mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-29 17:43:01 +00:00
229 lines
6.5 KiB
C++
229 lines
6.5 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
|
|
//
|
|
// Purpose: Crowbar - an old favorite
|
|
//
|
|
// $NoKeywords: $
|
|
//=============================================================================//
|
|
|
|
#include "cbase.h"
|
|
#include "hl2mp/weapon_crowbar.h"
|
|
#include "weapon_hl2mpbasehlmpcombatweapon.h"
|
|
#include "gamerules.h"
|
|
#include "ammodef.h"
|
|
#include "mathlib/mathlib.h"
|
|
#include "in_buttons.h"
|
|
#include "vstdlib/random.h"
|
|
#include "npcevent.h"
|
|
|
|
#if defined( CLIENT_DLL )
|
|
#include "c_hl2mp_player.h"
|
|
#else
|
|
#include "hl2mp_player.h"
|
|
#include "ai_basenpc.h"
|
|
#endif
|
|
|
|
|
|
// memdbgon must be the last include file in a .cpp file!!!
|
|
#include "tier0/memdbgon.h"
|
|
|
|
#define CROWBAR_RANGE 75.0f
|
|
#define CROWBAR_REFIRE 0.4f
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// CWeaponCrowbar
|
|
//-----------------------------------------------------------------------------
|
|
|
|
IMPLEMENT_NETWORKCLASS_ALIASED( WeaponCrowbar, DT_WeaponCrowbar )
|
|
|
|
BEGIN_NETWORK_TABLE( CWeaponCrowbar, DT_WeaponCrowbar )
|
|
END_NETWORK_TABLE()
|
|
|
|
BEGIN_PREDICTION_DATA( CWeaponCrowbar )
|
|
END_PREDICTION_DATA()
|
|
|
|
LINK_ENTITY_TO_CLASS( weapon_crowbar, CWeaponCrowbar );
|
|
PRECACHE_WEAPON_REGISTER( weapon_crowbar );
|
|
|
|
#ifndef CLIENT_DLL
|
|
|
|
acttable_t CWeaponCrowbar::m_acttable[] =
|
|
{
|
|
{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SLAM, true },
|
|
{ ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_MELEE, false },
|
|
{ ACT_HL2MP_RUN, ACT_HL2MP_RUN_MELEE, false },
|
|
{ ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_MELEE, false },
|
|
{ ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_MELEE, false },
|
|
{ ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_MELEE, false },
|
|
{ ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_MELEE, false },
|
|
{ ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_MELEE, false },
|
|
};
|
|
|
|
IMPLEMENT_ACTTABLE(CWeaponCrowbar);
|
|
|
|
#endif
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Constructor
|
|
//-----------------------------------------------------------------------------
|
|
CWeaponCrowbar::CWeaponCrowbar( void )
|
|
{
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Get the damage amount for the animation we're doing
|
|
// Input : hitActivity - currently played activity
|
|
// Output : Damage amount
|
|
//-----------------------------------------------------------------------------
|
|
float CWeaponCrowbar::GetDamageForActivity( Activity hitActivity )
|
|
{
|
|
return 25.0f;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Add in a view kick for this weapon
|
|
//-----------------------------------------------------------------------------
|
|
void CWeaponCrowbar::AddViewKick( void )
|
|
{
|
|
CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
|
|
|
|
if ( pPlayer == NULL )
|
|
return;
|
|
|
|
QAngle punchAng;
|
|
|
|
punchAng.x = SharedRandomFloat( "crowbarpax", 1.0f, 2.0f );
|
|
punchAng.y = SharedRandomFloat( "crowbarpay", -2.0f, -1.0f );
|
|
punchAng.z = 0.0f;
|
|
|
|
pPlayer->ViewPunch( punchAng );
|
|
}
|
|
|
|
|
|
#ifndef CLIENT_DLL
|
|
//-----------------------------------------------------------------------------
|
|
// Animation event handlers
|
|
//-----------------------------------------------------------------------------
|
|
void CWeaponCrowbar::HandleAnimEventMeleeHit( animevent_t *pEvent, CBaseCombatCharacter *pOperator )
|
|
{
|
|
// Trace up or down based on where the enemy is...
