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691 lines
20 KiB
691 lines
20 KiB
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Weapon Knife.
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//
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//=============================================================================
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#include "cbase.h"
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#include "tf_gamerules.h"
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#include "tf_weapon_knife.h"
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#include "decals.h"
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#include "debugoverlay_shared.h"
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// Client specific.
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#ifdef CLIENT_DLL
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#include "c_tf_player.h"
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#include "c_tf_gamestats.h"
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// Server specific.
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#else
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#include "tf_player.h"
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#include "tf_gamestats.h"
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#include "ilagcompensationmanager.h"
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#endif
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//=============================================================================
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//
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// Weapon Knife tables.
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//
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IMPLEMENT_NETWORKCLASS_ALIASED( TFKnife, DT_TFWeaponKnife )
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BEGIN_NETWORK_TABLE( CTFKnife, DT_TFWeaponKnife )
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#if defined( CLIENT_DLL )
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RecvPropBool( RECVINFO( m_bReadyToBackstab ) ),
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RecvPropBool( RECVINFO( m_bKnifeExists ) ),
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RecvPropFloat( RECVINFO( m_flKnifeRegenerateDuration ) ),
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RecvPropFloat( RECVINFO( m_flKnifeMeltTimestamp ) ),
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#else
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SendPropBool( SENDINFO( m_bReadyToBackstab ) ),
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SendPropBool( SENDINFO( m_bKnifeExists ) ),
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SendPropFloat( SENDINFO( m_flKnifeRegenerateDuration ), 0, SPROP_NOSCALE ),
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SendPropFloat( SENDINFO( m_flKnifeMeltTimestamp ), 0, SPROP_NOSCALE ),
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#endif
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END_NETWORK_TABLE()
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BEGIN_PREDICTION_DATA( CTFKnife )
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#ifdef CLIENT_DLL
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DEFINE_PRED_FIELD( m_bReadyToBackstab, FIELD_BOOLEAN, FTYPEDESC_INSENDTABLE ),
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#endif
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END_PREDICTION_DATA()
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LINK_ENTITY_TO_CLASS( tf_weapon_knife, CTFKnife );
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PRECACHE_WEAPON_REGISTER( tf_weapon_knife );
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//=============================================================================
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//
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// Weapon Knife functions.
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//
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CTFKnife::CTFKnife()
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{
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m_bReadyToBackstab = false;
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m_flBlockedTime = 0.f;
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m_bAllowHolsterBecauseForced = false;
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ResetVars();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFKnife::ResetVars( void )
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{
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m_bKnifeExists = true;
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m_flKnifeRegenerateDuration = 1.0f;
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m_flKnifeMeltTimestamp = 0.0f;
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m_bWasTaunting = false;
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m_bAllowHolsterBecauseForced = false;
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}
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//-----------------------------------------------------------------------------
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// Purpose: We are regenerating (ie: resupply cabinet)
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//-----------------------------------------------------------------------------
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void CTFKnife::WeaponRegenerate( void )
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{
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BaseClass::WeaponRegenerate();
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ResetVars();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFKnife::WeaponReset( void )
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{
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BaseClass::WeaponReset();
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ResetVars();
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}
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//-----------------------------------------------------------------------------
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bool CTFKnife::DoSwingTrace( trace_t &trace )
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{
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return BaseClass::DoSwingTrace( trace );
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}
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#ifdef GAME_DLL
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFKnife::ApplyOnInjuredAttributes( CTFPlayer *pVictim, CTFPlayer *pAttacker, const CTakeDamageInfo &info )
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{
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BaseClass::ApplyOnInjuredAttributes( pVictim, pAttacker, info );
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int iMeltsInFire = 0;
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CALL_ATTRIB_HOOK_INT( iMeltsInFire, melts_in_fire );
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if ( iMeltsInFire > 0 && info.GetDamageType() & DMG_BURN )
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{
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if ( m_bKnifeExists )
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{
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// melt it!
