You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
385 lines
11 KiB
385 lines
11 KiB
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
|
|
//
|
|
// Purpose:
|
|
//
|
|
// $NoKeywords: $
|
|
//
|
|
//=============================================================================//
|
|
|
|
#include "cbase.h"
|
|
#include "basecombatweapon.h"
|
|
#include "player.h"
|
|
#include "gamerules.h"
|
|
#include "ammodef.h"
|
|
#include "mathlib/mathlib.h"
|
|
#include "in_buttons.h"
|
|
#include "soundent.h"
|
|
#include "animation.h"
|
|
#include "ai_condition.h"
|
|
#include "basebludgeonweapon.h"
|
|
#include "ndebugoverlay.h"
|
|
#include "te_effect_dispatch.h"
|
|
#include "rumble_shared.h"
|
|
#include "gamestats.h"
|
|
|
|
// memdbgon must be the last include file in a .cpp file!!!
|
|
#include "tier0/memdbgon.h"
|
|
|
|
IMPLEMENT_SERVERCLASS_ST( CBaseHLBludgeonWeapon, DT_BaseHLBludgeonWeapon )
|
|
END_SEND_TABLE()
|
|
|
|
#define BLUDGEON_HULL_DIM 16
|
|
|
|
static const Vector g_bludgeonMins(-BLUDGEON_HULL_DIM,-BLUDGEON_HULL_DIM,-BLUDGEON_HULL_DIM);
|
|
static const Vector g_bludgeonMaxs(BLUDGEON_HULL_DIM,BLUDGEON_HULL_DIM,BLUDGEON_HULL_DIM);
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Constructor
|
|
//-----------------------------------------------------------------------------
|
|
CBaseHLBludgeonWeapon::CBaseHLBludgeonWeapon()
|
|
{
|
|
m_bFiresUnderwater = true;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Spawn the weapon
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseHLBludgeonWeapon::Spawn( void )
|
|
{
|
|
m_fMinRange1 = 0;
|
|
m_fMinRange2 = 0;
|
|
m_fMaxRange1 = 64;
|
|
m_fMaxRange2 = 64;
|
|
//Call base class first
|
|
BaseClass::Spawn();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Precache the weapon
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseHLBludgeonWeapon::Precache( void )
|
|
{
|
|
//Call base class first
|
|
PrecacheEffect( "watersplash" );
|
|
BaseClass::Precache();
|
|
}
|
|
|
|
int CBaseHLBludgeonWeapon::CapabilitiesGet()
|
|
{
|
|
return bits_CAP_WEAPON_MELEE_ATTACK1;
|
|
}
|
|
|
|
|
|
int CBaseHLBludgeonWeapon::WeaponMeleeAttack1Condition( float flDot, float flDist )
|
|
{
|
|
if (flDist > 64)
|
|
{
|
|
return COND_TOO_FAR_TO_ATTACK;
|
|
}
|
|
else if (flDot < 0.7)
|
|
{
|
|
return COND_NOT_FACING_ATTACK;
|
|
}
|
|
|
|
return COND_CAN_MELEE_ATTACK1;
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Purpose : Update weapon
|
|
//------------------------------------------------------------------------------
|
|
void CBaseHLBludgeonWeapon::ItemPostFrame( void )
|
|
{
|
|
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
|
|
|
|
if ( pOwner == NULL )
|
|
return;
|
|
|
|
if ( (pOwner->m_nButtons & IN_ATTACK) && (m_flNextPrimaryAttack <= gpGlobals->curtime) )
|
|
{
|
|
PrimaryAttack();
|
|
}
|
|
else if ( (pOwner->m_nButtons & IN_ATTACK2) && (m_flNextSecondaryAttack <= gpGlobals->curtime) )
|
|
{
|
|
SecondaryAttack();
|
|
}
|
|
else
|
|
{
|
|
WeaponIdle();
|
|
return;
|
|
}
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Purpose :
|
|
// Input :
|
|
// Output :
|
|
//------------------------------------------------------------------------------
|
|
void CBaseHLBludgeonWeapon::PrimaryAttack()
|
|
{
|
|
Swing( false );
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Purpose :
|
|
// Input :
|
|
// Output :
|
|
//------------------------------------------------------------------------------
|
|
void CBaseHLBludgeonWeapon::SecondaryAttack()
|
|
{
|
|
Swing( true );
|
|
}
|
|
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Purpose: Implement impact function
|
|
//------------------------------------------------------------------------------
|
|
void CBaseHLBludgeonWeapon::Hit( trace_t &traceHit, Activity nHitActivity, bool bIsSecondary )
|
|
{
|
|
CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
|
|
|
|
//Do view kick
|
|
AddViewKick();
|
|
|
|
//Make sound for the AI
|
|
CSoundEnt::InsertSound( SOUND_BULLET_IMPACT, traceHit.endpos, 400, 0.2f, pPlayer );
|
|
|
|
// This isn't great, but it's something for when the crowbar hits.
