mirror of
https://github.com/nillerusr/source-engine.git
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237 lines
6.3 KiB
C++
237 lines
6.3 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#include "cbase.h"
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#include "weapon_dodbasemelee.h"
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#include "dod_gamerules.h"
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#if defined( CLIENT_DLL )
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#include "c_dod_player.h"
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#else
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#include "dod_player.h"
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#include "ilagcompensationmanager.h"
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#endif
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#include "effect_dispatch_data.h"
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#define KNIFE_BODYHIT_VOLUME 128
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#define KNIFE_WALLHIT_VOLUME 512
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// ----------------------------------------------------------------------------- //
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// CWeaponDODBaseMelee tables.
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// ----------------------------------------------------------------------------- //
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IMPLEMENT_NETWORKCLASS_ALIASED( WeaponDODBaseMelee, DT_WeaponDODBaseMelee )
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BEGIN_NETWORK_TABLE_NOBASE( CWeaponDODBaseMelee, DT_LocalActiveWeaponBaseMeleeData )
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END_NETWORK_TABLE()
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BEGIN_NETWORK_TABLE( CWeaponDODBaseMelee, DT_WeaponDODBaseMelee )
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END_NETWORK_TABLE()
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#ifdef CLIENT_DLL
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BEGIN_PREDICTION_DATA( CWeaponDODBaseMelee )
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DEFINE_PRED_FIELD( m_flSmackTime, FIELD_FLOAT, FTYPEDESC_INSENDTABLE ),
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END_PREDICTION_DATA()
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#endif
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LINK_ENTITY_TO_CLASS( weapon_dod_base_melee, CWeaponDODBaseMelee );
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#ifndef CLIENT_DLL
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BEGIN_DATADESC( CWeaponDODBaseMelee )
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DEFINE_FUNCTION( Smack )
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END_DATADESC()
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#endif
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// ----------------------------------------------------------------------------- //
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// CWeaponDODBaseMelee implementation.
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// ----------------------------------------------------------------------------- //
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CWeaponDODBaseMelee::CWeaponDODBaseMelee()
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{
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}
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void CWeaponDODBaseMelee::Spawn()
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{
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Precache();
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WEAPON_FILE_INFO_HANDLE hWpnInfo = LookupWeaponInfoSlot( GetClassname() );
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Assert( hWpnInfo != GetInvalidWeaponInfoHandle() );
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CDODWeaponInfo *pWeaponInfo = dynamic_cast< CDODWeaponInfo* >( GetFileWeaponInfoFromHandle( hWpnInfo ) );
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Assert( pWeaponInfo && "Failed to get CDODWeaponInfo in melee weapon spawn" );
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m_pWeaponInfo = pWeaponInfo;
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Assert( m_pWeaponInfo );
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m_iClip1 = -1;
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BaseClass::Spawn();
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}
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void CWeaponDODBaseMelee::WeaponIdle( void )
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{
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if ( m_flTimeWeaponIdle > gpGlobals->curtime )
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return;
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SendWeaponAnim( ACT_VM_IDLE );
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m_flTimeWeaponIdle = gpGlobals->curtime + SequenceDuration();
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}
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void CWeaponDODBaseMelee::PrimaryAttack()
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{
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MeleeAttack( 60, MELEE_DMG_EDGE, 0.2f, 0.4f );
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}
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CBaseEntity *CWeaponDODBaseMelee::MeleeAttack( int iDamageAmount, int iDamageType, float flDmgDelay, float flAttackDelay )
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{
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if ( !CanAttack() )
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return NULL;
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CDODPlayer *pPlayer = ToDODPlayer( GetPlayerOwner() );
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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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Vector vForward, vRight, vUp;
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AngleVectors( pPlayer->EyeAngles(), &vForward, &vRight, &vUp );
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Vector vecSrc = pPlayer->Weapon_ShootPosition();
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Vector vecEnd = vecSrc + vForward * 48;
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CTraceFilterSimple filter( pPlayer, COLLISION_GROUP_NONE );
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int iTraceMask = MASK_SOLID | CONTENTS_HITBOX | CONTENTS_DEBRIS;
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trace_t tr;
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UTIL_TraceLine( vecSrc, vecEnd, iTraceMask, &filter, &tr );
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const float rayExtension = 40.0f;
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UTIL_ClipTraceToPlayers( vecSrc, vecEnd + vForward * rayExtension, iTraceMask, &filter, &tr );
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if ( tr.fraction >= 1.0 )
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{
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Vector head_hull_mins( -16, -16, -18 );
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Vector head_hull_maxs( 16, 16, 18 );