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m_bKnifeExists = false;
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m_flKnifeRegenerateDuration = iMeltsInFire;
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m_flKnifeMeltTimestamp = gpGlobals->curtime;
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CTFPlayer *pPlayer = ToTFPlayer( GetPlayerOwner() );
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if ( pPlayer )
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{
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pPlayer->EmitSound( "Icicle.Melt" );
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// force switch to sapper
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// Set flag to allow holstering during this forced switch (holstering might otherwise have been inhibited by being blocked). This addresses
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// a corner-case where a Spy stabbing a Razorback-equipped sniper with the Spycicle and then immediately burned doesn't switch away and could backstab immediately
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// even though their knife should have melted.
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CBaseCombatWeapon *mySapper = pPlayer->Weapon_GetWeaponByType( TF_WPN_TYPE_BUILDING );
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m_bAllowHolsterBecauseForced = true;
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if ( !mySapper )
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{
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// this should never happen
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pPlayer->SwitchToNextBestWeapon( this );
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}
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else
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{
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pPlayer->Weapon_Switch( mySapper );
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}
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m_bAllowHolsterBecauseForced = false;
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}
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}
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}
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}
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//-----------------------------------------------------------------------------
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bool CTFKnife::DecreaseRegenerationTime( float value, bool bForce )
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{
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// didn't do anything
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if ( m_bKnifeExists )
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return false;
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float flTime = value * 0.005f * m_flKnifeRegenerateDuration;
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m_flKnifeMeltTimestamp -= flTime;
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return true;
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}
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#endif
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//-----------------------------------------------------------------------------
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// Purpose: Set stealth attack bool
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//-----------------------------------------------------------------------------
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void CTFKnife::PrimaryAttack( void )
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{
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CTFPlayer *pPlayer = ToTFPlayer( GetPlayerOwner() );
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if ( !CanAttack() )
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return;
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// Set the weapon usage mode - primary, secondary.
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m_iWeaponMode = TF_WEAPON_PRIMARY_MODE;
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m_hBackstabVictim = NULL;
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int iBackstabVictimHealth = 0;
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#if !defined (CLIENT_DLL)
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// Move other players back to history positions based on local player's lag
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lagcompensation->StartLagCompensation( pPlayer, pPlayer->GetCurrentCommand() );
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#endif
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trace_t trace;
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if ( DoSwingTrace( trace ) == true )
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{
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// we will hit something with the attack
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if( trace.m_pEnt && trace.m_pEnt->IsPlayer() )
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{
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CTFPlayer *pTarget = ToTFPlayer( trace.m_pEnt );
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if ( pTarget && pTarget->GetTeamNumber() != pPlayer->GetTeamNumber() )
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{
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// Deal extra damage to players when stabbing them from behind
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if ( CanPerformBackstabAgainstTarget( pTarget ) )
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{
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// store the victim to compare when we do the damage
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m_hBackstabVictim.Set( pTarget );
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iBackstabVictimHealth = Max( m_hBackstabVictim->GetHealth(), 75 );
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}
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}
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}
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}
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#ifndef CLIENT_DLL
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pPlayer->RemoveInvisibility();
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lagcompensation->FinishLagCompensation( pPlayer );
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#endif
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// Swing the weapon.
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Swing( pPlayer );
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Smack();
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m_flSmackTime = -1.0f;
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m_bReadyToBackstab = false; // Hand is down.
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#if !defined( CLIENT_DLL )
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pPlayer->SpeakWeaponFire();
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CTF_GameStats.Event_PlayerFiredWeapon( pPlayer, IsCurrentAttackACrit() );
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#endif
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#ifdef CLIENT_DLL
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C_CTF_GameStats.Event_PlayerFiredWeapon( pPlayer, IsCurrentAttackACrit() );
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#endif
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bool bSuccessfulBackstab = IsBackstab() && !m_hBackstabVictim->IsAlive();
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ETFFlagType ignoreTypes[] = { TF_FLAGTYPE_PLAYER_DESTRUCTION };
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if ( ShouldDisguiseOnBackstab() && bSuccessfulBackstab && !pPlayer->HasTheFlag( ignoreTypes, ARRAYSIZE( ignoreTypes ) ) )
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{
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// Different rules in MvM when stabbing bots
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bool bMvM = TFGameRules() && TFGameRules()->IsMannVsMachineMode() && m_hBackstabVictim->IsBot();
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if ( bMvM )
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{
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// Remove the disguise first, otherwise this attribute is overpowered
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pPlayer->RemoveDisguise();
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}
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// We should very quickly disguise as our victim.
