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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "util.h"
#include "weapon_tfc_crowbar.h"
#include "decals.h"
#if defined( CLIENT_DLL )
#include "c_tfc_player.h"
#else
#include "tfc_player.h"
#endif
#define KNIFE_BODYHIT_VOLUME 128
#define KNIFE_WALLHIT_VOLUME 512
static ConVar tfc_crowbar_damage_first( "tfc_crowbar_damage_first", "25", 0, "First crowbar hit damage." ); static ConVar tfc_crowbar_damage_next( "tfc_crowbar_damage_next", "12.5", 0, "Crowbar hit damage after first hit." );
static Vector head_hull_mins( -16, -16, -18 ); static Vector head_hull_maxs( 16, 16, 18 );
// ----------------------------------------------------------------------------- //
// CTFCCrowbar tables.
// ----------------------------------------------------------------------------- //
IMPLEMENT_NETWORKCLASS_ALIASED( TFCCrowbar, DT_WeaponCrowbar )
BEGIN_NETWORK_TABLE( CTFCCrowbar, DT_WeaponCrowbar ) END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CTFCCrowbar ) END_PREDICTION_DATA()
LINK_ENTITY_TO_CLASS( weapon_crowbar, CTFCCrowbar ); PRECACHE_WEAPON_REGISTER( weapon_crowbar );
#ifndef CLIENT_DLL
BEGIN_DATADESC( CTFCCrowbar ) DEFINE_FUNCTION( Smack ) END_DATADESC()
#endif
// ----------------------------------------------------------------------------- //
// CTFCCrowbar implementation.
// ----------------------------------------------------------------------------- //
CTFCCrowbar::CTFCCrowbar() { }
bool CTFCCrowbar::HasPrimaryAmmo() { return true; }
bool CTFCCrowbar::CanBeSelected() { return true; }
void CTFCCrowbar::Precache() { BaseClass::Precache(); }
void CTFCCrowbar::Spawn() { Precache();
m_iClip1 = -1; BaseClass::Spawn(); }
bool CTFCCrowbar::Deploy() { CPASAttenuationFilter filter( this ); filter.UsePredictionRules(); EmitSound( filter, entindex(), "Weapon_Crowbar.Deploy" );
return BaseClass::Deploy(); }
void CTFCCrowbar::Holster( int skiplocal ) { GetPlayerOwner()->m_flNextAttack = gpGlobals->curtime + 0.5; }
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 CTFCCrowbar::ItemPostFrame() { // Store this off so we can detect if it's our first swing or not later on.
m_flStoredPrimaryAttack = m_flNextPrimaryAttack; BaseClass::ItemPostFrame(); }
void CTFCCrowbar::PrimaryAttack() { CTFCPlayer *pPlayer = GetPlayerOwner();
Vector vForward; AngleVectors( pPlayer->EyeAngles(), &vForward ); Vector vecSrc = pPlayer->Weapon_ShootPosition(); Vector vecEnd = vecSrc + vForward * 32;
trace_t tr; UTIL_TraceLine( vecSrc, vecEnd, MASK_SOLID, pPlayer, COLLISION_GROUP_NONE, &tr );
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 = (gpGlobals->curtime - m_flStoredPrimaryAttack) >= 1; #endif
pPlayer->DoAnimationEvent( PLAYERANIMEVENT_FIRE_GUN );
m_flTimeWeaponIdle = gpGlobals->curtime + 2; m_flNextPrimaryAttack = gpGlobals->curtime + 0.4f;
if ( bDidHit ) { SendWeaponAnim( ACT_VM_HITCENTER ); } else { // Allow for there only being hit activities.
if ( !SendWeaponAnim( ACT_VM_MISSCENTER ) ) SendWeaponAnim( ACT_VM_HITCENTER );
// play wiff or swish sound
WeaponSound( MELEE_MISS ); }
bool bPlayImpactEffect = false; #ifndef CLIENT_DLL
if ( bDidHit ) { CBaseEntity *pEntity = tr.m_pEnt; ClearMultiDamage();
float flDamage = 0; bool bDoEffects = true; AxeHit( pEntity, bFirstSwing, tr, &flDamage, &bDoEffects ); if ( flDamage != 0 ) { CTakeDamageInfo info( pPlayer, pPlayer, flDamage, DMG_CLUB | DMG_NEVERGIB );
CalculateMeleeDamageForce( &info, vForward, tr.endpos, 1.0f/flDamage ); pEntity->DispatchTraceAttack( info, vForward, &tr ); ApplyMultiDamage(); }
if ( bDoEffects ) { if ( pEntity && pEntity->IsPlayer() ) { WeaponSound( MELEE_HIT );
if ( pEntity->IsAlive() ) bPlayImpactEffect = true; // no blood effect on dead bodies
} else { bPlayImpactEffect = true; // always show impact effects on world objects
} } else { bDoEffects = false; } }
#endif
if ( bPlayImpactEffect ) { // 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;
SetThink( &CTFCCrowbar::Smack ); SetNextThink( gpGlobals->curtime + 0.2f ); } }
void CTFCCrowbar::Smack() { m_trHit.m_pEnt = m_pTraceHitEnt; UTIL_ImpactTrace( &m_trHit, DMG_CLUB ); surfacedata_t *psurf = physprops->GetSurfaceData( m_trHit.surface.surfaceProps ); if ( psurf->game.material != CHAR_TEX_FLESH && psurf->game.material != CHAR_TEX_BLOODYFLESH ) WeaponSound( MELEE_HIT_WORLD ); }
void CTFCCrowbar::WeaponIdle() { //ResetEmptySound();
CTFCPlayer *pPlayer = GetPlayerOwner();
if (m_flTimeWeaponIdle > gpGlobals->curtime) return;
m_flTimeWeaponIdle = gpGlobals->curtime + 20;
// only idle if the slid isn't back
SendWeaponAnim( ACT_VM_IDLE ); }
bool CTFCCrowbar::CanDrop() { return false; }
TFCWeaponID CTFCCrowbar::GetWeaponID( void ) const { return WEAPON_CROWBAR; }
#ifdef CLIENT_DLL
// ------------------------------------------------------------------------------------------------ //
// ------------------------------------------------------------------------------------------------ //
// CLIENT DLL SPECIFIC CODE
// ------------------------------------------------------------------------------------------------ //
// ------------------------------------------------------------------------------------------------ //
#else
// ------------------------------------------------------------------------------------------------ //
// ------------------------------------------------------------------------------------------------ //
// GAME DLL SPECIFIC CODE
// ------------------------------------------------------------------------------------------------ //
// ------------------------------------------------------------------------------------------------ //
void CTFCCrowbar::AxeHit( CBaseEntity *pHit, bool bFirstSwing, trace_t &tr, float *flDamage, bool *bDoEffects ) { if ( bFirstSwing ) *flDamage = tfc_crowbar_damage_first.GetFloat(); else *flDamage = tfc_crowbar_damage_next.GetFloat(); }
#endif
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