
class CTraceFilterHitAllExcept : public CTraceFilter
{
public:
// It does have a base, but we'll never network anything below here..
DECLARE_CLASS_NOBASE( CTraceFilterHitAllExcept );
CTraceFilterHitAllExcept( const IHandleEntity *passedict )
{
m_pPassEnt = passedict;
}
bool ShouldHitEntity( IHandleEntity *pServerEntity, int contentsMask )
{
if ( m_pPassEnt && ( m_pPassEnt == pServerEntity ) )
{
return false;
}
return true;
}
private:
const IHandleEntity *m_pPassEnt;
};
void CHalfLife1::RadiusDamage( const CTakeDamageInfo &info, const Vector &vecSrcIn, float flRadius, int iClassIgnore )
{
CBaseEntity *pEntity = NULL;
trace_t tr;
float flAdjustedDamage, falloff;
Vector vecSpot;
Vector vecSrc = vecSrcIn;
if ( flRadius )
falloff = info.GetDamage() / flRadius;
else
falloff = 1.0;
int bInWater = (UTIL_PointContents ( vecSrc ) & MASK_WATER) ? true : false;
vecSrc.z += 1;// in case grenade is lying on the ground
// iterate on all entities in the vicinity.
for ( CEntitySphereQuery sphere( vecSrc, flRadius ); ( pEntity = sphere.GetCurrentEntity() ) != NULL; sphere.NextEntity() )
{
if ( pEntity->m_takedamage != DAMAGE_NO )
{
// UNDONE: this should check a damage mask, not an ignore
if ( iClassIgnore != CLASS_NONE && pEntity->Classify() == iClassIgnore )
{// houndeyes don't hurt other houndeyes with their attack
continue;
}
// blast's don't tavel into or out of water
if (bInWater && pEntity->GetWaterLevel() == 0)
continue;
if (!bInWater && pEntity->GetWaterLevel() == 3)
continue;
// radius damage can only be blocked by the world
vecSpot = pEntity->BodyTarget( vecSrc );
CTraceFilterHitAllExcept traceFilter( info.GetInflictor() );
UTIL_TraceLine( vecSrc, vecSpot, CONTENTS_SOLID, &traceFilter, &tr );
if ( tr.fraction == 1.0 || tr.m_pEnt == pEntity )
{// the explosion can 'see' this entity, so hurt them!
if (tr.startsolid)
{
// if we're stuck inside them, fixup the position and distance
tr.endpos = vecSrc;
tr.fraction = 0.0;
}
// decrease damage for an ent that's farther from the bomb.
flAdjustedDamage = ( vecSrc - tr.endpos ).Length() * falloff;
flAdjustedDamage = info.GetDamage() - flAdjustedDamage;
if ( flAdjustedDamage > 0 )
{
CTakeDamageInfo adjustedInfo = info;
adjustedInfo.SetDamage( flAdjustedDamage );
Vector vecDir = vecSpot - vecSrc;
VectorNormalize( vecDir );
// If we don't have a damage force, manufacture one
if ( adjustedInfo.GetDamagePosition() == vec3_origin || adjustedInfo.GetDamageForce() == vec3_origin )
{
CalculateExplosiveDamageForce( &adjustedInfo, vecDir, vecSrc );
}
else
{
// Assume the force passed in is the maximum force. Decay it based on falloff.
float flForce = adjustedInfo.GetDamageForce().Length() * falloff;
adjustedInfo.SetDamageForce( vecDir * flForce );
adjustedInfo.SetDamagePosition( vecSrc );
}
if (tr.fraction != 1.0)
{
ClearMultiDamage( );
Vector dir = tr.endpos - vecSrc;
VectorNormalize( dir );
pEntity->DispatchTraceAttack( adjustedInfo, dir, &tr );
ApplyMultiDamage();
}
else
{
pEntity->TakeDamage( adjustedInfo );
}
// Now hit all triggers along the way that respond to damage...
Vector dir = tr.endpos - vecSrc;
pEntity->TraceAttackToTriggers( adjustedInfo, vecSrc, tr.endpos, dir );
}
}
}
}
}
#endif
// ------------------------------------------------------------------------------------- //
// CHalfLife1 shared implementation.
