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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "in_buttons.h"
#include "takedamageinfo.h"
#include "weapon_dodbase.h"
#include "ammodef.h"
#include "dod_gamerules.h"
#ifdef CLIENT_DLL
extern IVModelInfoClient* modelinfo; #else
extern IVModelInfo* modelinfo; #include "ilagcompensationmanager.h"
#endif
#if defined( CLIENT_DLL )
#include "vgui/ISurface.h"
#include "vgui_controls/Controls.h"
#include "c_dod_player.h"
#include "hud_crosshair.h"
#include "SoundEmitterSystem/isoundemittersystembase.h"
#else
#include "dod_player.h"
#endif
#include "effect_dispatch_data.h"
// ----------------------------------------------------------------------------- //
// Global functions.
// ----------------------------------------------------------------------------- //
bool IsAmmoType( int iAmmoType, const char *pAmmoName ) { return GetAmmoDef()->Index( pAmmoName ) == iAmmoType; }
//--------------------------------------------------------------------------------------------------------
//
// Given a weapon ID, return its alias
//
const char *WeaponIDToAlias( int id ) { if ( (id >= WEAPON_MAX) || (id < 0) ) return NULL;
return s_WeaponAliasInfo[id]; }
// ----------------------------------------------------------------------------- //
// CWeaponDODBase tables.
// ----------------------------------------------------------------------------- //
IMPLEMENT_NETWORKCLASS_ALIASED( WeaponDODBase, DT_WeaponDODBase )
BEGIN_NETWORK_TABLE( CWeaponDODBase, DT_WeaponDODBase ) #ifdef CLIENT_DLL
RecvPropInt( RECVINFO(m_iReloadModelIndex) ), RecvPropVector( RECVINFO( m_vInitialDropVelocity ) ), RecvPropTime( RECVINFO( m_flSmackTime ) ) #else
SendPropVector( SENDINFO( m_vInitialDropVelocity ), 20, // nbits
0, // flags
-3000, // low value
3000 // high value
), SendPropModelIndex( SENDINFO(m_iReloadModelIndex) ), SendPropTime( SENDINFO( m_flSmackTime ) ) #endif
END_NETWORK_TABLE()
LINK_ENTITY_TO_CLASS( weapon_dod_base, CWeaponDODBase );
#ifdef GAME_DLL
BEGIN_DATADESC( CWeaponDODBase )
DEFINE_FUNCTION( FallThink ), DEFINE_FUNCTION( Die ),
DEFINE_FUNCTION( Smack )
END_DATADESC()
#else
BEGIN_PREDICTION_DATA( CWeaponDODBase ) DEFINE_PRED_FIELD( m_flSmackTime, FIELD_FLOAT, FTYPEDESC_INSENDTABLE ), // for rifle melee attacks
DEFINE_FIELD( m_bInAttack, FIELD_BOOLEAN ) END_PREDICTION_DATA() #endif
Vector head_hull_mins( -16, -16, -18 ); Vector head_hull_maxs( 16, 16, 18 );
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;
CTraceFilterSimple filter( pEntity, COLLISION_GROUP_NONE );
distance = 1e6f;
vecHullEnd = vecSrc + ((vecHullEnd - vecSrc)*2); UTIL_TraceLine( vecSrc, vecHullEnd, MASK_SOLID, &filter, &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, &filter, &tmpTrace ); if ( tmpTrace.fraction < 1.0 ) { float thisDistance = (tmpTrace.endpos - vecSrc).Length(); if ( thisDistance < distance ) { tr = tmpTrace; distance = thisDistance; } } } } } }
// ----------------------------------------------------------------------------- //
// CWeaponDODBase implementation.
// ----------------------------------------------------------------------------- //
CWeaponDODBase::CWeaponDODBase() { SetPredictionEligible( true ); m_bInAttack = false; m_iAltFireHint = 0; AddSolidFlags( FSOLID_TRIGGER ); // Nothing collides with these but it gets touches.
m_flNextPrimaryAttack = 0; }
bool CWeaponDODBase::IsPredicted() const { return true; }
bool CWeaponDODBase::PlayEmptySound() { CPASAttenuationFilter filter( this ); filter.UsePredictionRules(); EmitSound( filter, entindex(), "Default.ClipEmpty_Rifle" );
return false; }
CBasePlayer* CWeaponDODBase::GetPlayerOwner() const { return dynamic_cast< CBasePlayer* >( GetOwner() ); }
CDODPlayer* CWeaponDODBase::GetDODPlayerOwner() const { return dynamic_cast< CDODPlayer* >( GetOwner() ); }
bool CWeaponDODBase::SendWeaponAnim( int iActivity ) { return BaseClass::SendWeaponAnim( iActivity ); }
bool CWeaponDODBase::CanAttack( void ) { CDODPlayer *pPlayer = ToDODPlayer( GetPlayerOwner() );
if ( pPlayer ) { return pPlayer->CanAttack(); }
return false; }
bool CWeaponDODBase::ShouldAutoReload( void ) { CDODPlayer *pPlayer = ToDODPlayer( GetPlayerOwner() );
if ( pPlayer ) { return pPlayer->ShouldAutoReload(); }
return false; }
void CWeaponDODBase::ItemPostFrame() { if ( m_flSmackTime > 0 && gpGlobals->curtime > m_flSmackTime ) { Smack(); m_flSmackTime = -1; }
CBasePlayer *pPlayer = GetPlayerOwner();
if ( !pPlayer ) return;
#ifdef _DEBUG
CDODGameRules *mp = DODGameRules(); #endif
assert( mp );
if ((m_bInReload) && (pPlayer->m_flNextAttack <= gpGlobals->curtime)) { // complete the reload.
