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373 lines
10 KiB
C++
373 lines
10 KiB
C++
//========= 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 "npc_metropolice.h"
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#include "weapon_stunstick.h"
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#include "IEffects.h"
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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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ConVar sk_plr_dmg_stunstick ( "sk_plr_dmg_stunstick","0");
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ConVar sk_npc_dmg_stunstick ( "sk_npc_dmg_stunstick","0");
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extern ConVar metropolice_move_and_melee;
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//-----------------------------------------------------------------------------
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// CWeaponStunStick
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//-----------------------------------------------------------------------------
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IMPLEMENT_SERVERCLASS_ST(CWeaponStunStick, DT_WeaponStunStick)
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SendPropInt( SENDINFO( m_bActive ), 1, SPROP_UNSIGNED ),
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END_SEND_TABLE()
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#ifndef HL2MP
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LINK_ENTITY_TO_CLASS( weapon_stunstick, CWeaponStunStick );
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PRECACHE_WEAPON_REGISTER( weapon_stunstick );
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#endif
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acttable_t CWeaponStunStick::m_acttable[] =
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{
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{ ACT_MELEE_ATTACK1, ACT_MELEE_ATTACK_SWING, true },
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{ ACT_IDLE_ANGRY, ACT_IDLE_ANGRY_MELEE, true },
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};
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IMPLEMENT_ACTTABLE(CWeaponStunStick);
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BEGIN_DATADESC( CWeaponStunStick )
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DEFINE_FIELD( m_bActive, FIELD_BOOLEAN ),
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END_DATADESC()
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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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}
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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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}
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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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if ( ( GetOwner() != NULL ) && ( GetOwner()->IsPlayer() ) )
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return sk_plr_dmg_stunstick.GetFloat();
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return sk_npc_dmg_stunstick.GetFloat();
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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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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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//-----------------------------------------------------------------------------
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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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//Glowing spark effect for hit
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//UTIL_DecalTrace( &m_trLineHit, "PlasmaGlowFade" );
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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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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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CNPC_MetroPolice *pCop = dynamic_cast<CNPC_MetroPolice *>(pOperator);
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bool bFlashed = false;
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if ( pCop != NULL && pPlayer != NULL )
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{
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// See if we need to knock out this target
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if ( pCop->ShouldKnockOutTarget( pHurt ) )
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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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color32 white = {255,255,255,255};
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UTIL_ScreenFade( pPlayer, white, 0.2f, 1.0f, FFADE_OUT|FFADE_PURGE|FFADE_STAYOUT );
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bFlashed = true;
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pCop->KnockOutTarget( pHurt );
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break;
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}
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else
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{
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// Notify that we've stunned a target
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pCop->StunnedTarget( pHurt );
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}
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}
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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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// 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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if ( m_bActive )
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{
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//FIXME: START - Move to client-side
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Vector vecAttachment;
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GetAttachment( 1, vecAttachment );
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g_pEffects->Sparks( vecAttachment );
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//FIXME: END - Move to client-side
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EmitSound( "Weapon_StunStick.Activate" );
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}
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else
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{
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EmitSound( "Weapon_StunStick.Deactivate" );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Output : Returns true on success, false on failure.
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//-----------------------------------------------------------------------------
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bool CWeaponStunStick::Deploy( void )
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{
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SetStunState( true );
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return BaseClass::Deploy();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CWeaponStunStick::Holster( CBaseCombatWeapon *pSwitchingTo )
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{
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if ( BaseClass::Holster( pSwitchingTo ) == false )
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return false;
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SetStunState( false );
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : &vecVelocity -
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//-----------------------------------------------------------------------------
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void CWeaponStunStick::Drop( const Vector &vecVelocity )
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{
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SetStunState( false );
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BaseClass::Drop( vecVelocity );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Output : Returns true on success, false on failure.
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//-----------------------------------------------------------------------------
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bool CWeaponStunStick::GetStunState( void )
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{
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return m_bActive;
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}
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