You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
379 lines
10 KiB
379 lines
10 KiB
//========= Copyright Valve Corporation, All rights reserved. ============//
|
|
//
|
|
// Purpose: Crowbar - an old favorite
|
|
//
|
|
// $NoKeywords: $
|
|
//=============================================================================//
|
|
|
|
#include "cbase.h"
|
|
#include "hl1mp_basecombatweapon_shared.h"
|
|
|
|
#ifdef CLIENT_DLL
|
|
#include "c_baseplayer.h"
|
|
#include "fx_impact.h"
|
|
#include "fx.h"
|
|
#else
|
|
#include "player.h"
|
|
#include "soundent.h"
|
|
#endif
|
|
|
|
#include "gamerules.h"
|
|
#include "ammodef.h"
|
|
#include "mathlib/mathlib.h"
|
|
#include "in_buttons.h"
|
|
|
|
#include "vstdlib/random.h"
|
|
|
|
extern ConVar sk_plr_dmg_crowbar;
|
|
|
|
#define CROWBAR_RANGE 64.0f
|
|
#define CROWBAR_REFIRE_MISS 0.5f
|
|
#define CROWBAR_REFIRE_HIT 0.25f
|
|
|
|
|
|
#ifdef CLIENT_DLL
|
|
#define CWeaponCrowbar C_WeaponCrowbar
|
|
#endif
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// CWeaponCrowbar
|
|
//-----------------------------------------------------------------------------
|
|
|
|
class CWeaponCrowbar : public CBaseHL1MPCombatWeapon
|
|
{
|
|
DECLARE_CLASS( CWeaponCrowbar, CBaseHL1MPCombatWeapon );
|
|
public:
|
|
DECLARE_NETWORKCLASS();
|
|
DECLARE_PREDICTABLE();
|
|
#ifndef CLIENT_DLL
|
|
DECLARE_DATADESC();
|
|
#endif
|
|
|
|
CWeaponCrowbar();
|
|
|
|
void Precache( void );
|
|
virtual void ItemPostFrame( void );
|
|
void PrimaryAttack( void );
|
|
|
|
public:
|
|
trace_t m_traceHit;
|
|
Activity m_nHitActivity;
|
|
|
|
private:
|
|
virtual void Swing( void );
|
|
virtual void Hit( void );
|
|
virtual void ImpactEffect( void );
|
|
void ImpactSound( CBaseEntity *pHitEntity );
|
|
virtual Activity ChooseIntersectionPointAndActivity( trace_t &hitTrace, const Vector &mins, const Vector &maxs, CBasePlayer *pOwner );
|
|
|
|
public:
|
|
|
|
};
|
|
|
|
IMPLEMENT_NETWORKCLASS_ALIASED( WeaponCrowbar, DT_WeaponCrowbar );
|
|
|
|
BEGIN_NETWORK_TABLE( CWeaponCrowbar, DT_WeaponCrowbar )
|
|
/// what
|
|
END_NETWORK_TABLE()
|
|
|
|
BEGIN_PREDICTION_DATA( CWeaponCrowbar )
|
|
END_PREDICTION_DATA()
|
|
|
|
LINK_ENTITY_TO_CLASS( weapon_crowbar, CWeaponCrowbar );
|
|
PRECACHE_WEAPON_REGISTER( weapon_crowbar );
|
|
|
|
#ifndef CLIENT_DLL
|
|
BEGIN_DATADESC( CWeaponCrowbar )
|
|
|
|
// DEFINE_FIELD( m_trLineHit, trace_t ),
|
|
// DEFINE_FIELD( m_trHullHit, trace_t ),
|
|
// DEFINE_FIELD( m_nHitActivity, FIELD_INTEGER ),
|
|
// DEFINE_FIELD( m_traceHit, trace_t ),
|
|
|
|
// Class CWeaponCrowbar:
|
|
// DEFINE_FIELD( m_nHitActivity, FIELD_INTEGER ),
|
|
|
|
// Function Pointers
|
|
DEFINE_FUNCTION( Hit ),
|
|
|
|
END_DATADESC()
|
|
#endif
|
|
|
|
#define BLUDGEON_HULL_DIM 16
|
|
|
|
static const Vector g_bludgeonMins(-BLUDGEON_HULL_DIM,-BLUDGEON_HULL_DIM,-BLUDGEON_HULL_DIM);
|
|
static const Vector g_bludgeonMaxs(BLUDGEON_HULL_DIM,BLUDGEON_HULL_DIM,BLUDGEON_HULL_DIM);
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Constructor
|
|
//-----------------------------------------------------------------------------
|
|
CWeaponCrowbar::CWeaponCrowbar()
|
|
{
|
|
m_bFiresUnderwater = true;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Precache the weapon
|
|
//-----------------------------------------------------------------------------
|
|
void CWeaponCrowbar::Precache( void )
|
|
{
|
|
//Call base class first
|
|
BaseClass::Precache();
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Purpose : Update weapon
|
|
//------------------------------------------------------------------------------
|
|
void CWeaponCrowbar::ItemPostFrame( void )
|
|
{
|
|
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
|
|
|
|
if ( pOwner == NULL )
|
|
return;
|
|
|
|
if ( (pOwner->m_nButtons & IN_ATTACK) && (m_flNextPrimaryAttack <= gpGlobals->curtime) )
|
|
{
|
|
PrimaryAttack();
|
|
}
|
|
else
|
|
{
|
|
WeaponIdle();
|
|
return;
|
|
}