|
|
pPlayer->RumbleEffect( RUMBLE_AR2, 0, RUMBLE_FLAG_RESTART );
|
|
|
|
CBaseEntity *pHitEntity = traceHit.m_pEnt;
|
|
|
|
//Apply damage to a hit target
|
|
if ( pHitEntity != NULL )
|
|
{
|
|
Vector hitDirection;
|
|
pPlayer->EyeVectors( &hitDirection, NULL, NULL );
|
|
VectorNormalize( hitDirection );
|
|
|
|
CTakeDamageInfo info( GetOwner(), GetOwner(), GetDamageForActivity( nHitActivity ), DMG_CLUB );
|
|
|
|
if( pPlayer && pHitEntity->IsNPC() )
|
|
{
|
|
// If bonking an NPC, adjust damage.
|
|
info.AdjustPlayerDamageInflictedForSkillLevel();
|
|
}
|
|
|
|
CalculateMeleeDamageForce( &info, hitDirection, traceHit.endpos );
|
|
|
|
pHitEntity->DispatchTraceAttack( info, hitDirection, &traceHit );
|
|
ApplyMultiDamage();
|
|
|
|
// Now hit all triggers along the ray that...
|
|
TraceAttackToTriggers( info, traceHit.startpos, traceHit.endpos, hitDirection );
|
|
|
|
if ( ToBaseCombatCharacter( pHitEntity ) )
|
|
{
|
|
gamestats->Event_WeaponHit( pPlayer, !bIsSecondary, GetClassname(), info );
|
|
}
|
|
}
|
|
|
|
// Apply an impact effect
|
|
ImpactEffect( traceHit );
|
|
}
|
|
|
|
Activity CBaseHLBludgeonWeapon::ChooseIntersectionPointAndActivity( trace_t &hitTrace, const Vector &mins, const Vector &maxs, CBasePlayer *pOwner )
|
|
{
|
|
int i, j, k;
|
|
float distance;
|
|
const float *minmaxs[2] = {mins.Base(), maxs.Base()};
|
|
trace_t tmpTrace;
|
|
Vector vecHullEnd = hitTrace.endpos;
|
|
Vector vecEnd;
|
|
|
|
distance = 1e6f;
|
|
Vector vecSrc = hitTrace.startpos;
|
|
|
|
vecHullEnd = vecSrc + ((vecHullEnd - vecSrc)*2);
|
|
UTIL_TraceLine( vecSrc, vecHullEnd, MASK_SHOT_HULL, pOwner, COLLISION_GROUP_NONE, &tmpTrace );
|
|
if ( tmpTrace.fraction == 1.0 )
|
|
{
|
|
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_SHOT_HULL, pOwner, COLLISION_GROUP_NONE, &tmpTrace );
|
|
if ( tmpTrace.fraction < 1.0 )
|
|
{
|
|
float thisDistance = (tmpTrace.endpos - vecSrc).Length();
|
|
if ( thisDistance < distance )
|
|
{
|
|
hitTrace = tmpTrace;
|
|
distance = thisDistance;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
hitTrace = tmpTrace;
|
|
}
|
|
|
|
|
|
return ACT_VM_HITCENTER;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : &traceHit -
|
|
//-----------------------------------------------------------------------------
|
|
bool CBaseHLBludgeonWeapon::ImpactWater( const Vector &start, const Vector &end )
|
|
{
|
|
//FIXME: This doesn't handle the case of trying to splash while being underwater, but that's not going to look good
|
|
// right now anyway...
|
|
|
|
// We must start outside the water
|
|
if ( UTIL_PointContents( start, MASK_WATER ) & (CONTENTS_WATER|CONTENTS_SLIME))
|
|
return false;
|
|
|
|
// We must end inside of water
|
|
if ( !(UTIL_PointContents( end, MASK_WATER ) & (CONTENTS_WATER|CONTENTS_SLIME)))
|
|
return false;
|
|
|
|
trace_t waterTrace;
|
|
|
|
UTIL_TraceLine( start, end, (CONTENTS_WATER|CONTENTS_SLIME), GetOwner(), COLLISION_GROUP_NONE, &waterTrace );
|
|
|
|
if ( waterTrace.fraction < 1.0f )
|
|
{
|
|
CEffectData data;
|
|
|
|
data.m_fFlags = 0;
|
|
data.m_vOrigin = waterTrace.endpos;
|
|
data.m_vNormal = waterTrace.plane.normal;
|
|
data.m_flScale = 8.0f;
|
|
|
|
// See if we hit slime
|
|
if ( waterTrace.contents & CONTENTS_SLIME )
|
|
{
|
|
data.m_fFlags |= FX_WATER_IN_SLIME;
|
|
}
|
|
|
|
DispatchEffect( "watersplash", data );
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseHLBludgeonWeapon::ImpactEffect( trace_t &traceHit )
|
|
{
|
|
// See if we hit water (we don't do the other impact effects in this case)
|
|
if ( ImpactWater( traceHit.startpos, traceHit.endpos ) )
|
|
return;
|
|
|
|
//FIXME: need new decals
|
|
UTIL_ImpactTrace( &traceHit, DMG_CLUB );
|
|
}
|
|
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Purpose : Starts the swing of the weapon and determines the animation
|
|
// Input : bIsSecondary - is this a secondary attack?
