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https://github.com/nillerusr/source-engine.git
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@@ -0,0 +1,902 @@
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Stun Stick- beating stick with a zappy end
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "npcevent.h"
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#include "weapon_hl2mpbasebasebludgeon.h"
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#include "IEffects.h"
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#include "debugoverlay_shared.h"
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#ifndef CLIENT_DLL
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#include "npc_metropolice.h"
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#include "te_effect_dispatch.h"
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#endif
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#ifdef CLIENT_DLL
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#include "iviewrender_beams.h"
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#include "beam_shared.h"
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#include "materialsystem/imaterial.h"
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#include "model_types.h"
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#include "c_te_effect_dispatch.h"
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#include "fx_quad.h"
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#include "fx.h"
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extern void DrawHalo( IMaterial* pMaterial, const Vector &source, float scale, float const *color, float flHDRColorScale );
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extern void FormatViewModelAttachment( Vector &vOrigin, bool bInverse );
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#endif
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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extern ConVar metropolice_move_and_melee;
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#define STUNSTICK_RANGE 75.0f
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#define STUNSTICK_REFIRE 0.8f
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#define STUNSTICK_BEAM_MATERIAL "sprites/lgtning.vmt"
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#define STUNSTICK_GLOW_MATERIAL "sprites/light_glow02_add"
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#define STUNSTICK_GLOW_MATERIAL2 "effects/blueflare1"
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#define STUNSTICK_GLOW_MATERIAL_NOZ "sprites/light_glow02_add_noz"
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#ifdef CLIENT_DLL
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#define CWeaponStunStick C_WeaponStunStick
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#endif
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class CWeaponStunStick : public CBaseHL2MPBludgeonWeapon
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{
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DECLARE_CLASS( CWeaponStunStick, CBaseHL2MPBludgeonWeapon );
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public:
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CWeaponStunStick();
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DECLARE_NETWORKCLASS();
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DECLARE_PREDICTABLE();
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#ifndef CLIENT_DLL
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DECLARE_ACTTABLE();
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#endif
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#ifdef CLIENT_DLL
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virtual int DrawModel( int flags );
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virtual void ClientThink( void );
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virtual void OnDataChanged( DataUpdateType_t updateType );
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virtual RenderGroup_t GetRenderGroup( void );
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virtual void ViewModelDrawn( C_BaseViewModel *pBaseViewModel );
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#endif
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virtual void Precache();
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void Spawn();
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float GetRange( void ) { return STUNSTICK_RANGE; }
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float GetFireRate( void ) { return STUNSTICK_REFIRE; }
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bool Deploy( void );
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bool Holster( CBaseCombatWeapon *pSwitchingTo = NULL );
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void Drop( const Vector &vecVelocity );
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void ImpactEffect( trace_t &traceHit );
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void SecondaryAttack( void ) {}
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void SetStunState( bool state );
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bool GetStunState( void );
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#ifndef CLIENT_DLL
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void Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator );
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int WeaponMeleeAttack1Condition( float flDot, float flDist );
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#endif
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float GetDamageForActivity( Activity hitActivity );
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CWeaponStunStick( const CWeaponStunStick & );
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private:
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#ifdef CLIENT_DLL
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#define NUM_BEAM_ATTACHMENTS 9
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struct stunstickBeamInfo_t
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{
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int IDs[2]; // 0 - top, 1 - bottom
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};
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stunstickBeamInfo_t m_BeamAttachments[NUM_BEAM_ATTACHMENTS]; // Lookup for arc attachment points on the head of the stick
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int m_BeamCenterAttachment; // "Core" of the effect (center of the head)
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void SetupAttachmentPoints( void );
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void DrawFirstPersonEffects( void );
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void DrawThirdPersonEffects( void );
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void DrawEffects( void );
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bool InSwing( void );
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bool m_bSwungLastFrame;
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#define FADE_DURATION 0.25f
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float m_flFadeTime;
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#endif
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CNetworkVar( bool, m_bActive );
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};
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//-----------------------------------------------------------------------------