int j = MIN( GetMaxClip1() - m_iClip1, pPlayer->GetAmmoCount( m_iPrimaryAmmoType ) );
// Add them to the clip
m_iClip1 += j; pPlayer->RemoveAmmo( j, m_iPrimaryAmmoType );
m_bInReload = false;
FinishReload(); }
if ((pPlayer->m_nButtons & IN_ATTACK2) && (m_flNextSecondaryAttack <= gpGlobals->curtime)) { if ( m_iClip2 != -1 && !pPlayer->GetAmmoCount( GetSecondaryAmmoType() ) ) { m_bFireOnEmpty = TRUE; }
SecondaryAttack();
pPlayer->m_nButtons &= ~IN_ATTACK2; } else if ((pPlayer->m_nButtons & IN_ATTACK) && (m_flNextPrimaryAttack <= gpGlobals->curtime ) && !m_bInAttack ) { if ( (m_iClip1 == 0/* && pszAmmo1()*/) || (GetMaxClip1() == -1 && !pPlayer->GetAmmoCount( GetPrimaryAmmoType() ) ) ) { m_bFireOnEmpty = TRUE; }
if( CanAttack() ) PrimaryAttack(); } else if ( pPlayer->m_nButtons & IN_RELOAD && GetMaxClip1() != WEAPON_NOCLIP && !m_bInReload && m_flNextPrimaryAttack < gpGlobals->curtime) { // reload when reload is pressed, or if no buttons are down and weapon is empty.
Reload(); } else if ( !(pPlayer->m_nButtons & (IN_ATTACK|IN_ATTACK2) ) ) { // no fire buttons down
m_bFireOnEmpty = false;
m_bInAttack = false; //reset semi-auto
if ( !IsUseable() && m_flNextPrimaryAttack < gpGlobals->curtime ) { // Intentionally blank -- used to switch weapons here
} else if( ShouldAutoReload() ) { // weapon is useable. Reload if empty and weapon has waited as long as it has to after firing
if ( m_iClip1 == 0 && !(GetWeaponFlags() & ITEM_FLAG_NOAUTORELOAD) && m_flNextPrimaryAttack < gpGlobals->curtime ) { Reload(); return; } }
WeaponIdle( ); return; } }
void CWeaponDODBase::WeaponIdle() { if (m_flTimeWeaponIdle > gpGlobals->curtime) return;
SendWeaponAnim( GetIdleActivity() );
m_flTimeWeaponIdle = gpGlobals->curtime + SequenceDuration(); }
Activity CWeaponDODBase::GetIdleActivity( void ) { return ACT_VM_IDLE; }
const CDODWeaponInfo &CWeaponDODBase::GetDODWpnData() const { const FileWeaponInfo_t *pWeaponInfo = &GetWpnData(); const CDODWeaponInfo *pDODInfo;
#ifdef _DEBUG
pDODInfo = dynamic_cast< const CDODWeaponInfo* >( pWeaponInfo ); Assert( pDODInfo ); #else
pDODInfo = static_cast< const CDODWeaponInfo* >( pWeaponInfo ); #endif
return *pDODInfo; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
const char *CWeaponDODBase::GetViewModel( int /*viewmodelindex = 0 -- this is ignored in the base class here*/ ) const { if ( GetPlayerOwner() == NULL ) { return BaseClass::GetViewModel(); } return GetWpnData().szViewModel; }
void CWeaponDODBase::Precache( void ) { // precache base first, it loads weapon scripts
BaseClass::Precache();
PrecacheScriptSound( "Default.ClipEmpty_Rifle" );
PrecacheParticleSystem( "muzzle_pistols" ); PrecacheParticleSystem( "muzzle_fullyautomatic" ); PrecacheParticleSystem( "muzzle_rifles" ); PrecacheParticleSystem( "muzzle_rockets" ); PrecacheParticleSystem( "muzzle_mg42" );
PrecacheParticleSystem( "view_muzzle_pistols" ); PrecacheParticleSystem( "view_muzzle_fullyautomatic" ); PrecacheParticleSystem( "view_muzzle_rifles" ); PrecacheParticleSystem( "view_muzzle_rockets" ); PrecacheParticleSystem( "view_muzzle_mg42" );
const CDODWeaponInfo &info = GetDODWpnData();
