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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "weapon_knife.h"
#include "cs_gamerules.h"
#if defined( CLIENT_DLL )
#include "c_cs_player.h"
#else
#include "cs_player.h"
#include "ilagcompensationmanager.h"
#include "cs_gamestats.h"
#endif
#define KNIFE_BODYHIT_VOLUME 128
#define KNIFE_WALLHIT_VOLUME 512
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 ); #endif
// ----------------------------------------------------------------------------- //
// CKnife tables.
// ----------------------------------------------------------------------------- //
IMPLEMENT_NETWORKCLASS_ALIASED( Knife, DT_WeaponKnife )
BEGIN_NETWORK_TABLE_NOBASE( CKnife, DT_LocalActiveWeaponKnifeData ) #if !defined( CLIENT_DLL )
SendPropTime( SENDINFO( m_flSmackTime ) ), #else
RecvPropTime( RECVINFO( m_flSmackTime ) ), #endif
END_NETWORK_TABLE()
BEGIN_NETWORK_TABLE( CKnife, DT_WeaponKnife ) #if !defined( CLIENT_DLL )
SendPropDataTable("LocalActiveWeaponKnifeData", 0, &REFERENCE_SEND_TABLE(DT_LocalActiveWeaponKnifeData), SendProxy_SendActiveLocalKnifeDataTable ), #else
RecvPropDataTable("LocalActiveWeaponKnifeData", 0, 0, &REFERENCE_RECV_TABLE(DT_LocalActiveWeaponKnifeData)), #endif
END_NETWORK_TABLE()
#if defined CLIENT_DLL
BEGIN_PREDICTION_DATA( CKnife ) DEFINE_PRED_FIELD( m_flSmackTime, FIELD_FLOAT, FTYPEDESC_INSENDTABLE ), END_PREDICTION_DATA() #endif
LINK_ENTITY_TO_CLASS( weapon_knife, CKnife ); PRECACHE_WEAPON_REGISTER( weapon_knife );
#ifndef CLIENT_DLL
BEGIN_DATADESC( CKnife ) DEFINE_THINKFUNC( Smack ) END_DATADESC()
#endif
// ----------------------------------------------------------------------------- //
// CKnife implementation.
// ----------------------------------------------------------------------------- //
CKnife::CKnife() { }
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" ); }
void CKnife::Spawn() { Precache();
m_iClip1 = -1; BaseClass::Spawn(); }
bool CKnife::Deploy() { CPASAttenuationFilter filter( this ); filter.UsePredictionRules(); EmitSound( filter, entindex(), "Weapon_Knife.Deploy" );
return BaseClass::Deploy(); }
void CKnife::Holster( int skiplocal ) { if ( GetPlayerOwner() ) { GetPlayerOwner()->m_flNextAttack = gpGlobals->curtime + 0.5; } }
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, pPlayer->GetCurrentCommand() ); #endif
SwingOrStab( false ); #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, pPlayer->GetCurrentCommand() ); #endif
SwingOrStab( true ); #if !defined (CLIENT_DLL)
lagcompensation->FinishLagCompensation( pPlayer ); #endif
} }
#include "effect_dispatch_data.h"
void CKnife::Smack( void ) { if ( !GetPlayerOwner() ) return;
m_trHit.m_pEnt = m_pTraceHitEnt;
if ( !m_trHit.m_pEnt || (m_trHit.surface.flags & SURF_SKY) ) return;
if ( m_trHit.fraction == 1.0 ) return;
if ( m_trHit.m_pEnt ) { CPASAttenuationFilter filter( this ); filter.UsePredictionRules();
if( m_trHit.m_pEnt->IsPlayer() ) { EmitSound( filter, entindex(), m_bStab?"Weapon_Knife.Stab":"Weapon_Knife.Hit" ); } else { EmitSound( filter, entindex(), "Weapon_Knife.HitWall" ); } }
CEffectData data; data.m_vOrigin = m_trHit.endpos; data.m_vStart = m_trHit.startpos; data.m_nSurfaceProp = m_trHit.surface.surfaceProps; data.m_nDamageType = DMG_SLASH; data.m_nHitBox = m_trHit.hitbox; #ifdef CLIENT_DLL
data.m_hEntity = m_trHit.m_pEnt->GetRefEHandle(); #else
data.m_nEntIndex = m_trHit.m_pEnt->entindex(); #endif
CPASFilter filter( data.m_vOrigin ); #ifndef CLIENT_DLL