|
|
//------------------------------------------------------------------------------
|
|
void CBaseHLBludgeonWeapon::Swing( int bIsSecondary )
|
|
{
|
|
trace_t traceHit;
|
|
|
|
// Try a ray
|
|
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
|
|
if ( !pOwner )
|
|
return;
|
|
|
|
pOwner->RumbleEffect( RUMBLE_CROWBAR_SWING, 0, RUMBLE_FLAG_RESTART );
|
|
|
|
Vector swingStart = pOwner->Weapon_ShootPosition( );
|
|
Vector forward;
|
|
|
|
forward = pOwner->GetAutoaimVector( AUTOAIM_SCALE_DEFAULT, GetRange() );
|
|
|
|
Vector swingEnd = swingStart + forward * GetRange();
|
|
UTIL_TraceLine( swingStart, swingEnd, MASK_SHOT_HULL, pOwner, COLLISION_GROUP_NONE, &traceHit );
|
|
Activity nHitActivity = ACT_VM_HITCENTER;
|
|
|
|
// Like bullets, bludgeon traces have to trace against triggers.
|
|
CTakeDamageInfo triggerInfo( GetOwner(), GetOwner(), GetDamageForActivity( nHitActivity ), DMG_CLUB );
|
|
triggerInfo.SetDamagePosition( traceHit.startpos );
|
|
triggerInfo.SetDamageForce( forward );
|
|
TraceAttackToTriggers( triggerInfo, traceHit.startpos, traceHit.endpos, forward );
|
|
|
|
if ( traceHit.fraction == 1.0 )
|
|
{
|
|
float bludgeonHullRadius = 1.732f * BLUDGEON_HULL_DIM; // hull is +/- 16, so use cuberoot of 2 to determine how big the hull is from center to the corner point
|
|
|
|
// Back off by hull "radius"
|
|
swingEnd -= forward * bludgeonHullRadius;
|
|
|
|
UTIL_TraceHull( swingStart, swingEnd, g_bludgeonMins, g_bludgeonMaxs, MASK_SHOT_HULL, pOwner, COLLISION_GROUP_NONE, &traceHit );
|
|
if ( traceHit.fraction < 1.0 && traceHit.m_pEnt )
|
|
{
|
|
Vector vecToTarget = traceHit.m_pEnt->GetAbsOrigin() - swingStart;
|
|
VectorNormalize( vecToTarget );
|
|
|
|
float dot = vecToTarget.Dot( forward );
|
|
|
|
// YWB: Make sure they are sort of facing the guy at least...
|
|
if ( dot < 0.70721f )
|
|
{
|
|
// Force amiss
|
|
traceHit.fraction = 1.0f;
|
|
}
|
|
else
|
|
{
|
|
nHitActivity = ChooseIntersectionPointAndActivity( traceHit, g_bludgeonMins, g_bludgeonMaxs, pOwner );
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( !bIsSecondary )
|
|
{
|
|
m_iPrimaryAttacks++;
|
|
}
|
|
else
|
|
{
|
|
m_iSecondaryAttacks++;
|
|
}
|
|
|
|
gamestats->Event_WeaponFired( pOwner, !bIsSecondary, GetClassname() );
|
|
|
|
// -------------------------
|
|
// Miss
|
|
// -------------------------
|
|
if ( traceHit.fraction == 1.0f )
|
|
{
|
|
nHitActivity = bIsSecondary ? ACT_VM_MISSCENTER2 : ACT_VM_MISSCENTER;
|
|
|
|
// We want to test the first swing again
|
|
Vector testEnd = swingStart + forward * GetRange();
|
|
|
|
// See if we happened to hit water
|
|
ImpactWater( swingStart, testEnd );
|
|
}
|
|
else
|
|
{
|
|
Hit( traceHit, nHitActivity, bIsSecondary ? true : false );
|
|
}
|
|
|
|
// Send the anim
|
|
SendWeaponAnim( nHitActivity );
|
|
|
|
//Setup our next attack times
|
|
m_flNextPrimaryAttack = gpGlobals->curtime + GetFireRate();
|
|
m_flNextSecondaryAttack = gpGlobals->curtime + SequenceDuration();
|
|
|
|
//Play swing sound
|
|
WeaponSound( SINGLE );
|
|
}
|