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//===== Copyright � 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
//===========================================================================//
#include "cbase.h"
#include "weapon_knife.h"
#include "cs_gamerules.h"
#include "datacache/imdlcache.h"
#if defined( CLIENT_DLL )
#include "c_cs_player.h"
#include "c_te_effect_dispatch.h"
#include "c_rumble.h"
#include "rumble_shared.h"
#else
#include "cs_player.h"
#include "ilagcompensationmanager.h"
#include "te_effect_dispatch.h"
#endif
// NOTE: This has to be the last file included!
#include "tier0/memdbgon.h"
#define KNIFE_BODYHIT_VOLUME 128
#define KNIFE_WALLHIT_VOLUME 512
#define KNIFE_RANGE_SHORT 32
#define KNIFE_RANGE_LONG 48
Vector head_hull_mins( -16, -16, -18 ); Vector head_hull_maxs( 16, 16, 18 );
#ifndef CLIENT_DLL
//-----------------------------------------------------------------------------
// Purpose: Only send to local player if this weapon is the active weapon
// Input : *pStruct -
// *pVarData -
// *pRecipients -
// objectID -
// Output : void*
//-----------------------------------------------------------------------------
void* SendProxy_SendActiveLocalKnifeDataTable( const SendProp *pProp, const void *pStruct, const void *pVarData, CSendProxyRecipients *pRecipients, int objectID ) { // Get the weapon entity
CBaseCombatWeapon *pWeapon = (CBaseCombatWeapon*)pVarData; if ( pWeapon ) { // Only send this chunk of data to the player carrying this weapon
CBasePlayer *pPlayer = ToBasePlayer( pWeapon->GetOwner() ); if ( pPlayer /*&& pPlayer->GetActiveWeapon() == pWeapon*/ ) { pRecipients->SetOnly( pPlayer->GetClientIndex() ); return (void*)pVarData; } } return NULL; } REGISTER_SEND_PROXY_NON_MODIFIED_POINTER( SendProxy_SendActiveLocalKnifeDataTable );
//-----------------------------------------------------------------------------
// Purpose: Only send to local player if this weapon is the active weapon
// Input : *pStruct -
// *pVarData -
// *pRecipients -
// objectID -
// Output : void*
//-----------------------------------------------------------------------------
void* SendProxy_SendActiveLocalKnifeGGDataTable( const SendProp *pProp, const void *pStruct, const void *pVarData, CSendProxyRecipients *pRecipients, int objectID ) { // Get the weapon entity
CBaseCombatWeapon *pWeapon = (CBaseCombatWeapon*)pVarData; if ( pWeapon ) { // Only send this chunk of data to the player carrying this weapon
CBasePlayer *pPlayer = ToBasePlayer( pWeapon->GetOwner() ); if ( pPlayer /*&& pPlayer->GetActiveWeapon() == pWeapon*/ ) { pRecipients->SetOnly( pPlayer->GetClientIndex() ); return (void*)pVarData; } }
return NULL; } REGISTER_SEND_PROXY_NON_MODIFIED_POINTER( SendProxy_SendActiveLocalKnifeGGDataTable ); #endif
// ----------------------------------------------------------------------------- //
// CKnife tables.
// ----------------------------------------------------------------------------- //
IMPLEMENT_NETWORKCLASS_ALIASED( Knife, DT_WeaponKnife )
BEGIN_NETWORK_TABLE( CKnife, DT_WeaponKnife ) END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CKnife ) END_PREDICTION_DATA()
LINK_ENTITY_TO_CLASS_ALIASED( weapon_knife, Knife ); PRECACHE_REGISTER( weapon_knife );
// ----------------------------------------------------------------------------- //
// CKnife implementation.
// ----------------------------------------------------------------------------- //
CKnife::CKnife() {
#ifndef CLIENT_DLL
m_swingLeft = true;
#endif
}
bool CKnife::HasPrimaryAmmo() { return true; }
bool CKnife::CanBeSelected() { return true; }
void CKnife::Precache() { BaseClass::Precache();
PrecacheScriptSound( "Weapon_Knife.Deploy" ); PrecacheScriptSound( "Weapon_Knife.Slash" ); PrecacheScriptSound( "Weapon_Knife.Stab" ); PrecacheScriptSound( "Weapon_Knife.Hit" ); PrecacheEffect( "KnifeSlash" ); }
void CKnife::Spawn() { m_iClip1 = -1; BaseClass::Spawn(); }
//
// Different knives seem to have a slightly different deploy timing on the animation
// we hardcode the next attack to be consistent with any knife
//
#define hardcoded_knife_deploy_time 1.0f
bool CKnife::Deploy() { // NOTE (wills): Knives no longer use model bodygroups to change their appearance
// between CT and T versions. Team-specific knives now support team-specific
// viewmodel and world animations, so they are stored as unique models.
