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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "util.h"
#include "weapon_tfc_spanner.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_spanner_damage_first( "tfc_spanner_damage_first", "25", 0, "First spanner hit damage." ); static ConVar tfc_spanner_damage_next( "tfc_spanner_damage_next", "12.5", 0, "Spanner hit damage after first hit." );
static Vector head_hull_mins( -16, -16, -18 ); static Vector head_hull_maxs( 16, 16, 18 );
// ----------------------------------------------------------------------------- //
// CTFCSpanner tables.
// ----------------------------------------------------------------------------- //
IMPLEMENT_NETWORKCLASS_ALIASED( TFCSpanner, DT_WeaponSpanner )
BEGIN_NETWORK_TABLE( CTFCSpanner, DT_WeaponSpanner ) END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CTFCSpanner ) END_PREDICTION_DATA()
LINK_ENTITY_TO_CLASS( weapon_spanner, CTFCSpanner ); PRECACHE_WEAPON_REGISTER( weapon_spanner );
#ifndef CLIENT_DLL
BEGIN_DATADESC( CTFCSpanner ) DEFINE_FUNCTION( Smack ) END_DATADESC()
#endif
// ----------------------------------------------------------------------------- //
// CTFCSpanner implementation.
// ----------------------------------------------------------------------------- //
CTFCSpanner::CTFCSpanner() { }
void CTFCSpanner::Precache() { BaseClass::Precache();
PrecacheScriptSound( "Weapon_Spanner.Slash" ); PrecacheScriptSound( "Weapon_Spanner.HitFlesh" ); }
TFCWeaponID CTFCSpanner::GetWeaponID( void ) const { return WEAPON_SPANNER; }
#ifdef CLIENT_DLL
// ------------------------------------------------------------------------------------------------ //
// ------------------------------------------------------------------------------------------------ //
// CLIENT DLL SPECIFIC CODE
// ------------------------------------------------------------------------------------------------ //
// ------------------------------------------------------------------------------------------------ //
#else
// ------------------------------------------------------------------------------------------------ //
// ------------------------------------------------------------------------------------------------ //
// GAME DLL SPECIFIC CODE
// ------------------------------------------------------------------------------------------------ //
// ------------------------------------------------------------------------------------------------ //
void CTFCSpanner::AxeHit( CBaseEntity *pTarget, bool bFirstSwing, trace_t &tr, float *flDamage, bool *bDoEffects ) { CTFCPlayer *pPlayer = GetPlayerOwner(); if ( !pPlayer ) return;
// Check to see if it's a trigger that's activatable by a Spanner hit
// If it's not on our team, whack it.
if ( !pPlayer->IsAlly( pTarget ) ) { *flDamage = 20; return; }
// Otherwise, the Engineer can repair his buildings or repair his teammate's armor.
variant_t voidVariant; *bDoEffects = pTarget->AcceptInput( "EngineerUse", pPlayer, this, voidVariant, 0 ); }
#endif
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