|
|
// But only if we're basically facing that direction
|
|
Vector vecDirection;
|
|
AngleVectors( GetAbsAngles(), &vecDirection );
|
|
|
|
Vector vecEnd;
|
|
VectorMA( pOperator->Weapon_ShootPosition(), 50, vecDirection, vecEnd );
|
|
CBaseEntity *pHurt = pOperator->CheckTraceHullAttack( pOperator->Weapon_ShootPosition(), vecEnd,
|
|
Vector(-16,-16,-16), Vector(36,36,36), GetDamageForActivity( GetActivity() ), DMG_CLUB, 0.75 );
|
|
|
|
// did I hit someone?
|
|
if ( pHurt )
|
|
{
|
|
// play sound
|
|
WeaponSound( MELEE_HIT );
|
|
|
|
// Fake a trace impact, so the effects work out like a player's crowbaw
|
|
trace_t traceHit;
|
|
UTIL_TraceLine( pOperator->Weapon_ShootPosition(), pHurt->GetAbsOrigin(), MASK_SHOT_HULL, pOperator, COLLISION_GROUP_NONE, &traceHit );
|
|
ImpactEffect( traceHit );
|
|
}
|
|
else
|
|
{
|
|
WeaponSound( MELEE_MISS );
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Animation event
|
|
//-----------------------------------------------------------------------------
|
|
void CWeaponCrowbar::Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator )
|
|
{
|
|
switch( pEvent->event )
|
|
{
|
|
case EVENT_WEAPON_MELEE_HIT:
|
|
HandleAnimEventMeleeHit( pEvent, pOperator );
|
|
break;
|
|
|
|
default:
|
|
BaseClass::Operator_HandleAnimEvent( pEvent, pOperator );
|
|
break;
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Attempt to lead the target (needed because citizens can't hit manhacks with the crowbar!)
|
|
//-----------------------------------------------------------------------------
|
|
ConVar sk_crowbar_lead_time( "sk_crowbar_lead_time", "0.9" );
|
|
|
|
int CWeaponCrowbar::WeaponMeleeAttack1Condition( float flDot, float flDist )
|
|
{
|
|
// Attempt to lead the target (needed because citizens can't hit manhacks with the crowbar!)
|
|
CAI_BaseNPC *pNPC = GetOwner()->MyNPCPointer();
|
|
CBaseEntity *pEnemy = pNPC->GetEnemy();
|
|
if (!pEnemy)
|
|
return COND_NONE;
|
|
|
|
Vector vecVelocity;
|
|
vecVelocity = pEnemy->GetSmoothedVelocity( );
|
|
|
|
// Project where the enemy will be in a little while
|
|
float dt = sk_crowbar_lead_time.GetFloat();
|
|
dt += SharedRandomFloat( "crowbarmelee1", -0.3f, 0.2f );
|
|
if ( dt < 0.0f )
|
|
dt = 0.0f;
|
|
|
|
Vector vecExtrapolatedPos;
|
|
VectorMA( pEnemy->WorldSpaceCenter(), dt, vecVelocity, vecExtrapolatedPos );
|
|
|
|
Vector vecDelta;
|
|
VectorSubtract( vecExtrapolatedPos, pNPC->WorldSpaceCenter(), vecDelta );
|
|
|
|
if ( fabs( vecDelta.z ) > 70 )
|
|
{
|
|
return COND_TOO_FAR_TO_ATTACK;
|
|
}
|
|
|
|
Vector vecForward = pNPC->BodyDirection2D( );
|
|
vecDelta.z = 0.0f;
|
|
float flExtrapolatedDist = Vector2DNormalize( vecDelta.AsVector2D() );
|
|
if ((flDist > 64) && (flExtrapolatedDist > 64))
|
|
{
|
|
return COND_TOO_FAR_TO_ATTACK;
|
|
}
|
|
|
|
float flExtrapolatedDot = DotProduct2D( vecDelta.AsVector2D(), vecForward.AsVector2D() );
|
|
if ((flDot < 0.7) && (flExtrapolatedDot < 0.7))
|
|
{
|
|
return COND_NOT_FACING_ATTACK;
|
|
}
|
|
|
|
return COND_CAN_MELEE_ATTACK1;
|
|
}
|
|
|
|
#endif
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CWeaponCrowbar::Drop( const Vector &vecVelocity )
|
|
{
|
|
#ifndef CLIENT_DLL
|
|
UTIL_Remove( this );
|
|
#endif
|
|
}
|
|
|
|
float CWeaponCrowbar::GetRange( void )
|
|
{
|
|
return CROWBAR_RANGE;
|
|
}
|
|
|
|
float CWeaponCrowbar::GetFireRate( void )
|
|
{
|
|
return CROWBAR_REFIRE;
|
|
}
|
|
|
|
|