// If a knife needs to look aesthetically different between CT/T teams,
// add an asset_modifier block to the item definition to divert the whole model.
/*
// We need to set the model for the knife based on what team the player is on.
// We must do this after running deploy to avoid frame locking issues.
CCSPlayer *pPlayer = GetPlayerOwner(); if ( pPlayer != NULL ) { MDLCACHE_CRITICAL_SECTION_(g_pMDLCache); int bodyPartID = ( pPlayer->GetTeamNumber() == TEAM_TERRORIST ) ? 0 : 1; SetBodygroup( 0 , bodyPartID ); } */ if ( !BaseClass::Deploy() ) return false;
// Fix for different knife models having different deploy times. If it's short,
// you just idle a bit before you attack. If it's long, we animation-cancel the
// deploy animation and go straight into the swing/stab after a fixed amount of
// time.
if ( CBasePlayer *pOwner = ToBasePlayer( GetOwner() ) ) pOwner->SetNextAttack( gpGlobals->curtime + hardcoded_knife_deploy_time );
return true; }
void CKnife::WeaponAnimation ( int iAnimation ) { /*
int flag; #if defined( CLIENT_WEAPONS )
flag = FEV_NOTHOST; #else
flag = 0; #endif
PLAYBACK_EVENT_FULL( flag, pPlayer->edict(), m_usKnife, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, iAnimation, 2, 3, 4 ); */ }
void FindHullIntersection( const Vector &vecSrc, trace_t &tr, const Vector &mins, const Vector &maxs, CBaseEntity *pEntity ) { int i, j, k; float distance; Vector minmaxs[2] = {mins, maxs}; trace_t tmpTrace; Vector vecHullEnd = tr.endpos; Vector vecEnd;
distance = 1e6f;
vecHullEnd = vecSrc + ((vecHullEnd - vecSrc)*2); UTIL_TraceLine( vecSrc, vecHullEnd, MASK_SOLID, pEntity, COLLISION_GROUP_NONE, &tmpTrace ); if ( tmpTrace.fraction < 1.0 ) { tr = tmpTrace; return; }
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_SOLID, pEntity, COLLISION_GROUP_NONE, &tmpTrace ); if ( tmpTrace.fraction < 1.0 ) { float thisDistance = (tmpTrace.endpos - vecSrc).Length(); if ( thisDistance < distance ) { tr = tmpTrace; distance = thisDistance; } } } } } }
void CKnife::PrimaryAttack() { CCSPlayer *pPlayer = GetPlayerOwner(); if ( pPlayer ) { #if !defined (CLIENT_DLL)
// Move other players back to history positions based on local player's lag
lagcompensation->StartLagCompensation( pPlayer, LAG_COMPENSATE_HITBOXES_ALONG_RAY, pPlayer->EyePosition(), pPlayer->EyeAngles(), KNIFE_RANGE_LONG ); #endif
SwingOrStab( Primary_Mode ); #if !defined (CLIENT_DLL)
lagcompensation->FinishLagCompensation( pPlayer ); #endif
} }
void CKnife::SecondaryAttack() { CCSPlayer *pPlayer = GetPlayerOwner(); if ( pPlayer && !pPlayer->m_bIsDefusing && !CSGameRules()->IsFreezePeriod() ) { #if !defined (CLIENT_DLL)
// Move other players back to history positions based on local player's lag
lagcompensation->StartLagCompensation( pPlayer, LAG_COMPENSATE_HITBOXES_ALONG_RAY, pPlayer->EyePosition(), pPlayer->EyeAngles(), KNIFE_RANGE_SHORT ); #endif
SwingOrStab( Secondary_Mode ); #if !defined (CLIENT_DLL)
lagcompensation->FinishLagCompensation( pPlayer ); #endif
} }
#include "effect_dispatch_data.h"
void CKnife::WeaponIdle() { if (m_flTimeWeaponIdle > gpGlobals->curtime) return;