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// CWeaponStunStick
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//-----------------------------------------------------------------------------
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IMPLEMENT_NETWORKCLASS_ALIASED( WeaponStunStick, DT_WeaponStunStick )
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BEGIN_NETWORK_TABLE( CWeaponStunStick, DT_WeaponStunStick )
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#ifdef CLIENT_DLL
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RecvPropInt( RECVINFO( m_bActive ) ),
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#else
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SendPropInt( SENDINFO( m_bActive ), 1, SPROP_UNSIGNED ),
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#endif
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END_NETWORK_TABLE()
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BEGIN_PREDICTION_DATA( CWeaponStunStick )
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END_PREDICTION_DATA()
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LINK_ENTITY_TO_CLASS( weapon_stunstick, CWeaponStunStick );
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PRECACHE_WEAPON_REGISTER( weapon_stunstick );
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#ifndef CLIENT_DLL
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acttable_t CWeaponStunStick::m_acttable[] =
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{
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{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SLAM, true },
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{ ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_MELEE, false },
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{ ACT_HL2MP_RUN, ACT_HL2MP_RUN_MELEE, false },
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{ ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_MELEE, false },
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{ ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_MELEE, false },
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{ ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_MELEE, false },
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{ ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_MELEE, false },
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{ ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_MELEE, false },
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};
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IMPLEMENT_ACTTABLE(CWeaponStunStick);
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#endif
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//-----------------------------------------------------------------------------
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// Constructor
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//-----------------------------------------------------------------------------
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CWeaponStunStick::CWeaponStunStick( void )
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{
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// HACK: Don't call SetStunState because this tried to Emit a sound before
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// any players are connected which is a bug
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m_bActive = false;
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#ifdef CLIENT_DLL
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m_bSwungLastFrame = false;
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m_flFadeTime = FADE_DURATION; // Start off past the fade point
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#endif
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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void CWeaponStunStick::Spawn()
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{
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Precache();
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BaseClass::Spawn();
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AddSolidFlags( FSOLID_NOT_STANDABLE );
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}
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void CWeaponStunStick::Precache()
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{
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BaseClass::Precache();
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PrecacheScriptSound( "Weapon_StunStick.Activate" );
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PrecacheScriptSound( "Weapon_StunStick.Deactivate" );
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PrecacheModel( STUNSTICK_BEAM_MATERIAL );
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PrecacheModel( "sprites/light_glow02_add.vmt" );
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PrecacheModel( "effects/blueflare1.vmt" );
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PrecacheModel( "sprites/light_glow02_add_noz.vmt" );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Get the damage amount for the animation we're doing
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// Input : hitActivity - currently played activity
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// Output : Damage amount
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//-----------------------------------------------------------------------------
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float CWeaponStunStick::GetDamageForActivity( Activity hitActivity )
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{
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return 40.0f;
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}
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//-----------------------------------------------------------------------------
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// Attempt to lead the target (needed because citizens can't hit manhacks with the crowbar!)
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//-----------------------------------------------------------------------------
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extern ConVar sk_crowbar_lead_time;
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CWeaponStunStick::ImpactEffect( trace_t &traceHit )
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{
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//#ifndef CLIENT_DLL
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CEffectData data;
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data.m_vNormal = traceHit.plane.normal;
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data.m_vOrigin = traceHit.endpos + ( data.m_vNormal * 4.0f );
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DispatchEffect( "StunstickImpact", data );
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//#endif
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//FIXME: need new decals
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UTIL_ImpactTrace( &traceHit, DMG_CLUB );
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}
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#ifndef CLIENT_DLL
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int CWeaponStunStick::WeaponMeleeAttack1Condition( float flDot, float flDist )
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{
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// Attempt to lead the target (needed because citizens can't hit manhacks with the crowbar!)