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const float flDelay = bMvM ? 1.5f : 0.2f;
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SetContextThink( &CTFKnife::DisguiseOnKill, gpGlobals->curtime + flDelay, "DisguiseOnKill" );
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}
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else
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{
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pPlayer->RemoveDisguise();
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}
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#ifdef GAME_DLL
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int iSanguisuge = 0;
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CALL_ATTRIB_HOOK_INT( iSanguisuge, sanguisuge );
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if ( bSuccessfulBackstab && iSanguisuge > 0 )
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{
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// Our health cap is 3x our default maximum health cap. This is so high to make up for
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// the fact that our default is lowered by equipping the weapon.
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int iBaseMaxHealth = pPlayer->GetMaxHealth() * 3,
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iNewHealth = MIN( pPlayer->GetHealth() + iBackstabVictimHealth, iBaseMaxHealth ),
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iDeltaHealth = iNewHealth - pPlayer->GetHealth();
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if ( iDeltaHealth > 0 )
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{
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pPlayer->TakeHealth( iDeltaHealth, DMG_IGNORE_MAXHEALTH );
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pPlayer->m_Shared.HealthKitPickupEffects( iDeltaHealth );
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}
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}
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#endif // GAME_DLL
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFKnife::DisguiseOnKill()
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{
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#ifdef GAME_DLL
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if ( !m_hBackstabVictim.Get() )
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return;
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int nTeam = m_hBackstabVictim->GetTeamNumber();
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int nClass = m_hBackstabVictim->GetPlayerClass()->GetClassIndex();
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CTFPlayer *pPlayer = ToTFPlayer( GetPlayerOwner() );
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if ( pPlayer )
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{
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pPlayer->m_Shared.Disguise( nTeam, nClass, m_hBackstabVictim.Get(), true );
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}
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#endif
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CTFKnife::ShouldDisguiseOnBackstab()
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{
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int iDisguiseAsVictim = 0;
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CALL_ATTRIB_HOOK_INT( iDisguiseAsVictim, set_disguise_on_backstab );
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if ( iDisguiseAsVictim == 1 )
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return true;
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else
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return false;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Do backstab damage
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//-----------------------------------------------------------------------------
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float CTFKnife::GetMeleeDamage( CBaseEntity *pTarget, int* piDamageType, int* piCustomDamage )
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{
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float flBaseDamage = BaseClass::GetMeleeDamage( pTarget, piDamageType, piCustomDamage );
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CTFPlayer *pTFOwner = ToTFPlayer( GetPlayerOwner() );
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if ( !pTFOwner )
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return false;
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if ( pTarget->IsPlayer() )
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{
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if ( IsBackstab() )
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{
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CTFPlayer *pTFTarget = ToTFPlayer( pTarget );
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// Special rules in modes where player power grows significantly
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if ( !pTFOwner->IsBot() && pTFTarget && pTFTarget->IsMiniBoss() )
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{
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// MvM: Cap damage against bots and check for a damage upgrade
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float flBonusDmg = 1.f;
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CALL_ATTRIB_HOOK_FLOAT( flBonusDmg, mult_dmg );
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flBaseDamage = 250.f * flBonusDmg;
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// Minibosses: Adjust damage when backstabbing based on level of armor piercing
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// Base amount is 25% of normal damage. Each level adds 25% to a cap of 125%.
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float flArmorPiercing = 25.f;
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CALL_ATTRIB_HOOK_FLOAT_ON_OTHER( pTFOwner, flArmorPiercing, armor_piercing );
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flBaseDamage *= clamp( flArmorPiercing / 100.0f, 0.25f, 1.25f );
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}
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else // Regular game mode, or the attacker is a bot
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{
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// Do twice the target's health so that random modification will still kill him.