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UTIL_TraceHull( vecSrc, vecEnd, head_hull_mins, head_hull_maxs, MASK_SOLID, &filter, &tr );
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if ( tr.fraction < 1.0 )
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{
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// Calculate the point of intersection of the line (or hull) and the object we hit
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// This is and approximation of the "best" intersection
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CBaseEntity *pHit = tr.m_pEnt;
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if ( !pHit || pHit->IsBSPModel() )
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FindHullIntersection( vecSrc, tr, VEC_DUCK_HULL_MIN, VEC_DUCK_HULL_MAX, pPlayer );
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vecEnd = tr.endpos; // This is the point on the actual surface (the hull could have hit space)
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// Make sure it is in front of us
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Vector vecToEnd = vecEnd - vecSrc;
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VectorNormalize( vecToEnd );
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// if zero length, always hit
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if ( vecToEnd.Length() > 0 )
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{
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float dot = DotProduct( vForward, vecToEnd );
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// sanity that our hit is within range
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if ( abs(dot) < 0.95 )
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{
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// fake that we actually missed
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tr.fraction = 1.0;
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}
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}
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}
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}
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bool bDidHit = ( tr.fraction < 1.0f );
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bool bDoStrongAttack = false;
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if ( bDidHit && tr.m_pEnt->IsPlayer() && tr.m_pEnt->m_takedamage != DAMAGE_YES )
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{
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bDidHit = 0; // still play the animation, we just dont attempt to damage this player
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}
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if ( bDidHit ) //if the swing hit
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{
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// delay the decal a bit
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m_trHit = tr;
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// Store the ent in an EHANDLE, just in case it goes away by the time we get into our think function.
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m_pTraceHitEnt = tr.m_pEnt;
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m_iSmackDamage = iDamageAmount;
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m_iSmackDamageType = iDamageType;
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m_flSmackTime = gpGlobals->curtime + flDmgDelay;
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int iOwnerTeam = pPlayer->GetTeamNumber();
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int iVictimTeam = tr.m_pEnt->GetTeamNumber();
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// do the mega attack if its a player, and we would do damage
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if ( tr.m_pEnt->IsPlayer() &&
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tr.m_pEnt->m_takedamage == DAMAGE_YES &&
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( iVictimTeam != iOwnerTeam || ( iVictimTeam == iOwnerTeam && friendlyfire.GetBool() ) ) )
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{
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CDODPlayer *pVictim = ToDODPlayer( tr.m_pEnt );
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Vector victimForward;
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AngleVectors( pVictim->GetAbsAngles(), &victimForward );
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if ( DotProduct( victimForward, vForward ) > 0.3 )
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{
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bDoStrongAttack = true;
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}
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}
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}
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if ( bDoStrongAttack )
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{
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m_iSmackDamage = 300;
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flAttackDelay = 0.9f;
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m_flSmackTime = gpGlobals->curtime + 0.4f;
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m_iSmackDamageType = MELEE_DMG_EDGE | MELEE_DMG_STRONGATTACK;
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// play a "Strong" attack
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SendWeaponAnim( ACT_VM_SECONDARYATTACK );
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}
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else
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{
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WeaponSound( MELEE_MISS );
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SendWeaponAnim( GetMeleeActivity() );
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}
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// player animation
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pPlayer->DoAnimationEvent( PLAYERANIMEVENT_SECONDARY_ATTACK );
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m_flNextPrimaryAttack = gpGlobals->curtime + flAttackDelay;
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m_flNextSecondaryAttack = gpGlobals->curtime + flAttackDelay;
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m_flTimeWeaponIdle = gpGlobals->curtime + SequenceDuration();
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#ifndef CLIENT_DLL
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IGameEvent * event = gameeventmanager->CreateEvent( "dod_stats_weapon_attack" );
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if ( event )
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{
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event->SetInt( "attacker", pPlayer->GetUserID() );
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event->SetInt( "weapon", GetStatsWeaponID() );
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gameeventmanager->FireEvent( event );
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}
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lagcompensation->FinishLagCompensation( pPlayer );
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#endif //CLIENT_DLL
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return tr.m_pEnt;
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} |