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CAI_BaseNPC *pNPC = GetOwner()->MyNPCPointer();
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CBaseEntity *pEnemy = pNPC->GetEnemy();
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if (!pEnemy)
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return COND_NONE;
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Vector vecVelocity;
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AngularImpulse angVelocity;
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pEnemy->GetVelocity( &vecVelocity, &angVelocity );
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// Project where the enemy will be in a little while, add some randomness so he doesn't always hit
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float dt = sk_crowbar_lead_time.GetFloat();
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dt += random->RandomFloat( -0.3f, 0.2f );
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if ( dt < 0.0f )
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dt = 0.0f;
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Vector vecExtrapolatedPos;
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VectorMA( pEnemy->WorldSpaceCenter(), dt, vecVelocity, vecExtrapolatedPos );
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Vector vecDelta;
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VectorSubtract( vecExtrapolatedPos, pNPC->WorldSpaceCenter(), vecDelta );
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if ( fabs( vecDelta.z ) > 70 )
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{
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return COND_TOO_FAR_TO_ATTACK;
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}
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Vector vecForward = pNPC->BodyDirection2D( );
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vecDelta.z = 0.0f;
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float flExtrapolatedDot = DotProduct2D( vecDelta.AsVector2D(), vecForward.AsVector2D() );
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if ((flDot < 0.7) && (flExtrapolatedDot < 0.7))
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{
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return COND_NOT_FACING_ATTACK;
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}
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float flExtrapolatedDist = Vector2DNormalize( vecDelta.AsVector2D() );
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if( pEnemy->IsPlayer() )
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{
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//Vector vecDir = pEnemy->GetSmoothedVelocity();
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//float flSpeed = VectorNormalize( vecDir );
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// If player will be in front of me in one-half second, clock his arse.
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Vector vecProjectEnemy = pEnemy->GetAbsOrigin() + (pEnemy->GetAbsVelocity() * 0.35);
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Vector vecProjectMe = GetAbsOrigin();
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if( (vecProjectMe - vecProjectEnemy).Length2D() <= 48.0f )
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{
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return COND_CAN_MELEE_ATTACK1;
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}
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}
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/*
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if( metropolice_move_and_melee.GetBool() )
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{
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if( pNPC->IsMoving() )
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{
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flTargetDist *= 1.5f;
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}
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}
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*/
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float flTargetDist = 48.0f;
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if ((flDist > flTargetDist) && (flExtrapolatedDist > flTargetDist))
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{
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return COND_TOO_FAR_TO_ATTACK;
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}
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return COND_CAN_MELEE_ATTACK1;
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}
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void CWeaponStunStick::Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator )
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{
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switch( pEvent->event )
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{
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case EVENT_WEAPON_MELEE_HIT:
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{
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// Trace up or down based on where the enemy is...
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// But only if we're basically facing that direction
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Vector vecDirection;
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AngleVectors( GetAbsAngles(), &vecDirection );
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CBaseEntity *pEnemy = pOperator->MyNPCPointer() ? pOperator->MyNPCPointer()->GetEnemy() : NULL;
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if ( pEnemy )
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{
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Vector vecDelta;
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VectorSubtract( pEnemy->WorldSpaceCenter(), pOperator->Weapon_ShootPosition(), vecDelta );
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VectorNormalize( vecDelta );
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Vector2D vecDelta2D = vecDelta.AsVector2D();
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Vector2DNormalize( vecDelta2D );
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if ( DotProduct2D( vecDelta2D, vecDirection.AsVector2D() ) > 0.8f )
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{
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vecDirection = vecDelta;
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}
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}
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Vector vecEnd;
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VectorMA( pOperator->Weapon_ShootPosition(), 32, vecDirection, vecEnd );
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// Stretch the swing box down to catch low level physics objects
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CBaseEntity *pHurt = pOperator->CheckTraceHullAttack( pOperator->Weapon_ShootPosition(), vecEnd,
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Vector(-16,-16,-40), Vector(16,16,16), GetDamageForActivity( GetActivity() ), DMG_CLUB, 0.5f, false );
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// did I hit someone?
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if ( pHurt )
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{
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// play sound
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WeaponSound( MELEE_HIT );
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CBasePlayer *pPlayer = ToBasePlayer( pHurt );
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bool bFlashed = false;
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// Punch angles
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if ( pPlayer != NULL && !(pPlayer->GetFlags() & FL_GODMODE) )
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{
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float yawKick = random->RandomFloat( -48, -24 );
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//Kick the player angles
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pPlayer->ViewPunch( QAngle( -16, yawKick, 2 ) );
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Vector dir = pHurt->GetAbsOrigin() - GetAbsOrigin();
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// If the player's on my head, don't knock him up
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if ( pPlayer->GetGroundEntity() == pOperator )
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{
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dir = vecDirection;
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dir.z = 0;
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}
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VectorNormalize(dir);
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dir *= 500.0f;
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//If not on ground, then don't make them fly!