// ------------------------------------------------------------------------------------- //
bool CHalfLife1::ShouldCollide( int collisionGroup0, int collisionGroup1 )
{
// HL2 treats movement and tracing against players the same, so just remap here
if ( collisionGroup0 == COLLISION_GROUP_PLAYER_MOVEMENT )
{
collisionGroup0 = COLLISION_GROUP_PLAYER;
}
if( collisionGroup1 == COLLISION_GROUP_PLAYER_MOVEMENT )
{
collisionGroup1 = COLLISION_GROUP_PLAYER;
}
if ( collisionGroup0 > collisionGroup1 )
{
// swap so that lowest is always first
int tmp = collisionGroup0;
collisionGroup0 = collisionGroup1;
collisionGroup1 = tmp;
}
return BaseClass::ShouldCollide( collisionGroup0, collisionGroup1 );
}
// ------------------------------------------------------------------------------------- //
// Global functions.
// ------------------------------------------------------------------------------------- //
// shared ammo definition
// JAY: Trying to make a more physical bullet response
#define BULLET_MASS_GRAINS_TO_LB(grains) (0.002285*(grains)/16.0f)
#define BULLET_MASS_GRAINS_TO_KG(grains) lbs2kg(BULLET_MASS_GRAINS_TO_LB(grains))
// exaggerate all of the forces, but use real numbers to keep them consistent
#define BULLET_IMPULSE_EXAGGERATION 3
// convert a velocity in ft/sec and a mass in grains to an impulse in kg in/s
#define BULLET_IMPULSE(grains, ftpersec) ((ftpersec)*12*BULLET_MASS_GRAINS_TO_KG(grains)*BULLET_IMPULSE_EXAGGERATION)
CAmmoDef *GetAmmoDef()
{
static CAmmoDef def;
static bool bInitted = false;
if ( !bInitted )
{
bInitted = true;
def.AddAmmoType( "9mmRound", DMG_BULLET | DMG_NEVERGIB, TRACER_LINE, "sk_plr_dmg_9mm_bullet", "sk_npc_dmg_9mm_bullet","sk_max_9mm_bullet", BULLET_IMPULSE(500, 1325), 0 );
def.AddAmmoType( "357Round", DMG_BULLET | DMG_NEVERGIB, TRACER_NONE, "sk_plr_dmg_357_bullet", NULL, "sk_max_357_bullet", BULLET_IMPULSE(650, 6000), 0 );
def.AddAmmoType( "Buckshot", DMG_BULLET | DMG_BUCKSHOT, TRACER_LINE, "sk_plr_dmg_buckshot", NULL, "sk_max_buckshot", BULLET_IMPULSE(200, 1200), 0 );
def.AddAmmoType( "XBowBolt", DMG_BULLET | DMG_NEVERGIB, TRACER_LINE, "sk_plr_dmg_xbow_bolt_plr",NULL, "sk_max_xbow_bolt", BULLET_IMPULSE( 200, 1200), 0 );
def.AddAmmoType( "MP5_Grenade", DMG_BURN | DMG_BLAST, TRACER_NONE, "sk_plr_dmg_mp5_grenade", NULL, "sk_max_mp5_grenade", 0, 0 );
def.AddAmmoType( "RPG_Rocket", DMG_BURN | DMG_BLAST, TRACER_NONE, "sk_plr_dmg_rpg", NULL, "sk_max_rpg_rocket", 0, 0 );
def.AddAmmoType( "Uranium", DMG_ENERGYBEAM, TRACER_NONE, NULL, NULL, "sk_max_uranium", 0, 0 );
def.AddAmmoType( "Grenade", DMG_BURN | DMG_BLAST, TRACER_NONE, "sk_plr_dmg_grenade", NULL, "sk_max_grenade", 0, 0 );
def.AddAmmoType( "Hornet", DMG_BULLET, TRACER_NONE, "sk_plr_dmg_hornet", "sk_npc_dmg_hornet", "sk_max_hornet", BULLET_IMPULSE(100, 1200), 0 );
def.AddAmmoType( "Snark", DMG_SLASH, TRACER_NONE, "sk_snark_dmg_bite", NULL, "sk_max_snark", 0, 0 );
def.AddAmmoType( "TripMine", DMG_BURN | DMG_BLAST, TRACER_NONE, "sk_plr_dmg_tripmine", NULL, "sk_max_tripmine", 0, 0 );
def.AddAmmoType( "Satchel", DMG_BURN | DMG_BLAST, TRACER_NONE, "sk_plr_dmg_satchel", NULL, "sk_max_satchel", 0, 0 );
def.AddAmmoType( "12mmRound", DMG_BULLET | DMG_NEVERGIB, TRACER_LINE, NULL, "sk_npc_dmg_12mm_bullet",NULL, BULLET_IMPULSE(300, 1200), 0 );
def.AddAmmoType( "Gravity", DMG_CRUSH, TRACER_NONE, 0, 0, 8, 0, 0 );
}
return &def;
}