int iWpnNameLen = Q_strlen(info.m_szReloadModel);
#ifdef DEBUG
// Make sure that if we declare an alt weapon, that we have criteria to show it
// and vice-versa
//Assert( ((info.m_iAltWpnCriteria & (ALTWPN_CRITERIA_RELOADING | ALTWPN_CRITERIA_FIRING)) > 0 ) ==
// (iWpnNameLen > 0) );
#endif
if( iWpnNameLen > 0 ) m_iReloadModelIndex = CBaseEntity::PrecacheModel( info.m_szReloadModel ); }
bool CWeaponDODBase::DefaultDeploy( char *szViewModel, char *szWeaponModel, int iActivity, char *szAnimExt ) { CBasePlayer *pOwner = GetPlayerOwner(); if ( !pOwner ) { return false; }
pOwner->SetAnimationExtension( szAnimExt );
SetViewModel(); SendWeaponAnim( iActivity );
pOwner->SetNextAttack( gpGlobals->curtime + SequenceDuration() ); m_flNextPrimaryAttack = MAX( m_flNextPrimaryAttack, gpGlobals->curtime ); m_flNextSecondaryAttack = gpGlobals->curtime;
SetWeaponVisible( true ); SetWeaponModelIndex( szWeaponModel );
CBaseViewModel *vm = pOwner->GetViewModel( m_nViewModelIndex );
Assert( vm );
if( vm ) { //set sleeves to proper team
switch( pOwner->GetTeamNumber() ) { case TEAM_ALLIES: vm->m_nSkin = SLEEVE_ALLIES; break; case TEAM_AXIS: vm->m_nSkin = SLEEVE_AXIS; break; default: Assert( !"TEAM_UNASSIGNED or spectator getting a view model assigned" ); break; } }
return true; }
void CWeaponDODBase::SetWeaponModelIndex( const char *pName ) { m_iWorldModelIndex = modelinfo->GetModelIndex( pName ); }
bool CWeaponDODBase::CanBeSelected( void ) { if ( !VisibleInWeaponSelection() ) return false;
return true; }
bool CWeaponDODBase::CanDeploy( void ) { return BaseClass::CanDeploy(); }
bool CWeaponDODBase::CanHolster( void ) { return BaseClass::CanHolster(); }
void CWeaponDODBase::Drop( const Vector &vecVelocity ) { #ifndef CLIENT_DLL
if ( m_iAltFireHint ) { CDODPlayer *pPlayer = GetDODPlayerOwner(); if ( pPlayer ) { pPlayer->StopHintTimer( m_iAltFireHint ); } } #endif
// cancel any reload in progress
m_bInReload = false;
m_flSmackTime = -1; m_vInitialDropVelocity = vecVelocity;
BaseClass::Drop( m_vInitialDropVelocity ); }
bool CWeaponDODBase::Holster( CBaseCombatWeapon *pSwitchingTo ) { #ifndef CLIENT_DLL
CDODPlayer *pPlayer = GetDODPlayerOwner();
if ( pPlayer ) { pPlayer->SetFOV( pPlayer, 0 ); // reset the default FOV.
if ( m_iAltFireHint ) { pPlayer->StopHintTimer( m_iAltFireHint ); } } #endif
m_bInReload = false;
m_flSmackTime = -1;
return BaseClass::Holster( pSwitchingTo ); }
bool CWeaponDODBase::Deploy() { #ifndef CLIENT_DLL
CDODPlayer *pPlayer = GetDODPlayerOwner();
if ( pPlayer ) { pPlayer->SetFOV( pPlayer, 0 );
if ( m_iAltFireHint ) { pPlayer->StartHintTimer( m_iAltFireHint ); } } #endif
return BaseClass::Deploy(); }
#ifdef CLIENT_DLL
void CWeaponDODBase::PostDataUpdate( DataUpdateType_t updateType ) { // We need to do this before the C_BaseAnimating code starts to drive
// clientside animation sequences on this model, which will be using bad sequences for the world model.
int iDesiredModelIndex = 0; C_BasePlayer *localplayer = C_BasePlayer::GetLocalPlayer(); if ( localplayer && localplayer == GetOwner() && !C_BasePlayer::ShouldDrawLocalPlayer() ) // FIXME: use localplayer->ShouldDrawThisPlayer() instead.