CCSPlayer *pPlayer = GetPlayerOwner(); if ( !pPlayer ) return;
if ( pPlayer->IsShieldDrawn() ) return;
SetWeaponIdleTime( gpGlobals->curtime + 20 );
// only idle if the slid isn't back
SendWeaponAnim( ACT_VM_IDLE ); }
// [tj] Hacky cheat code to control knife damage
#ifndef CLIENT_DLL
ConVar KnifeDamageScale( "knife_damage_scale", "100", FCVAR_DEVELOPMENTONLY ); #endif
bool CKnife::SwingOrStab( CSWeaponMode weaponMode ) { CCSPlayer *pPlayer = GetPlayerOwner(); if ( !pPlayer ) return false;
#ifndef CLIENT_DLL
pPlayer->PlayerUsedKnife(); #endif
// bStab: false=primary, true=secondary
float fRange = (weaponMode == Primary_Mode) ? KNIFE_RANGE_LONG : KNIFE_RANGE_SHORT; // knife range
Vector vForward; AngleVectors( pPlayer->EyeAngles(), &vForward ); Vector vecSrc = pPlayer->Weapon_ShootPosition(); Vector vecEnd = vecSrc + vForward * fRange;
trace_t tr; UTIL_TraceLine( vecSrc, vecEnd, MASK_SOLID, pPlayer, COLLISION_GROUP_NONE, &tr );
//check for hitting glass - TODO - fix this hackiness, doesn't always line up with what FindHullIntersection returns
#ifndef CLIENT_DLL
CTakeDamageInfo glassDamage( pPlayer, pPlayer, 42.0f, DMG_BULLET | DMG_NEVERGIB ); TraceAttackToTriggers( glassDamage, tr.startpos, tr.endpos, vForward ); #endif
if ( tr.fraction >= 1.0 ) { UTIL_TraceHull( vecSrc, vecEnd, head_hull_mins, head_hull_maxs, MASK_SOLID, pPlayer, COLLISION_GROUP_NONE, &tr ); if ( tr.fraction < 1.0 ) { // Calculate the point of intersection of the line (or hull) and the object we hit
// This is and approximation of the "best" intersection
CBaseEntity *pHit = tr.m_pEnt; if ( !pHit || pHit->IsBSPModel() ) FindHullIntersection( vecSrc, tr, VEC_DUCK_HULL_MIN, VEC_DUCK_HULL_MAX, pPlayer ); vecEnd = tr.endpos; // This is the point on the actual surface (the hull could have hit space)
} }
bool bDidHit = tr.fraction < 1.0f;
#ifndef CLIENT_DLL
bool bFirstSwing = (m_flNextPrimaryAttack + 0.4) < gpGlobals->curtime; if ( bFirstSwing ) { m_swingLeft = true; }
#endif
float fPrimDelay, fSecDelay;
if ( weaponMode == Secondary_Mode ) { fPrimDelay = fSecDelay = bDidHit ? 1.1f : 1.0f; } else // swing
{ fPrimDelay = bDidHit ? 0.5f : 0.4f; fSecDelay = bDidHit ? 0.5f : 0.5f; }
if ( pPlayer->HasShield() ) { fPrimDelay += 0.7f; // 0.7 seconds slower if we carry a shield
fSecDelay += 0.7f; }
m_flNextPrimaryAttack = gpGlobals->curtime + fPrimDelay; m_flNextSecondaryAttack = gpGlobals->curtime + fSecDelay; SetWeaponIdleTime( gpGlobals->curtime + 2 ); bool bBackStab = false;
if ( bDidHit ) { // server side damage calculations
CBaseEntity *pEntity = tr.m_pEnt;
#ifndef CLIENT_DLL
// player "shoot" animation
pPlayer->SetAnimation( PLAYER_ATTACK1 );
ClearMultiDamage();
float flDamage = 0.f; // set below
#endif
if ( pEntity && pEntity->IsPlayer() ) { Vector vTragetForward;
AngleVectors( pEntity->GetAbsAngles(), &vTragetForward );
Vector2D vecLOS = (pEntity->GetAbsOrigin() - pPlayer->GetAbsOrigin()).AsVector2D(); Vector2DNormalize( vecLOS );
float flDot = vecLOS.Dot( vTragetForward.AsVector2D() );
//Triple the damage if we are stabbing them in the back.