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if ( !(pPlayer->GetFlags() & FL_ONGROUND ) )
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dir.z = 0.0f;
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//Push the target back
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pHurt->ApplyAbsVelocityImpulse( dir );
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if ( !bFlashed )
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{
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color32 red = {128,0,0,128};
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UTIL_ScreenFade( pPlayer, red, 0.5f, 0.1f, FFADE_IN );
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}
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// Force the player to drop anyting they were holding
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pPlayer->ForceDropOfCarriedPhysObjects();
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}
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// do effect?
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}
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else
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{
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WeaponSound( MELEE_MISS );
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}
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}
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break;
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default:
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BaseClass::Operator_HandleAnimEvent( pEvent, pOperator );
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break;
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||||
}
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}
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||||
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||||
#endif
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||||
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||||
//-----------------------------------------------------------------------------
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||||
// Purpose: Sets the state of the stun stick
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||||
//-----------------------------------------------------------------------------
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||||
void CWeaponStunStick::SetStunState( bool state )
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||||
{
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||||
m_bActive = state;
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||||
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||||
if ( m_bActive )
|
||||
{
|
||||
//FIXME: START - Move to client-side
|
||||
|
||||
Vector vecAttachment;
|
||||
QAngle vecAttachmentAngles;
|
||||
|
||||
GetAttachment( 1, vecAttachment, vecAttachmentAngles );
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g_pEffects->Sparks( vecAttachment );
|
||||
|
||||
//FIXME: END - Move to client-side
|
||||
|
||||
EmitSound( "Weapon_StunStick.Activate" );
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||||
}
|
||||
else
|
||||
{
|
||||
EmitSound( "Weapon_StunStick.Deactivate" );
|
||||
}
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
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||||
// Purpose:
|
||||
// Output : Returns true on success, false on failure.
|
||||
//-----------------------------------------------------------------------------
|
||||
bool CWeaponStunStick::Deploy( void )
|
||||
{
|
||||
SetStunState( true );
|
||||
|
||||
return BaseClass::Deploy();
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose:
|
||||
//-----------------------------------------------------------------------------
|
||||
bool CWeaponStunStick::Holster( CBaseCombatWeapon *pSwitchingTo )
|
||||
{
|
||||
if ( BaseClass::Holster( pSwitchingTo ) == false )
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||||
return false;
|
||||
|
||||
SetStunState( false );
|
||||
SetWeaponVisible( false );
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose:
|
||||
// Input : &vecVelocity -
|
||||
//-----------------------------------------------------------------------------
|
||||
void CWeaponStunStick::Drop( const Vector &vecVelocity )
|
||||
{
|
||||
SetStunState( false );
|
||||
|
||||
#ifndef CLIENT_DLL
|
||||
UTIL_Remove( this );
|
||||
#endif
|
||||
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose:
|
||||
// Output : Returns true on success, false on failure.