{ iDesiredModelIndex = m_iViewModelIndex; } else { iDesiredModelIndex = GetWorldModelIndex();
// Our world models never animate
SetSequence( 0 ); }
if ( GetModelIndex() != iDesiredModelIndex ) { SetModelIndex( iDesiredModelIndex ); }
BaseClass::PostDataUpdate( updateType ); }
void CWeaponDODBase::OnDataChanged( DataUpdateType_t type ) { if ( m_iState == WEAPON_NOT_CARRIED && m_iOldState != WEAPON_NOT_CARRIED ) { // we are being notified of the weapon being dropped
// add an interpolation history so the movement is smoother
// Now stick our initial velocity into the interpolation history
CInterpolatedVar< Vector > &interpolator = GetOriginInterpolator();
interpolator.ClearHistory(); float changeTime = GetLastChangeTime( LATCH_SIMULATION_VAR );
// Add a sample 1 second back.
Vector vCurOrigin = GetLocalOrigin() - m_vInitialDropVelocity; interpolator.AddToHead( changeTime - 1.0, &vCurOrigin, false );
// Add the current sample.
vCurOrigin = GetLocalOrigin(); interpolator.AddToHead( changeTime, &vCurOrigin, false );
Vector estVel; EstimateAbsVelocity( estVel );
/*Msg( "estimated velocity ( %.1f %.1f %.1f ) initial velocity ( %.1f %.1f %.1f )\n",
estVel.x, estVel.y, estVel.z, m_vInitialDropVelocity.m_Value.x, m_vInitialDropVelocity.m_Value.y, m_vInitialDropVelocity.m_Value.z );*/
OnWeaponDropped(); }
BaseClass::OnDataChanged( type );
if ( GetPredictable() && !ShouldPredict() ) ShutdownPredictable(); }
int CWeaponDODBase::GetWorldModelIndex( void ) { if( m_bUseAltWeaponModel && GetOwner() != NULL ) return m_iReloadModelIndex; else return m_iWorldModelIndex; }
bool CWeaponDODBase::ShouldPredict() { if ( GetOwner() && GetOwner() == C_BasePlayer::GetLocalPlayer() ) return true;
return BaseClass::ShouldPredict(); }
void CWeaponDODBase::ProcessMuzzleFlashEvent() { CDODPlayer *pPlayer = GetDODPlayerOwner(); if ( pPlayer ) pPlayer->ProcessMuzzleFlashEvent();
BaseClass::ProcessMuzzleFlashEvent(); } #else
//-----------------------------------------------------------------------------
// Purpose: Get the accuracy derived from weapon and player, and return it
//-----------------------------------------------------------------------------
const Vector& CWeaponDODBase::GetBulletSpread() { static Vector cone = VECTOR_CONE_8DEGREES; return cone; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponDODBase::ItemBusyFrame() { if( ShouldAutoReload() && !m_bInReload ) { // weapon is useable. Reload if empty and weapon has waited as long as it has to after firing
if ( m_iClip1 == 0 && !(GetWeaponFlags() & ITEM_FLAG_NOAUTORELOAD) && m_flNextPrimaryAttack < gpGlobals->curtime ) { Reload(); } }
BaseClass::ItemBusyFrame(); }
//-----------------------------------------------------------------------------
// Purpose: Match the anim speed to the weapon speed while crouching
//-----------------------------------------------------------------------------
float CWeaponDODBase::GetDefaultAnimSpeed() { return 1.0; }
bool CWeaponDODBase::ShouldRemoveOnRoundRestart() { if ( GetPlayerOwner() ) return false; else return true; }
//=========================================================
// Materialize - make a CWeaponDODBase visible and tangible
//=========================================================
void CWeaponDODBase::Materialize() { if ( IsEffectActive( EF_NODRAW ) ) { RemoveEffects( EF_NODRAW ); DoMuzzleFlash(); }
AddSolidFlags( FSOLID_TRIGGER );
SetThink (&CWeaponDODBase::SUB_Remove); SetNextThink( gpGlobals->curtime + 1 ); }
//=========================================================
// AttemptToMaterialize - the item is trying to rematerialize,
// should it do so now or wait longer?
//=========================================================
void CWeaponDODBase::AttemptToMaterialize() { float time = g_pGameRules->FlWeaponTryRespawn( this );
if ( time == 0 ) { Materialize(); return; }
SetNextThink( gpGlobals->curtime + time ); }
//=========================================================
// CheckRespawn - a player is taking this weapon, should
// it respawn?
//=========================================================
void CWeaponDODBase::CheckRespawn() { //GOOSEMAN : Do not respawn weapons!
return; }
//=========================================================
// Respawn- this item is already in the world, but it is
// invisible and intangible. Make it visible and tangible.
//=========================================================
CBaseEntity* CWeaponDODBase::Respawn() { // make a copy of this weapon that is invisible and inaccessible to players (no touch function). The weapon spawn/respawn code
// will decide when to make the weapon visible and touchable.