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flBaseDamage = pTarget->GetHealth() * 2;
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}
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// Declare a backstab.
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*piCustomDamage = TF_DMG_CUSTOM_BACKSTAB;
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}
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else if (pTFOwner->m_Shared.IsCritBoosted())
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{
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m_bCurrentAttackIsCrit = true;
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}
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else
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{
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m_bCurrentAttackIsCrit = false; // don't do a crit if we failed the above checks.
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}
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}
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return flBaseDamage;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Are we in a backstab position?
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//-----------------------------------------------------------------------------
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bool CTFKnife::CanPerformBackstabAgainstTarget( CTFPlayer *pTarget )
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{
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if ( !pTarget )
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return false;
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// Immune?
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int iNoBackstab = 0;
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CALL_ATTRIB_HOOK_INT_ON_OTHER( pTarget, iNoBackstab, cannot_be_backstabbed );
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if ( iNoBackstab )
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return false;
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// Behind and facing target's back?
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if ( IsBehindAndFacingTarget( pTarget ) )
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return true;
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// Is target (bot) disabled via a sapper?
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if ( TFGameRules() && TFGameRules()->IsMannVsMachineMode() && pTarget->GetTeamNumber() == TF_TEAM_PVE_INVADERS )
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{
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if ( pTarget->m_Shared.InCond( TF_COND_MVM_BOT_STUN_RADIOWAVE ) )
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return true;
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if ( pTarget->m_Shared.InCond( TF_COND_SAPPED ) && !pTarget->IsMiniBoss() )
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return true;
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}
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return false;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Determine if we are reasonably facing our target.
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//-----------------------------------------------------------------------------
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bool CTFKnife::IsBehindAndFacingTarget( CTFPlayer *pTarget )
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{
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CTFPlayer *pOwner = ToTFPlayer( GetPlayerOwner() );
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if ( !pOwner )
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return false;
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// Get a vector from owner origin to target origin
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Vector vecToTarget;
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vecToTarget = pTarget->WorldSpaceCenter() - pOwner->WorldSpaceCenter();
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vecToTarget.z = 0.0f;
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vecToTarget.NormalizeInPlace();
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// Get owner forward view vector
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Vector vecOwnerForward;
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AngleVectors( pOwner->EyeAngles(), &vecOwnerForward, NULL, NULL );
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vecOwnerForward.z = 0.0f;
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vecOwnerForward.NormalizeInPlace();
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// Get target forward view vector
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Vector vecTargetForward;
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AngleVectors( pTarget->EyeAngles(), &vecTargetForward, NULL, NULL );
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vecTargetForward.z = 0.0f;
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vecTargetForward.NormalizeInPlace();
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// Make sure owner is behind, facing and aiming at target's back
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float flPosVsTargetViewDot = DotProduct( vecToTarget, vecTargetForward ); // Behind?
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float flPosVsOwnerViewDot = DotProduct( vecToTarget, vecOwnerForward ); // Facing?
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float flViewAnglesDot = DotProduct( vecTargetForward, vecOwnerForward ); // Facestab?