|
||||
//-----------------------------------------------------------------------------
|
||||
bool CWeaponStunStick::GetStunState( void )
|
||||
{
|
||||
return m_bActive;
|
||||
}
|
||||
|
||||
#ifdef CLIENT_DLL
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Get the attachment point on a viewmodel that a base weapon is using
|
||||
//-----------------------------------------------------------------------------
|
||||
bool UTIL_GetWeaponAttachment( C_BaseCombatWeapon *pWeapon, int attachmentID, Vector &absOrigin, QAngle &absAngles )
|
||||
{
|
||||
// This is already correct in third-person
|
||||
if ( pWeapon && pWeapon->ShouldDrawUsingViewModel() == false )
|
||||
{
|
||||
return pWeapon->GetAttachment( attachmentID, absOrigin, absAngles );
|
||||
}
|
||||
|
||||
// Otherwise we need to translate the attachment to the viewmodel's version and reformat it
|
||||
CBasePlayer *pOwner = ToBasePlayer( pWeapon->GetOwner() );
|
||||
|
||||
if ( pOwner != NULL )
|
||||
{
|
||||
int ret = pOwner->GetViewModel()->GetAttachment( attachmentID, absOrigin, absAngles );
|
||||
FormatViewModelAttachment( absOrigin, true );
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
||||
// Wasn't found
|
||||
return false;
|
||||
}
|
||||
|
||||
#define BEAM_ATTACH_CORE_NAME "sparkrear"
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Sets up the attachment point lookup for the model
|
||||
//-----------------------------------------------------------------------------
|
||||
void C_WeaponStunStick::SetupAttachmentPoints( void )
|
||||
{
|
||||
// Setup points for both types of views
|
||||
if ( ShouldDrawUsingViewModel() )
|
||||
{
|
||||
const char *szBeamAttachNamesTop[NUM_BEAM_ATTACHMENTS] =
|
||||
{
|
||||
"spark1a","spark2a","spark3a","spark4a",
|
||||
"spark5a","spark6a","spark7a","spark8a",
|
||||
"spark9a",
|
||||
};
|
||||
|
||||
const char *szBeamAttachNamesBottom[NUM_BEAM_ATTACHMENTS] =
|
||||
{
|
||||
"spark1b","spark2b","spark3b","spark4b",
|
||||
"spark5b","spark6b","spark7b","spark8b",
|
||||
"spark9b",
|
||||
};
|
||||
|
||||
// Lookup and store all connections
|
||||
for ( int i = 0; i < NUM_BEAM_ATTACHMENTS; i++ )
|
||||
{
|
||||
m_BeamAttachments[i].IDs[0] = LookupAttachment( szBeamAttachNamesTop[i] );
|
||||
m_BeamAttachments[i].IDs[1] = LookupAttachment( szBeamAttachNamesBottom[i] );
|
||||
}
|
||||
|
||||
// Setup the center beam point
|
||||
m_BeamCenterAttachment = LookupAttachment( BEAM_ATTACH_CORE_NAME );
|
||||
}
|
||||
else
|
||||
{
|
||||
// Setup the center beam point
|
||||
m_BeamCenterAttachment = 1;
|
||||
}
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Draws the stunstick model (with extra effects)
|
||||
//-----------------------------------------------------------------------------
|
||||
int C_WeaponStunStick::DrawModel( int flags )
|
||||
{
|
||||
if ( ShouldDraw() == false )
|
||||
return 0;
|
||||
|
||||
// Only render these on the transparent pass
|
||||
if ( flags & STUDIO_TRANSPARENCY )
|
||||
{
|
||||
DrawEffects();
|
||||
return 1;
|
||||
}
|
||||
|
||||
return BaseClass::DrawModel( flags );
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Randomly adds extra effects
|
||||
//-----------------------------------------------------------------------------
|
||||
void C_WeaponStunStick::ClientThink( void )
|
||||
{
|
||||
if ( InSwing() == false )
|
||||
{
|
||||
if ( m_bSwungLastFrame )
|
||||
{
|
||||
// Start fading
|
||||
m_flFadeTime = gpGlobals->curtime;
|
||||
m_bSwungLastFrame = false;