CBaseEntity *pNewWeapon = CBaseEntity::Create( GetClassname(), g_pGameRules->VecWeaponRespawnSpot( this ), GetAbsAngles(), GetOwner() );
if ( pNewWeapon ) { pNewWeapon->AddEffects( EF_NODRAW );// invisible for now
pNewWeapon->SetTouch( NULL );// no touch
pNewWeapon->SetThink( &CWeaponDODBase::AttemptToMaterialize );
UTIL_DropToFloor( this, MASK_SOLID );
// not a typo! We want to know when the weapon the player just picked up should respawn! This new entity we created is the replacement,
// but when it should respawn is based on conditions belonging to the weapon that was taken.
pNewWeapon->SetNextThink( gpGlobals->curtime + g_pGameRules->FlWeaponRespawnTime( this ) ); } else { Msg( "Respawn failed to create %s!\n", GetClassname() ); }
return pNewWeapon; }
bool CWeaponDODBase::Reload() { return BaseClass::Reload(); }
void CWeaponDODBase::Spawn() { BaseClass::Spawn();
// Set this here to allow players to shoot dropped weapons
SetCollisionGroup( COLLISION_GROUP_WEAPON ); SetExtraAmmoCount(0); //Start with no additional ammo
CollisionProp()->UseTriggerBounds( true, 10.0f ); } void CWeaponDODBase::SetDieThink( bool bDie ) { if( bDie ) SetContextThink( &CWeaponDODBase::Die, gpGlobals->curtime + 45.0f, "DieContext" ); else SetContextThink( NULL, gpGlobals->curtime, "DieContext" ); }
void CWeaponDODBase::Die( void ) { UTIL_Remove( this ); }
#endif
void CWeaponDODBase::OnPickedUp( CBaseCombatCharacter *pNewOwner ) { BaseClass::OnPickedUp( pNewOwner );
#if !defined( CLIENT_DLL )
SetDieThink( false ); #endif
}
bool CWeaponDODBase::DefaultReload( int iClipSize1, int iClipSize2, int iActivity ) { CBaseCombatCharacter *pOwner = GetOwner(); if (!pOwner) return false;
// If I don't have any spare ammo, I can't reload
if ( pOwner->GetAmmoCount(m_iPrimaryAmmoType) <= 0 ) return false;
bool bReload = false;
// If you don't have clips, then don't try to reload them.
if ( UsesClipsForAmmo1() ) { // need to reload primary clip?
int primary = min(iClipSize1 - m_iClip1, pOwner->GetAmmoCount(m_iPrimaryAmmoType)); if ( primary != 0 ) { bReload = true; } }
if ( UsesClipsForAmmo2() ) { // need to reload secondary clip?
int secondary = min(iClipSize2 - m_iClip2, pOwner->GetAmmoCount(m_iSecondaryAmmoType)); if ( secondary != 0 ) { bReload = true; } }
if ( !bReload ) return false;
CDODPlayer *pPlayer = GetDODPlayerOwner(); if ( pPlayer ) { #ifdef CLIENT_DLL
PlayWorldReloadSound( pPlayer ); #else
pPlayer->DoAnimationEvent( PLAYERANIMEVENT_RELOAD ); #endif
}
SendWeaponAnim( iActivity );
// Play the player's reload animation
if ( pOwner->IsPlayer() ) { ( ( CBasePlayer * )pOwner)->SetAnimation( PLAYER_RELOAD ); }
float flSequenceEndTime = gpGlobals->curtime + SequenceDuration(); pOwner->SetNextAttack( flSequenceEndTime ); m_flNextPrimaryAttack = m_flNextSecondaryAttack = flSequenceEndTime;
m_bInReload = true;
return true; }
#ifdef CLIENT_DLL
void CWeaponDODBase::PlayWorldReloadSound( CDODPlayer *pPlayer ) { Assert( pPlayer );
const char *shootsound = GetShootSound( RELOAD ); if ( !shootsound || !shootsound[0] ) return;
CSoundParameters params;
if ( !GetParametersForSound( shootsound, params, NULL ) ) return;
// Play weapon sound from the owner
CPASAttenuationFilter filter( pPlayer, params.soundlevel ); filter.RemoveRecipient( pPlayer ); // no local player, that is done in the model
EmitSound( filter, pPlayer->entindex(), shootsound, NULL, 0.0 ); } #endif
bool CWeaponDODBase::IsUseable() { CBasePlayer *pPlayer = GetPlayerOwner();
if ( Clip1() <= 0 ) { if ( pPlayer->GetAmmoCount( GetPrimaryAmmoType() ) <= 0 && GetMaxClip1() != -1 ) { // clip is empty (or nonexistant) and the player has no more ammo of this type.