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// Debug
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// NDebugOverlay::HorzArrow( pTarget->WorldSpaceCenter(), pTarget->WorldSpaceCenter() + 50.0f * vecTargetForward, 5.0f, 0, 255, 0, 255, true, NDEBUG_PERSIST_TILL_NEXT_SERVER );
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// NDebugOverlay::HorzArrow( pOwner->WorldSpaceCenter(), pOwner->WorldSpaceCenter() + 50.0f * vecOwnerForward, 5.0f, 0, 255, 0, 255, true, NDEBUG_PERSIST_TILL_NEXT_SERVER );
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// DevMsg( "PosDot: %3.2f FacingDot: %3.2f AnglesDot: %3.2f\n", flPosVsTargetViewDot, flPosVsOwnerViewDot, flViewAnglesDot );
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return ( flPosVsTargetViewDot > 0.f && flPosVsOwnerViewDot > 0.5 && flViewAnglesDot > -0.3f );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CTFKnife::CalcIsAttackCriticalHelper( void )
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{
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// Always crit from behind, never from front
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return IsBackstab();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CTFKnife::CalcIsAttackCriticalHelperNoCrits( void )
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{
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// Always crit from behind, never from front
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return IsBackstab();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Allow melee weapons to send different anim events
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// Input : -
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//-----------------------------------------------------------------------------
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void CTFKnife::SendPlayerAnimEvent( CTFPlayer *pPlayer )
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{
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if ( IsBackstab() )
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{
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pPlayer->DoAnimationEvent( PLAYERANIMEVENT_CUSTOM_GESTURE, ACT_MP_ATTACK_STAND_SECONDARYFIRE );
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}
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else
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{
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pPlayer->DoAnimationEvent( PLAYERANIMEVENT_ATTACK_PRIMARY );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CTFKnife::CanDeploy( void )
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{
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m_bKnifeExists = ( gpGlobals->curtime - m_flKnifeMeltTimestamp > m_flKnifeRegenerateDuration );
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if ( m_bKnifeExists == false )
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{
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// melted icicle has not yet regenerated
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return false;
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}
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return BaseClass::CanDeploy();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CTFKnife::Deploy( void )
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{
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bool bDeployed = BaseClass::Deploy();
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m_bReadyToBackstab = false;
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m_bKnifeExists = true;
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return bDeployed;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFKnife::ItemPreFrame( void )
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{
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BaseClass::ItemPreFrame();
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ProcessDisguiseImpulse();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFKnife::ItemPostFrame( void )
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{
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CTFPlayer *pPlayer = ToTFPlayer( GetPlayerOwner() );
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if ( pPlayer )
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{
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if ( pPlayer->m_Shared.InCond( TF_COND_TAUNTING ) )
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{
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m_bWasTaunting = true;
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}
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else if ( m_bWasTaunting )
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{
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// we were taunting and now we're not
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m_bWasTaunting = false;
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// force switch away from knife if we can't deploy it right now
|
|
if ( !CanDeploy() )
|
|
{
|
|
// force switch to sapper
|
|
CBaseCombatWeapon *mySapper = pPlayer->Weapon_GetWeaponByType( TF_WPN_TYPE_BUILDING );
|
|
if ( !mySapper )
|
|
{
|
|
// this should never happen
|
|
pPlayer->SwitchToNextBestWeapon( this );
|
|
}
|
|
else
|
|
{
|
|
pPlayer->Weapon_Switch( mySapper );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
BackstabVMThink();
|
|
BaseClass::ItemPostFrame();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CTFKnife::ItemBusyFrame( void )
|
|
{
|
|
BaseClass::ItemBusyFrame();
|
|
ProcessDisguiseImpulse();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CTFKnife::ItemHolsterFrame( void )
|
|
{
|
|
BaseClass::ItemHolsterFrame();
|
|
ProcessDisguiseImpulse();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Special case handling of 'Your Eternal Reward' input polling
|
|
//-----------------------------------------------------------------------------
|
|
void CTFKnife::ProcessDisguiseImpulse( void )
|
|
{
|
|
CTFPlayer *pPlayer = ToTFPlayer( GetPlayerOwner() );
|
|
if ( !pPlayer )
|
|
return;
|
|
|
|
// Only care about this with the right weapon
|
|
if ( GetKnifeType() != KNIFE_DISGUISE_ONKILL )
|
|
return;
|
|
|
|
// If we're not already disguised, ignore
|
|
if ( !pPlayer->m_Shared.InCond( TF_COND_DISGUISED ) )
|
|
return;
|
|
|
|
pPlayer->m_Shared.ProcessDisguiseImpulse( pPlayer );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CTFKnife::BackstabVMThink( void )
|
|
{
|
|
CTFPlayer *pPlayer = ToTFPlayer( GetPlayerOwner() );
|
|
if ( !pPlayer )
|
|
return;
|
|
|
|
if ( pPlayer->GetActiveWeapon() != this )
|
|
return;
|
|
|
|
// Don't do this if we are doing something other than idling.