if ( flDot > 0.475f ) bBackStab = true; }
#ifndef CLIENT_DLL
if ( weaponMode == Secondary_Mode ) { if ( bBackStab ) { flDamage = 180.0f; } else { flDamage = 65.0f; } } else { if ( bBackStab ) { flDamage = 90; } else if ( bFirstSwing ) { // first swing does full damage
flDamage = 40; } else { // subsequent swings do less
flDamage = 25; } }
// [tj] Hacky cheat to lower knife damage for testing
flDamage *= ( KnifeDamageScale.GetInt() / 100.0f ); #endif
if ( weaponMode == Secondary_Mode ) { SendWeaponAnim( bBackStab ? ACT_VM_SWINGHARD : ACT_VM_HITCENTER2 ); } else // swing
{ SendWeaponAnim( bBackStab ? ACT_VM_SWINGHIT : ACT_VM_HITCENTER ); }
#ifndef CLIENT_DLL
CCSPlayer::StartNewBulletGroup(); CTakeDamageInfo info( pPlayer, pPlayer, this, flDamage, DMG_SLASH | DMG_NEVERGIB );
CalculateMeleeDamageForce( &info, vForward, tr.endpos, 1.0f/flDamage ); pEntity->DispatchTraceAttack( info, vForward, &tr ); ApplyMultiDamage(); #endif
if ( tr.m_pEnt ) { CPASAttenuationFilter filter( this ); filter.UsePredictionRules();
if ( tr.m_pEnt->IsPlayer() ) { EmitSound( filter, entindex(), (weaponMode == Secondary_Mode) ? "Weapon_Knife.Stab" : "Weapon_Knife.Hit" ); } else { EmitSound( filter, entindex(), "Weapon_Knife.HitWall" ); } }
CEffectData data; data.m_vOrigin = tr.endpos; data.m_vStart = tr.startpos; data.m_nSurfaceProp = tr.surface.surfaceProps; data.m_nDamageType = DMG_SLASH; data.m_nHitBox = tr.hitbox; #ifdef CLIENT_DLL
data.m_hEntity = tr.m_pEnt->GetRefEHandle(); #else
data.m_nEntIndex = tr.m_pEnt->entindex(); #endif
CPASFilter filter( data.m_vOrigin );
#ifndef CLIENT_DLL
filter.RemoveRecipient( pPlayer ); #endif
data.m_vAngles = pPlayer->GetAbsAngles(); data.m_fFlags = 0x1; //IMPACT_NODECAL;
DispatchEffect( filter, 0.0, "KnifeSlash", data ); } else { // play wiff or swish sound
CPASAttenuationFilter filter( this ); filter.UsePredictionRules(); EmitSound( filter, entindex(), "Weapon_Knife.Slash" );
if ( weaponMode == Secondary_Mode ) { SendWeaponAnim( ACT_VM_MISSCENTER2 ); } else // swing
{ SendWeaponAnim( ACT_VM_MISSCENTER ); } }
#ifndef CLIENT_DLL
if ( weaponMode == Secondary_Mode ) { pPlayer->DoAnimationEvent( bBackStab ? PLAYERANIMEVENT_FIRE_GUN_SECONDARY_SPECIAL1 : PLAYERANIMEVENT_FIRE_GUN_SECONDARY ); m_swingLeft = true; } else // swing
{ // See if we are back stabbing and if we're swinging left (opt) or right.
pPlayer->DoAnimationEvent( bBackStab ? ( m_swingLeft ? PLAYERANIMEVENT_FIRE_GUN_PRIMARY_OPT_SPECIAL1 : PLAYERANIMEVENT_FIRE_GUN_PRIMARY_SPECIAL1 ) : ( m_swingLeft ? PLAYERANIMEVENT_FIRE_GUN_PRIMARY_OPT : PLAYERANIMEVENT_FIRE_GUN_PRIMARY) ); m_swingLeft = !m_swingLeft; } #else
RumbleEffect( XBX_GetUserId( pPlayer->GetSplitScreenPlayerSlot() ), !bDidHit ? RUMBLE_CROWBAR_SWING : RUMBLE_AR2, 0, RUMBLE_FLAG_RESTART ); #endif
return bDidHit; }
bool CKnife::CanDrop() { return false; }
// ----------------------------------------------------------------------------- //
// CKnifeGG tables.
// ----------------------------------------------------------------------------- //
IMPLEMENT_NETWORKCLASS_ALIASED( KnifeGG, DT_WeaponKnifeGG )
BEGIN_NETWORK_TABLE( CKnifeGG, DT_WeaponKnifeGG ) END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CKnifeGG ) END_PREDICTION_DATA()
LINK_ENTITY_TO_CLASS_ALIASED( weapon_knifegg, KnifeGG ); PRECACHE_REGISTER( weapon_knifegg );
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