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Purpose :
|
|
// Input :
|
|
// Output :
|
|
//------------------------------------------------------------------------------
|
|
void CWeaponCrowbar::PrimaryAttack()
|
|
{
|
|
Swing();
|
|
}
|
|
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Purpose: Implement impact function
|
|
//------------------------------------------------------------------------------
|
|
void CWeaponCrowbar::Hit( void )
|
|
{
|
|
//Make sound for the AI
|
|
#ifndef CLIENT_DLL
|
|
|
|
CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
|
|
|
|
CSoundEnt::InsertSound( SOUND_BULLET_IMPACT, m_traceHit.endpos, 400, 0.2f, pPlayer );
|
|
|
|
CBaseEntity *pHitEntity = m_traceHit.m_pEnt;
|
|
|
|
//Apply damage to a hit target
|
|
if ( pHitEntity != NULL )
|
|
{
|
|
Vector hitDirection;
|
|
pPlayer->EyeVectors( &hitDirection, NULL, NULL );
|
|
VectorNormalize( hitDirection );
|
|
|
|
ClearMultiDamage();
|
|
CTakeDamageInfo info( GetOwner(), GetOwner(), sk_plr_dmg_crowbar.GetFloat(), DMG_CLUB );
|
|
CalculateMeleeDamageForce( &info, hitDirection, m_traceHit.endpos );
|
|
pHitEntity->DispatchTraceAttack( info, hitDirection, &m_traceHit );
|
|
ApplyMultiDamage();
|
|
|
|
// Now hit all triggers along the ray that...
|
|
TraceAttackToTriggers( CTakeDamageInfo( GetOwner(), GetOwner(), sk_plr_dmg_crowbar.GetFloat(), DMG_CLUB ), m_traceHit.startpos, m_traceHit.endpos, hitDirection );
|
|
|
|
//Play an impact sound
|
|
ImpactSound( pHitEntity );
|
|
}
|
|
#endif
|
|
|
|
//Apply an impact effect
|
|
ImpactEffect();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Play the impact sound
|
|
// Input : pHitEntity - entity that we hit
|
|
// assumes pHitEntity is not null
|
|
//-----------------------------------------------------------------------------
|
|
void CWeaponCrowbar::ImpactSound( CBaseEntity *pHitEntity )
|
|
{
|
|
bool bIsWorld = ( pHitEntity->entindex() == 0 );
|
|
#ifndef CLIENT_DLL
|
|
if ( !bIsWorld )
|
|
{
|
|
bIsWorld |= pHitEntity->Classify() == CLASS_NONE || pHitEntity->Classify() == CLASS_MACHINE;
|
|
}
|
|
#endif
|
|
|
|
if( bIsWorld )
|
|
{
|
|
WeaponSound( MELEE_HIT_WORLD );
|
|
}
|
|
else
|
|
{
|
|
WeaponSound( MELEE_HIT );
|
|
}
|
|
}
|
|
|
|
Activity CWeaponCrowbar::ChooseIntersectionPointAndActivity( trace_t &hitTrace, const Vector &mins, const Vector &maxs, CBasePlayer *pOwner )
|
|
{
|
|
int i, j, k;
|
|
float distance;
|
|
const float *minmaxs[2] = {mins.Base(), maxs.Base()};
|
|
trace_t tmpTrace;
|
|
Vector vecHullEnd = hitTrace.endpos;
|
|
Vector vecEnd;
|
|
|
|
distance = 1e6f;
|
|
Vector vecSrc = hitTrace.startpos;
|
|
|
|
vecHullEnd = vecSrc + ((vecHullEnd - vecSrc)*2);
|
|
UTIL_TraceLine( vecSrc, vecHullEnd, MASK_SHOT_HULL, pOwner, COLLISION_GROUP_NONE, &tmpTrace );
|
|
if ( tmpTrace.fraction == 1.0 )
|
|
{
|
|
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_SHOT_HULL, pOwner, COLLISION_GROUP_NONE, &tmpTrace );
|
|
if ( tmpTrace.fraction < 1.0 )
|
|
{
|
|
float thisDistance = (tmpTrace.endpos - vecSrc).Length();
|
|
if ( thisDistance < distance )
|
|
{
|
|
hitTrace = tmpTrace;
|
|
distance = thisDistance;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
hitTrace = tmpTrace;
|
|
}
|
|
|
|
|
|
return ACT_VM_HITCENTER;
|
|
}
|
|
|
|
#ifdef HL1MP_CLIENT_DLL
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Handle jeep impacts
|
|
//-----------------------------------------------------------------------------
|
|
void ImpactCrowbarCallback( const CEffectData &data )
|
|
{
|
|
trace_t tr;
|
|
Vector vecOrigin, vecStart, vecShotDir;
|
|
int iMaterial, iDamageType, iHitbox;
|
|
short nSurfaceProp;
|
|
C_BaseEntity *pEntity = ParseImpactData( data, &vecOrigin, &vecStart, &vecShotDir, nSurfaceProp, iMaterial, iDamageType, iHitbox );
|
|
|
|
bool bIsWorld = ( pEntity->entindex() == 0 );
|
|
|
|
if ( !pEntity )
|
|
{
|
|
// This happens for impacts that occur on an object that's then destroyed.