return false; } }
return true; }
#ifndef CLIENT_DLL
ConVar dod_meleeattackforcescale( "dod_meleeattackforcescale", "8.0", FCVAR_CHEAT | FCVAR_GAMEDLL ); #endif
void CWeaponDODBase::RifleButt( void ) { //MeleeAttack( 60, MELEE_DMG_BUTTSTOCK | MELEE_DMG_SECONDARYATTACK, 0.2f, 0.9f );
}
void CWeaponDODBase::Bayonet( void ) { //MeleeAttack( 60, MELEE_DMG_BAYONET | MELEE_DMG_SECONDARYATTACK, 0.2f, 0.9f );
}
void CWeaponDODBase::Punch( void ) { MeleeAttack( 60, MELEE_DMG_FIST | MELEE_DMG_SECONDARYATTACK, 0.2f, 0.4f ); }
//--------------------------------------------
// iDamageAmount - how much damage to give
// iDamageType - DMG_ bits
// flDmgDelay - delay between attack and the giving of damage, usually timed to animation
// flAttackDelay - time until we can next attack
//--------------------------------------------
CBaseEntity *CWeaponDODBase::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 the exact forward trace did not hit, try a larger swept box
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; } } } }
WeaponSound( MELEE_MISS );
bool bDidHit = ( tr.fraction < 1.0f );
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; }
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", GetAltWeaponID() );
gameeventmanager->FireEvent( event ); }
lagcompensation->FinishLagCompensation( pPlayer ); #endif //CLIENT_DLL
return tr.m_pEnt; }
//Think function to delay the impact decal until the animation is finished playing
void CWeaponDODBase::Smack() { Assert( GetPlayerOwner() );
if ( !GetPlayerOwner() ) return;
CDODPlayer *pPlayer = ToDODPlayer( GetPlayerOwner() );
if ( !pPlayer ) return;
// Check that we are still facing the victim
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)
} }
m_trHit = tr;
if ( !m_trHit.m_pEnt || (m_trHit.surface.flags & SURF_SKY) ) return;
if ( m_trHit.fraction == 1.0 ) return;
CPASAttenuationFilter attenuationFilter( this ); attenuationFilter.UsePredictionRules();
if( m_trHit.m_pEnt->IsPlayer() ) { if ( m_iSmackDamageType & MELEE_DMG_STRONGATTACK ) WeaponSound( SPECIAL1 ); else WeaponSound( MELEE_HIT ); } else WeaponSound( MELEE_HIT_WORLD );
int iDamageType = DMG_CLUB | DMG_NEVERGIB;
#ifndef CLIENT_DLL
//if they hit the bounding box, just assume a chest hit
if( m_trHit.hitgroup == HITGROUP_GENERIC ) m_trHit.hitgroup = HITGROUP_CHEST;
float flDamage = (float)m_iSmackDamage;
CTakeDamageInfo info( pPlayer, pPlayer, flDamage, iDamageType );
if ( m_iSmackDamageType & MELEE_DMG_SECONDARYATTACK ) info.SetDamageCustom( MELEE_DMG_SECONDARYATTACK );
float flScale = (1.0f / flDamage) * dod_meleeattackforcescale.GetFloat();
Vector vecForceDir = vForward;
CalculateMeleeDamageForce( &info, vecForceDir, m_trHit.endpos, flScale );
Assert( m_trHit.m_pEnt != GetPlayerOwner() );
m_trHit.m_pEnt->DispatchTraceAttack( info, vForward, &m_trHit ); ApplyMultiDamage(); #endif
// We've gotten minidumps where this happened.