|
|
// int iIdealActivity = GetIdealActivity();
|
|
// if ( (iIdealActivity != ACT_VM_IDLE) && (iIdealActivity != ACT_BACKSTAB_VM_IDLE) )
|
|
// return;
|
|
int iActivity = GetActivity();
|
|
if ( (iActivity != ACT_VM_IDLE) && (iActivity != ACT_BACKSTAB_VM_IDLE) && (iActivity != ACT_MELEE_VM_IDLE) &&
|
|
(iActivity != ACT_ITEM1_VM_IDLE) && (iActivity != ACT_ITEM1_BACKSTAB_VM_IDLE) &&
|
|
(iActivity != ACT_ITEM2_VM_IDLE) && (iActivity != ACT_ITEM2_BACKSTAB_VM_IDLE) )
|
|
return;
|
|
|
|
|
|
// Are we in backstab range and not cloaked?
|
|
trace_t trace;
|
|
if ( DoSwingTrace( trace ) == true && CanAttack() )
|
|
{
|
|
// We will hit something if we attack.
|
|
if( trace.m_pEnt && trace.m_pEnt->IsPlayer() )
|
|
{
|
|
CTFPlayer *pTarget = ToTFPlayer( trace.m_pEnt );
|
|
|
|
if ( pTarget && pTarget->GetTeamNumber() != pPlayer->GetTeamNumber() )
|
|
{
|
|
if ( CanPerformBackstabAgainstTarget( pTarget ) )
|
|
{
|
|
if ( !m_bReadyToBackstab )
|
|
{
|
|
SendWeaponAnim( ACT_BACKSTAB_VM_UP );
|
|
|
|
m_bReadyToBackstab = true;
|
|
}
|
|
}
|
|
else if ( m_bReadyToBackstab )
|
|
{
|
|
|
|
SendWeaponAnim( ACT_BACKSTAB_VM_DOWN );
|
|
|
|
m_bReadyToBackstab = false;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else if ( m_bReadyToBackstab )
|
|
{
|
|
SendWeaponAnim( ACT_BACKSTAB_VM_DOWN );
|
|
m_bReadyToBackstab = false;
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Play animation appropriate to ball status.
|
|
//-----------------------------------------------------------------------------
|
|
bool CTFKnife::SendWeaponAnim( int iActivity )
|
|
{
|
|
CTFPlayer *pPlayer = GetTFPlayerOwner();
|
|
if ( !pPlayer )
|
|
return BaseClass::SendWeaponAnim( iActivity );
|
|
|
|
if ( m_bReadyToBackstab )
|
|
{
|
|
switch ( iActivity )
|
|
{
|
|
case ACT_VM_IDLE:
|
|
case ACT_ITEM1_VM_IDLE:
|
|
case ACT_ITEM2_VM_IDLE:
|
|
iActivity = ACT_BACKSTAB_VM_IDLE;
|
|
break;
|
|
}
|
|
}
|
|
|
|
return BaseClass::SendWeaponAnim( iActivity );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: The spy's backstab was blocked by a player item.
|
|
//-----------------------------------------------------------------------------
|
|
void CTFKnife::BackstabBlocked( void )
|
|
{
|
|
CTFPlayer *pPlayer = GetTFPlayerOwner();
|
|
if ( !pPlayer )
|
|
return;
|
|
|
|
// Delay the spy's next attack for a time.
|
|
pPlayer->SetNextAttack( gpGlobals->curtime + 2.f );
|
|
m_flBlockedTime = gpGlobals->curtime;
|
|
|
|
SendWeaponAnim( ACT_MELEE_VM_STUN );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Spy can't change weapons if knife is hot.
|
|
//-----------------------------------------------------------------------------
|
|
bool CTFKnife::CanHolster( void ) const
|
|
{
|
|
if ( !m_bAllowHolsterBecauseForced && gpGlobals->curtime - m_flBlockedTime < 2.f )
|
|
return false;
|
|
else
|
|
return BaseClass::CanHolster();
|
|
}
|