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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "weapon_dodbasemelee.h"
#include "dod_gamerules.h"
#if defined( CLIENT_DLL )
#include "c_dod_player.h"
#else
#include "dod_player.h"
#include "ilagcompensationmanager.h"
#endif
#include "effect_dispatch_data.h"
#define KNIFE_BODYHIT_VOLUME 128
#define KNIFE_WALLHIT_VOLUME 512
// ----------------------------------------------------------------------------- //
// CWeaponDODBaseMelee tables.
// ----------------------------------------------------------------------------- //
IMPLEMENT_NETWORKCLASS_ALIASED( WeaponDODBaseMelee, DT_WeaponDODBaseMelee )
BEGIN_NETWORK_TABLE_NOBASE( CWeaponDODBaseMelee, DT_LocalActiveWeaponBaseMeleeData ) END_NETWORK_TABLE()
BEGIN_NETWORK_TABLE( CWeaponDODBaseMelee, DT_WeaponDODBaseMelee ) END_NETWORK_TABLE()
#ifdef CLIENT_DLL
BEGIN_PREDICTION_DATA( CWeaponDODBaseMelee ) DEFINE_PRED_FIELD( m_flSmackTime, FIELD_FLOAT, FTYPEDESC_INSENDTABLE ), END_PREDICTION_DATA() #endif
LINK_ENTITY_TO_CLASS( weapon_dod_base_melee, CWeaponDODBaseMelee );
#ifndef CLIENT_DLL
BEGIN_DATADESC( CWeaponDODBaseMelee ) DEFINE_FUNCTION( Smack ) END_DATADESC()
#endif
// ----------------------------------------------------------------------------- //
// CWeaponDODBaseMelee implementation.
// ----------------------------------------------------------------------------- //
CWeaponDODBaseMelee::CWeaponDODBaseMelee() { }
void CWeaponDODBaseMelee::Spawn() { Precache();
WEAPON_FILE_INFO_HANDLE hWpnInfo = LookupWeaponInfoSlot( GetClassname() );
Assert( hWpnInfo != GetInvalidWeaponInfoHandle() );
CDODWeaponInfo *pWeaponInfo = dynamic_cast< CDODWeaponInfo* >( GetFileWeaponInfoFromHandle( hWpnInfo ) );
Assert( pWeaponInfo && "Failed to get CDODWeaponInfo in melee weapon spawn" ); m_pWeaponInfo = pWeaponInfo;
Assert( m_pWeaponInfo );
m_iClip1 = -1; BaseClass::Spawn(); }
void CWeaponDODBaseMelee::WeaponIdle( void ) { if ( m_flTimeWeaponIdle > gpGlobals->curtime ) return;
SendWeaponAnim( ACT_VM_IDLE );
m_flTimeWeaponIdle = gpGlobals->curtime + SequenceDuration(); }
void CWeaponDODBaseMelee::PrimaryAttack() { MeleeAttack( 60, MELEE_DMG_EDGE, 0.2f, 0.4f ); }
CBaseEntity *CWeaponDODBaseMelee::MeleeAttack( int iDamageAmount, int iDamageType, float flDmgDelay, float flAttackDelay ) { if ( !CanAttack() ) return NULL;
CDODPlayer *pPlayer = ToDODPlayer( GetPlayerOwner() );
#if !defined (CLIENT_DLL)
// Move other players back to history positions based on local player's lag
lagcompensation->StartLagCompensation( pPlayer, pPlayer->GetCurrentCommand() ); #endif
Vector vForward, vRight, vUp; AngleVectors( pPlayer->EyeAngles(), &vForward, &vRight, &vUp ); Vector vecSrc = pPlayer->Weapon_ShootPosition(); Vector vecEnd = vecSrc + vForward * 48;
CTraceFilterSimple filter( pPlayer, COLLISION_GROUP_NONE );
int iTraceMask = MASK_SOLID | CONTENTS_HITBOX | CONTENTS_DEBRIS;
trace_t tr; UTIL_TraceLine( vecSrc, vecEnd, iTraceMask, &filter, &tr );
const float rayExtension = 40.0f; UTIL_ClipTraceToPlayers( vecSrc, vecEnd + vForward * rayExtension, iTraceMask, &filter, &tr );
if ( tr.fraction >= 1.0 ) { Vector head_hull_mins( -16, -16, -18 ); Vector head_hull_maxs( 16, 16, 18 );
UTIL_TraceHull( vecSrc, vecEnd, head_hull_mins, head_hull_maxs, MASK_SOLID, &filter, &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)
// Make sure it is in front of us
Vector vecToEnd = vecEnd - vecSrc; VectorNormalize( vecToEnd );
// if zero length, always hit
if ( vecToEnd.Length() > 0 ) { float dot = DotProduct( vForward, vecToEnd );
// sanity that our hit is within range
if ( abs(dot) < 0.95 ) { // fake that we actually missed
tr.fraction = 1.0; } } } }
bool bDidHit = ( tr.fraction < 1.0f );
bool bDoStrongAttack = false;
if ( bDidHit && tr.m_pEnt->IsPlayer() && tr.m_pEnt->m_takedamage != DAMAGE_YES ) { bDidHit = 0; // still play the animation, we just dont attempt to damage this player
}
if ( bDidHit ) //if the swing hit
{ // 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_iSmackDamage = iDamageAmount; m_iSmackDamageType = iDamageType;
m_flSmackTime = gpGlobals->curtime + flDmgDelay;
int iOwnerTeam = pPlayer->GetTeamNumber(); int iVictimTeam = tr.m_pEnt->GetTeamNumber();
// do the mega attack if its a player, and we would do damage
if ( tr.m_pEnt->IsPlayer() && tr.m_pEnt->m_takedamage == DAMAGE_YES && ( iVictimTeam != iOwnerTeam || ( iVictimTeam == iOwnerTeam && friendlyfire.GetBool() ) ) ) { CDODPlayer *pVictim = ToDODPlayer( tr.m_pEnt );
Vector victimForward; AngleVectors( pVictim->GetAbsAngles(), &victimForward );
if ( DotProduct( victimForward, vForward ) > 0.3 ) { bDoStrongAttack = true; } } }
if ( bDoStrongAttack ) { m_iSmackDamage = 300; flAttackDelay = 0.9f; m_flSmackTime = gpGlobals->curtime + 0.4f;
m_iSmackDamageType = MELEE_DMG_EDGE | MELEE_DMG_STRONGATTACK;
// play a "Strong" attack
SendWeaponAnim( ACT_VM_SECONDARYATTACK ); } else { WeaponSound( MELEE_MISS ); SendWeaponAnim( GetMeleeActivity() ); }
// player animation
pPlayer->DoAnimationEvent( PLAYERANIMEVENT_SECONDARY_ATTACK );
m_flNextPrimaryAttack = gpGlobals->curtime + flAttackDelay; m_flNextSecondaryAttack = gpGlobals->curtime + flAttackDelay; m_flTimeWeaponIdle = gpGlobals->curtime + SequenceDuration();
#ifndef CLIENT_DLL
IGameEvent * event = gameeventmanager->CreateEvent( "dod_stats_weapon_attack" ); if ( event ) { event->SetInt( "attacker", pPlayer->GetUserID() ); event->SetInt( "weapon", GetStatsWeaponID() );
gameeventmanager->FireEvent( event ); }
lagcompensation->FinishLagCompensation( pPlayer ); #endif //CLIENT_DLL
return tr.m_pEnt; }
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