if ( !GetPlayerOwner() ) return;
CEffectData data; data.m_vOrigin = m_trHit.endpos; data.m_vStart = m_trHit.startpos; data.m_nSurfaceProp = m_trHit.surface.surfaceProps; 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 effectfilter( data.m_vOrigin );
#ifndef CLIENT_DLL
effectfilter.RemoveRecipient( GetPlayerOwner() ); #endif
data.m_vAngles = GetPlayerOwner()->GetAbsAngles(); data.m_fFlags = 0x1; //IMPACT_NODECAL;
data.m_nDamageType = iDamageType;
bool bHitPlayer = m_trHit.m_pEnt && m_trHit.m_pEnt->IsPlayer();
// don't do any impacts if we hit a teammate and ff is off
if ( bHitPlayer && m_trHit.m_pEnt->GetTeamNumber() == GetPlayerOwner()->GetTeamNumber() && !friendlyfire.GetBool() ) return;
if ( bHitPlayer ) { te->DispatchEffect( effectfilter, 0.0, data.m_vOrigin, "Impact", data ); } else if ( m_iSmackDamageType & MELEE_DMG_EDGE ) { data.m_nDamageType = DMG_SLASH; te->DispatchEffect( effectfilter, 0.0, data.m_vOrigin, "KnifeSlash", data ); } }
#if defined( CLIENT_DLL )
float g_lateralBob = 0; float g_verticalBob = 0;
static ConVar cl_bobcycle( "cl_bobcycle","0.8" ); static ConVar cl_bob( "cl_bob","0.002" ); static ConVar cl_bobup( "cl_bobup","0.5" );
// Register these cvars if needed for easy tweaking
static ConVar v_iyaw_cycle( "v_iyaw_cycle", "2"/*, FCVAR_UNREGISTERED*/ ); static ConVar v_iroll_cycle( "v_iroll_cycle", "0.5"/*, FCVAR_UNREGISTERED*/ ); static ConVar v_ipitch_cycle( "v_ipitch_cycle", "1"/*, FCVAR_UNREGISTERED*/ ); static ConVar v_iyaw_level( "v_iyaw_level", "0.3"/*, FCVAR_UNREGISTERED*/ ); static ConVar v_iroll_level( "v_iroll_level", "0.1"/*, FCVAR_UNREGISTERED*/ ); static ConVar v_ipitch_level( "v_ipitch_level", "0.3"/*, FCVAR_UNREGISTERED*/ );
//-----------------------------------------------------------------------------
// Purpose:
// Output : float
//-----------------------------------------------------------------------------
float CWeaponDODBase::CalcViewmodelBob( void ) { static float bobtime; static float lastbobtime; static float lastspeed; float cycle; CBasePlayer *player = ToBasePlayer( GetOwner() ); //Assert( player );
//NOTENOTE: For now, let this cycle continue when in the air, because it snaps badly without it
if ( ( !gpGlobals->frametime ) || ( player == NULL ) ) { //NOTENOTE: We don't use this return value in our case (need to restructure the calculation function setup!)
return 0.0f;// just use old value
}
//Find the speed of the player
float speed = player->GetLocalVelocity().Length2D(); float flmaxSpeedDelta = MAX( 0, (gpGlobals->curtime - lastbobtime) * 320.0f );
// don't allow too big speed changes
speed = clamp( speed, lastspeed-flmaxSpeedDelta, lastspeed+flmaxSpeedDelta ); speed = clamp( speed, -320, 320 );
lastspeed = speed;
//FIXME: This maximum speed value must come from the server.
// MaxSpeed() is not sufficient for dealing with sprinting - jdw
float bob_offset = RemapVal( speed, 0, 320, 0.0f, 1.0f ); bobtime += ( gpGlobals->curtime - lastbobtime ) * bob_offset; lastbobtime = gpGlobals->curtime;
//Calculate the vertical bob
cycle = bobtime - (int)(bobtime/cl_bobcycle.GetFloat())*cl_bobcycle.GetFloat(); cycle /= cl_bobcycle.GetFloat();
if ( cycle < cl_bobup.GetFloat() ) { cycle = M_PI * cycle / cl_bobup.GetFloat(); } else { cycle = M_PI + M_PI*(cycle-cl_bobup.GetFloat())/(1.0 - cl_bobup.GetFloat()); } g_verticalBob = speed*0.005f; g_verticalBob = g_verticalBob*0.3 + g_verticalBob*0.7*sin(cycle);
g_verticalBob = clamp( g_verticalBob, -7.0f, 4.0f );
//Calculate the lateral bob
cycle = bobtime - (int)(bobtime/cl_bobcycle.GetFloat()*2)*cl_bobcycle.GetFloat()*2; cycle /= cl_bobcycle.GetFloat()*2;
if ( cycle < cl_bobup.GetFloat() ) { cycle = M_PI * cycle / cl_bobup.GetFloat(); } else { cycle = M_PI + M_PI*(cycle-cl_bobup.GetFloat())/(1.0 - cl_bobup.GetFloat()); }
g_lateralBob = speed*0.005f; g_lateralBob = g_lateralBob*0.3 + g_lateralBob*0.7*sin(cycle); g_lateralBob = clamp( g_lateralBob, -7.0f, 4.0f ); //NOTENOTE: We don't use this return value in our case (need to restructure the calculation function setup!)