filter.RemoveRecipient( GetPlayerOwner() ); #endif
data.m_vAngles = GetPlayerOwner()->GetAbsAngles(); data.m_fFlags = 0x1; //IMPACT_NODECAL;
te->DispatchEffect( filter, 0.0, data.m_vOrigin, "KnifeSlash", data ); }
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 ); }
//=============================================================================
// HPE_BEGIN:
// [tj] Hacky cheat code to control knife damage
//=============================================================================
#ifndef CLIENT_DLL
ConVar KnifeDamageScale("knife_damage_scale", "100", FCVAR_DEVELOPMENTONLY); #endif
//=============================================================================
// HPE_END
//=============================================================================
bool CKnife::SwingOrStab( bool bStab ) { CCSPlayer *pPlayer = GetPlayerOwner(); if ( !pPlayer ) return false;
float fRange = bStab ? 32 : 48; // 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; #endif
float fPrimDelay, fSecDelay;
if ( bStab ) { SendWeaponAnim( bDidHit ? ACT_VM_HITCENTER : ACT_VM_MISSCENTER );
fPrimDelay = fSecDelay = bDidHit ? 1.1f : 1.0f;
pPlayer->DoAnimationEvent( PLAYERANIMEVENT_FIRE_GUN_PRIMARY ); } else // swing
{ SendWeaponAnim( bDidHit ? ACT_VM_HITCENTER : ACT_VM_MISSCENTER );
fPrimDelay = bDidHit ? 0.5f : 0.4f; fSecDelay = bDidHit ? 0.5f : 0.5f;
pPlayer->DoAnimationEvent( PLAYERANIMEVENT_FIRE_GUN_SECONDARY ); }
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 ); if ( !bDidHit ) { // play wiff or swish sound
CPASAttenuationFilter filter( this ); filter.UsePredictionRules(); EmitSound( filter, entindex(), "Weapon_Knife.Slash" ); }
#ifndef CLIENT_DLL
float flDamage = 0.0f; if ( bDidHit ) { // play thwack, smack, or dong sound
CBaseEntity *pEntity = tr.m_pEnt; // player "shoot" animation
pPlayer->SetAnimation( PLAYER_ATTACK1 );
ClearMultiDamage(); flDamage = 42.0f;
if ( bStab ) { flDamage = 65.0f;
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 > 0.80f ) flDamage *= 3; } } else { if ( bFirstSwing ) { // first swing does full damage
flDamage = 20; } else { // subsequent swings do less
flDamage = 15; } }
//=============================================================================
// HPE_BEGIN:
// [tj] Hacky cheat to lower knife damage for testing
//=============================================================================
flDamage *= (KnifeDamageScale.GetInt() / 100.0f); //=============================================================================
// HPE_END
//=============================================================================
CTakeDamageInfo info( pPlayer, pPlayer, flDamage, DMG_BULLET | DMG_NEVERGIB );
CalculateMeleeDamageForce( &info, vForward, tr.endpos, 1.0f/flDamage ); pEntity->DispatchTraceAttack( info, vForward, &tr ); ApplyMultiDamage(); }
CCS_GameStats.Event_KnifeUse( pPlayer, bStab, flDamage );
#endif
if ( bDidHit ) { // delay the decal a bit
m_trHit = tr; // Store the ent in an EHANDLE, just in case it goes away by the time we get into our think function.
m_pTraceHitEnt = tr.m_pEnt;
m_bStab = bStab; //store this so we know what hit sound to play
m_flSmackTime = gpGlobals->curtime + (bStab?0.2f:0.1f); }
return bDidHit; }
void CKnife::ItemPostFrame( void ) { if( m_flSmackTime > 0 && gpGlobals->curtime > m_flSmackTime ) { Smack(); m_flSmackTime = -1; }
BaseClass::ItemPostFrame(); }
bool CKnife::CanDrop() { return false; }
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