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
// Remember if we were swinging last frame
|
||||
m_bSwungLastFrame = InSwing();
|
||||
|
||||
if ( IsEffectActive( EF_NODRAW ) )
|
||||
return;
|
||||
|
||||
if ( ShouldDrawUsingViewModel() )
|
||||
{
|
||||
// Update our effects
|
||||
if ( gpGlobals->frametime != 0.0f && ( random->RandomInt( 0, 3 ) == 0 ) )
|
||||
{
|
||||
Vector vecOrigin;
|
||||
QAngle vecAngles;
|
||||
|
||||
// Inner beams
|
||||
BeamInfo_t beamInfo;
|
||||
|
||||
int attachment = random->RandomInt( 0, 15 );
|
||||
|
||||
UTIL_GetWeaponAttachment( this, attachment, vecOrigin, vecAngles );
|
||||
::FormatViewModelAttachment( vecOrigin, false );
|
||||
|
||||
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
|
||||
CBaseEntity *pBeamEnt = pOwner->GetViewModel();
|
||||
|
||||
beamInfo.m_vecStart = vec3_origin;
|
||||
beamInfo.m_pStartEnt= pBeamEnt;
|
||||
beamInfo.m_nStartAttachment = attachment;
|
||||
|
||||
beamInfo.m_pEndEnt = NULL;
|
||||
beamInfo.m_nEndAttachment = -1;
|
||||
beamInfo.m_vecEnd = vecOrigin + RandomVector( -8, 8 );
|
||||
|
||||
beamInfo.m_pszModelName = STUNSTICK_BEAM_MATERIAL;
|
||||
beamInfo.m_flHaloScale = 0.0f;
|
||||
beamInfo.m_flLife = 0.05f;
|
||||
beamInfo.m_flWidth = random->RandomFloat( 1.0f, 2.0f );
|
||||
beamInfo.m_flEndWidth = 0;
|
||||
beamInfo.m_flFadeLength = 0.0f;
|
||||
beamInfo.m_flAmplitude = random->RandomFloat( 16, 32 );
|
||||
beamInfo.m_flBrightness = 255.0;
|
||||
beamInfo.m_flSpeed = 0.0;
|
||||
beamInfo.m_nStartFrame = 0.0;
|
||||
beamInfo.m_flFrameRate = 1.0f;
|
||||
beamInfo.m_flRed = 255.0f;;
|
||||
beamInfo.m_flGreen = 255.0f;
|
||||
beamInfo.m_flBlue = 255.0f;
|
||||
beamInfo.m_nSegments = 16;
|
||||
beamInfo.m_bRenderable = true;
|
||||
beamInfo.m_nFlags = 0;
|
||||
|
||||
beams->CreateBeamEntPoint( beamInfo );
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Starts the client-side version thinking
|
||||
//-----------------------------------------------------------------------------
|
||||
void C_WeaponStunStick::OnDataChanged( DataUpdateType_t updateType )
|
||||
{
|
||||
BaseClass::OnDataChanged( updateType );
|
||||
if ( updateType == DATA_UPDATE_CREATED )
|
||||
{
|
||||
SetNextClientThink( CLIENT_THINK_ALWAYS );
|
||||
SetupAttachmentPoints();
|
||||
}
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Tells us we're always a translucent entity
|
||||
//-----------------------------------------------------------------------------
|
||||
RenderGroup_t C_WeaponStunStick::GetRenderGroup( void )
|
||||
{
|
||||
return RENDER_GROUP_TWOPASS;
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Tells us we're always a translucent entity
|
||||
//-----------------------------------------------------------------------------
|
||||
bool C_WeaponStunStick::InSwing( void )
|
||||
{
|
||||
int activity = GetActivity();
|
||||
|
||||
// FIXME: This is needed until the actual animation works
|
||||
if ( ShouldDrawUsingViewModel() == false )
|
||||
return true;
|
||||
|
||||
// These are the swing activities this weapon can play
|
||||
if ( activity == GetPrimaryAttackActivity() ||
|
||||
activity == GetSecondaryAttackActivity() ||
|
||||
activity == ACT_VM_MISSCENTER ||
|
||||
activity == ACT_VM_MISSCENTER2 )
|
||||
return true;
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Draw our special effects
|
||||
//-----------------------------------------------------------------------------
|
||||
void C_WeaponStunStick::DrawThirdPersonEffects( void )