return 0.0f;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : &origin -
// &angles -
// viewmodelindex -
//-----------------------------------------------------------------------------
void CWeaponDODBase::AddViewmodelBob( CBaseViewModel *viewmodel, Vector &origin, QAngle &angles ) { Vector forward, right; AngleVectors( angles, &forward, &right, NULL );
CalcViewmodelBob();
// Apply bob, but scaled down to 40%
VectorMA( origin, g_verticalBob * 0.4f, forward, origin ); // Z bob a bit more
origin[2] += g_verticalBob * 0.1f; // bob the angles
angles[ ROLL ] += g_verticalBob * 0.5f; angles[ PITCH ] -= g_verticalBob * 0.4f;
angles[ YAW ] -= g_lateralBob * 0.3f;
// VectorMA( origin, g_lateralBob * 0.2f, right, origin );
} #include "c_te_effect_dispatch.h"
#define NUM_MUZZLE_FLASH_TYPES 4
bool CWeaponDODBase::OnFireEvent( C_BaseViewModel *pViewModel, const Vector& origin, const QAngle& angles, int event, const char *options ) { if( event == 5001 ) { if ( ShouldDrawMuzzleFlash() ) { Assert( GetOwnerEntity() == C_BasePlayer::GetLocalPlayer() );
const char *pszMuzzleFlashEffect;
switch( GetDODWpnData().m_iMuzzleFlashType ) { case DOD_MUZZLEFLASH_PISTOL: pszMuzzleFlashEffect = "view_muzzle_pistols"; break; case DOD_MUZZLEFLASH_AUTO: pszMuzzleFlashEffect = "view_muzzle_fullyautomatic"; break; case DOD_MUZZLEFLASH_RIFLE: pszMuzzleFlashEffect = "view_muzzle_rifles"; break; case DOD_MUZZLEFLASH_MG: pszMuzzleFlashEffect = "view_muzzle_miniguns"; break; case DOD_MUZZLEFLASH_ROCKET: pszMuzzleFlashEffect = "view_muzzle_rockets"; break; case DOD_MUZZLEFLASH_MG42: pszMuzzleFlashEffect = "view_muzzle_mg42"; break; default: pszMuzzleFlashEffect = NULL; break; }
if ( pszMuzzleFlashEffect ) { pViewModel->ParticleProp()->Create( pszMuzzleFlashEffect, PATTACH_POINT_FOLLOW, 1 ); } } return true; } else if( event == 6002 ) { CEffectData data; data.m_nHitBox = atoi( options ); data.m_hEntity = GetPlayerOwner() ? GetPlayerOwner()->GetRefEHandle() : INVALID_EHANDLE_INDEX; pViewModel->GetAttachment( 2, data.m_vOrigin, data.m_vAngles );
DispatchEffect( "DOD_EjectBrass", data ); return true; }
return BaseClass::OnFireEvent( pViewModel, origin, angles, event, options ); }
bool CWeaponDODBase::ShouldAutoEjectBrass( void ) { // Don't eject brass if further than N units from the local player
C_BasePlayer *pLocalPlayer = C_BasePlayer::GetLocalPlayer(); if ( !pLocalPlayer ) return true;
float flMaxDistSqr = 250; flMaxDistSqr *= flMaxDistSqr;
float flDistSqr = pLocalPlayer->EyePosition().DistToSqr( GetAbsOrigin() ); return ( flDistSqr < flMaxDistSqr ); }
bool CWeaponDODBase::GetEjectBrassShellType( void ) { return 1; }
void CWeaponDODBase::SetUseAltModel( bool bUseAltModel ) { m_bUseAltWeaponModel = bUseAltModel; }
void CWeaponDODBase::CheckForAltWeapon( int iCurrentState ) { int iCriteria = GetDODWpnData().m_iAltWpnCriteria;
bool bUseAltModel = false;
if( ( iCriteria & iCurrentState ) != 0 ) bUseAltModel = true;
SetUseAltModel( bUseAltModel ); }
Vector CWeaponDODBase::GetDesiredViewModelOffset( C_DODPlayer *pOwner ) { Vector viewOffset = pOwner->GetViewOffset();
float flPercent = ( viewOffset.z - VEC_PRONE_VIEW_SCALED( pOwner ).z ) / ( VEC_VIEW_SCALED( pOwner ).z - VEC_PRONE_VIEW_SCALED( pOwner ).z );
return ( flPercent * GetDODWpnData().m_vecViewNormalOffset + ( 1.0 - flPercent ) * GetDODWpnData().m_vecViewProneOffset ); }
bool CWeaponDODBase::ShouldDraw( void ) { if ( GetModel() == NULL ) { // XXX(johns): Removed, doesn't seem to be the proper spot for this warning given that weapons can call
// ShouldDraw before their properties are filled.
// C_DODPlayer *pPlayer = C_DODPlayer::GetLocalDODPlayer();
// Warning( "BADNESS! Tell Matt that the weapon '%s' tried to draw with a null model ( %d, %d, %s ) \n",
// GetDODWpnData().szClassName,
// m_iWorldModelIndex.Get(), m_iReloadModelIndex.Get(), m_bUseAltWeaponModel ? "alt" : "not alt" );
return false; }
return BaseClass::ShouldDraw(); }
#else
void CWeaponDODBase::AddViewmodelBob( CBaseViewModel *viewmodel, Vector &origin, QAngle &angles ) {
}
float CWeaponDODBase::CalcViewmodelBob( void ) { return 0.0f; }
void CWeaponDODBase::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { if ( CanDrop() == false ) return;
CDODPlayer *pPlayer = ToDODPlayer( pActivator );
if ( pPlayer ) { pPlayer->PickUpWeapon( this ); } }
#endif
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