|
|
// Clear out the fraction so it uses the server's data
|
|
tr.fraction = 1.0;
|
|
GetActiveWeapon()->WeaponSound( bIsWorld ? MELEE_HIT_WORLD : MELEE_HIT );
|
|
return;
|
|
}
|
|
|
|
// If we hit, perform our custom effects and play the sound
|
|
if ( Impact( vecOrigin, vecStart, iMaterial, iDamageType, iHitbox, pEntity, tr ) )
|
|
{
|
|
// Check for custom effects based on the Decal index
|
|
PerformCustomEffects( vecOrigin, tr, vecShotDir, iMaterial, 2 );
|
|
}
|
|
|
|
GetActiveWeapon()->WeaponSound( bIsWorld ? MELEE_HIT_WORLD : MELEE_HIT );
|
|
}
|
|
|
|
DECLARE_CLIENT_EFFECT( "ImpactCrowbar", ImpactCrowbarCallback );
|
|
|
|
#endif
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CWeaponCrowbar::ImpactEffect( void )
|
|
{
|
|
//FIXME: need new decals
|
|
#ifdef HL1MP_CLIENT_DLL
|
|
// in hl1mp force the basic crowbar sound
|
|
UTIL_ImpactTrace( &m_traceHit, DMG_CLUB, "ImpactCrowbar" );
|
|
#else
|
|
UTIL_ImpactTrace( &m_traceHit, DMG_CLUB );
|
|
#endif
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Purpose : Starts the swing of the weapon and determines the animation
|
|
//------------------------------------------------------------------------------
|
|
void CWeaponCrowbar::Swing( void )
|
|
{
|
|
// Try a ray
|
|
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
|
|
if ( !pOwner )
|
|
return;
|
|
|
|
Vector swingStart = pOwner->Weapon_ShootPosition( );
|
|
Vector forward;
|
|
|
|
pOwner->EyeVectors( &forward, NULL, NULL );
|
|
|
|
Vector swingEnd = swingStart + forward * CROWBAR_RANGE;
|
|
|
|
UTIL_TraceLine( swingStart, swingEnd, MASK_SHOT_HULL, pOwner, COLLISION_GROUP_NONE, &m_traceHit );
|
|
m_nHitActivity = ACT_VM_HITCENTER;
|
|
|
|
if ( m_traceHit.fraction == 1.0 )
|
|
{
|
|
float bludgeonHullRadius = 1.732f * BLUDGEON_HULL_DIM; // hull is +/- 16, so use cuberoot of 2 to determine how big the hull is from center to the corner point
|
|
|
|
// Back off by hull "radius"
|
|
swingEnd -= forward * bludgeonHullRadius;
|
|
|
|
UTIL_TraceHull( swingStart, swingEnd, g_bludgeonMins, g_bludgeonMaxs, MASK_SHOT_HULL, pOwner, COLLISION_GROUP_NONE, &m_traceHit );
|
|
if ( m_traceHit.fraction < 1.0 )
|
|
{
|
|
m_nHitActivity = ChooseIntersectionPointAndActivity( m_traceHit, g_bludgeonMins, g_bludgeonMaxs, pOwner );
|
|
}
|
|
}
|
|
|
|
|
|
// -------------------------
|
|
// Miss
|
|
// -------------------------
|
|
if ( m_traceHit.fraction == 1.0f )
|
|
{
|
|
m_nHitActivity = ACT_VM_MISSCENTER;
|
|
|
|
//Play swing sound
|
|
WeaponSound( SINGLE );
|
|
|
|
//Setup our next attack times
|
|
m_flNextPrimaryAttack = gpGlobals->curtime + CROWBAR_REFIRE_MISS;
|
|
}
|
|
else
|
|
{
|
|
Hit();
|
|
|
|
//Setup our next attack times
|
|
m_flNextPrimaryAttack = gpGlobals->curtime + CROWBAR_REFIRE_HIT;
|
|
}
|
|
|
|
//Send the anim
|
|
SendWeaponAnim( m_nHitActivity );
|
|
pOwner->SetAnimation( PLAYER_ATTACK1 );
|
|
}
|