|
||||
{
|
||||
Vector vecOrigin;
|
||||
QAngle vecAngles;
|
||||
float color[3];
|
||||
float scale;
|
||||
|
||||
CMatRenderContextPtr pRenderContext( materials );
|
||||
IMaterial *pMaterial = materials->FindMaterial( STUNSTICK_GLOW_MATERIAL, NULL, false );
|
||||
pRenderContext->Bind( pMaterial );
|
||||
|
||||
// Get bright when swung
|
||||
if ( InSwing() )
|
||||
{
|
||||
color[0] = color[1] = color[2] = 0.4f;
|
||||
scale = 22.0f;
|
||||
}
|
||||
else
|
||||
{
|
||||
color[0] = color[1] = color[2] = 0.1f;
|
||||
scale = 20.0f;
|
||||
}
|
||||
|
||||
// Draw an all encompassing glow around the entire head
|
||||
UTIL_GetWeaponAttachment( this, m_BeamCenterAttachment, vecOrigin, vecAngles );
|
||||
DrawHalo( pMaterial, vecOrigin, scale, color );
|
||||
|
||||
if ( InSwing() )
|
||||
{
|
||||
pMaterial = materials->FindMaterial( STUNSTICK_GLOW_MATERIAL2, NULL, false );
|
||||
pRenderContext->Bind( pMaterial );
|
||||
|
||||
color[0] = color[1] = color[2] = random->RandomFloat( 0.6f, 0.8f );
|
||||
scale = random->RandomFloat( 4.0f, 6.0f );
|
||||
|
||||
// Draw an all encompassing glow around the entire head
|
||||
UTIL_GetWeaponAttachment( this, m_BeamCenterAttachment, vecOrigin, vecAngles );
|
||||
DrawHalo( pMaterial, vecOrigin, scale, color );
|
||||
|
||||
// Update our effects
|
||||
if ( gpGlobals->frametime != 0.0f && ( random->RandomInt( 0, 5 ) == 0 ) )
|
||||
{
|
||||
Vector vecOrigin;
|
||||
QAngle vecAngles;
|
||||
|
||||
GetAttachment( 1, vecOrigin, vecAngles );
|
||||
|
||||
Vector vForward;
|
||||
AngleVectors( vecAngles, &vForward );
|
||||
|
||||
Vector vEnd = vecOrigin - vForward * 1.0f;
|
||||
|
||||
// Inner beams
|
||||
BeamInfo_t beamInfo;
|
||||
|
||||
beamInfo.m_vecStart = vEnd;
|
||||
Vector offset = RandomVector( -12, 8 );
|
||||
|
||||
offset += Vector(4,4,4);
|
||||
beamInfo.m_vecEnd = vecOrigin + offset;
|
||||
|
||||
beamInfo.m_pStartEnt= cl_entitylist->GetEnt( BEAMENT_ENTITY( entindex() ) );
|
||||
beamInfo.m_pEndEnt = cl_entitylist->GetEnt( BEAMENT_ENTITY( entindex() ) );
|
||||
beamInfo.m_nStartAttachment = 1;
|
||||
beamInfo.m_nEndAttachment = -1;
|
||||
|
||||
beamInfo.m_nType = TE_BEAMTESLA;
|
||||
beamInfo.m_pszModelName = STUNSTICK_BEAM_MATERIAL;
|
||||
beamInfo.m_flHaloScale = 0.0f;
|
||||
beamInfo.m_flLife = 0.01f;
|
||||
beamInfo.m_flWidth = random->RandomFloat( 1.0f, 3.0f );
|
||||
beamInfo.m_flEndWidth = 0;
|
||||
beamInfo.m_flFadeLength = 0.0f;
|
||||
beamInfo.m_flAmplitude = random->RandomFloat( 1, 2 );
|
||||
beamInfo.m_flBrightness = 255.0;
|
||||
beamInfo.m_flSpeed = 0.0;
|
||||
beamInfo.m_nStartFrame = 0.0;
|
||||
beamInfo.m_flFrameRate = 1.0f;
|
||||
beamInfo.m_flRed = 255.0f;;
|
||||
beamInfo.m_flGreen = 255.0f;
|
||||
beamInfo.m_flBlue = 255.0f;
|
||||
beamInfo.m_nSegments = 16;
|
||||
beamInfo.m_bRenderable = true;
|
||||
beamInfo.m_nFlags = FBEAM_SHADEOUT;
|
||||
|
||||
beams->CreateBeamPoints( beamInfo );
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Draw our special effects
|
||||
//-----------------------------------------------------------------------------
|
||||
void C_WeaponStunStick::DrawFirstPersonEffects( void )
|
||||
{
|
||||
Vector vecOrigin;
|
||||
QAngle vecAngles;
|
||||
float color[3];
|
||||
float scale;
|
||||
|
||||
CMatRenderContextPtr pRenderContext( materials );
|
||||
IMaterial *pMaterial = materials->FindMaterial( STUNSTICK_GLOW_MATERIAL_NOZ, NULL, false );
|
||||
// FIXME: Needs to work with new IMaterial system!
