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