|
||||
pRenderContext->Bind( pMaterial );
|
||||
|
||||
// Find where we are in the fade
|
||||
float fadeAmount = RemapValClamped( gpGlobals->curtime, m_flFadeTime, m_flFadeTime + FADE_DURATION, 1.0f, 0.1f );
|
||||
|
||||
// Get bright when swung
|
||||
if ( InSwing() )
|
||||
{
|
||||
color[0] = color[1] = color[2] = 0.4f;
|
||||
scale = 22.0f;
|
||||
}
|
||||
else
|
||||
{
|
||||
color[0] = color[1] = color[2] = 0.4f * fadeAmount;
|
||||
scale = 20.0f;
|
||||
}
|
||||
|
||||
if ( color[0] > 0.0f )
|
||||
{
|
||||
// Draw an all encompassing glow around the entire head
|
||||
UTIL_GetWeaponAttachment( this, m_BeamCenterAttachment, vecOrigin, vecAngles );
|
||||
DrawHalo( pMaterial, vecOrigin, scale, color );
|
||||
}
|
||||
|
||||
// Draw bright points at each attachment location
|
||||
for ( int i = 0; i < (NUM_BEAM_ATTACHMENTS*2)+1; i++ )
|
||||
{
|
||||
if ( InSwing() )
|
||||
{
|
||||
color[0] = color[1] = color[2] = random->RandomFloat( 0.05f, 0.5f );
|
||||
scale = random->RandomFloat( 4.0f, 5.0f );
|
||||
}
|
||||
else
|
||||
{
|
||||
color[0] = color[1] = color[2] = random->RandomFloat( 0.05f, 0.5f ) * fadeAmount;
|
||||
scale = random->RandomFloat( 4.0f, 5.0f ) * fadeAmount;
|
||||
}
|
||||
|
||||
if ( color[0] > 0.0f )
|
||||
{
|
||||
UTIL_GetWeaponAttachment( this, i, vecOrigin, vecAngles );
|
||||
DrawHalo( pMaterial, vecOrigin, scale, color );
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Draw our special effects
|
||||
//-----------------------------------------------------------------------------
|
||||
void C_WeaponStunStick::DrawEffects( void )
|
||||
{
|
||||
if ( ShouldDrawUsingViewModel() )
|
||||
{
|
||||
DrawFirstPersonEffects();
|
||||
}
|
||||
else
|
||||
{
|
||||
DrawThirdPersonEffects();
|
||||
}
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Viewmodel was drawn
|
||||
//-----------------------------------------------------------------------------
|
||||
void C_WeaponStunStick::ViewModelDrawn( C_BaseViewModel *pBaseViewModel )
|
||||
{
|
||||
// Don't bother when we're not deployed
|
||||
if ( IsWeaponVisible() )
|
||||
{
|
||||
// Do all our special effects
|
||||
DrawEffects();
|
||||
}
|
||||
|
||||
BaseClass::ViewModelDrawn( pBaseViewModel );
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Draw a cheap glow quad at our impact point (with sparks)
|
||||
//-----------------------------------------------------------------------------
|
||||
void StunstickImpactCallback( const CEffectData &data )
|
||||
{
|
||||
float scale = random->RandomFloat( 16, 32 );
|
||||
|
||||
FX_AddQuad( data.m_vOrigin,
|
||||
data.m_vNormal,
|
||||
scale,
|
||||
scale*2.0f,
|
||||
1.0f,
|
||||
1.0f,
|
||||
0.0f,
|
||||
0.0f,
|
||||
random->RandomInt( 0, 360 ),
|
||||
0,
|
||||
Vector( 1.0f, 1.0f, 1.0f ),
|
||||
0.1f,
|
||||
"sprites/light_glow02_add",
|
||||
0 );
|
||||
|
||||
FX_Sparks( data.m_vOrigin, 1, 2, data.m_vNormal, 6, 64, 256 );
|
||||
}
|
||||
|
||||
DECLARE_CLIENT_EFFECT( "StunstickImpact", StunstickImpactCallback );
|
||||
|
||||
#endif
|
||||
Reference in New Issue
Block a user