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204 lines
6.1 KiB
C++
204 lines
6.1 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Crowbar - an old favorite
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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 "basehlcombatweapon.h"
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#include "player.h"
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#include "gamerules.h"
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#include "ammodef.h"
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#include "mathlib/mathlib.h"
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#include "in_buttons.h"
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#include "soundent.h"
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#include "basebludgeonweapon.h"
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#include "vstdlib/random.h"
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#include "npcevent.h"
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#include "ai_basenpc.h"
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#include "weapon_crowbar.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_crowbar ( "sk_plr_dmg_crowbar","0");
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ConVar sk_npc_dmg_crowbar ( "sk_npc_dmg_crowbar","0");
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//-----------------------------------------------------------------------------
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// CWeaponCrowbar
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//-----------------------------------------------------------------------------
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IMPLEMENT_SERVERCLASS_ST(CWeaponCrowbar, DT_WeaponCrowbar)
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END_SEND_TABLE()
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#ifndef HL2MP
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LINK_ENTITY_TO_CLASS( weapon_crowbar, CWeaponCrowbar );
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PRECACHE_WEAPON_REGISTER( weapon_crowbar );
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#endif
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acttable_t CWeaponCrowbar::m_acttable[] =
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{
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{ ACT_MELEE_ATTACK1, ACT_MELEE_ATTACK_SWING, true },
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{ ACT_IDLE, ACT_IDLE_ANGRY_MELEE, false },
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{ ACT_IDLE_ANGRY, ACT_IDLE_ANGRY_MELEE, false },
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};
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IMPLEMENT_ACTTABLE(CWeaponCrowbar);
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//-----------------------------------------------------------------------------
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// Constructor
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//-----------------------------------------------------------------------------
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CWeaponCrowbar::CWeaponCrowbar( void )
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{
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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 CWeaponCrowbar::GetDamageForActivity( Activity hitActivity )
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{
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if ( ( GetOwner() != NULL ) && ( GetOwner()->IsPlayer() ) )
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return sk_plr_dmg_crowbar.GetFloat();
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return sk_npc_dmg_crowbar.GetFloat();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Add in a view kick for this weapon
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//-----------------------------------------------------------------------------
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void CWeaponCrowbar::AddViewKick( void )
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{
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CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
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if ( pPlayer == NULL )
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return;
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QAngle punchAng;
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punchAng.x = random->RandomFloat( 1.0f, 2.0f );
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punchAng.y = random->RandomFloat( -2.0f, -1.0f );
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punchAng.z = 0.0f;
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pPlayer->ViewPunch( punchAng );
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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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ConVar sk_crowbar_lead_time( "sk_crowbar_lead_time", "0.9" );
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int CWeaponCrowbar::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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vecVelocity = pEnemy->GetSmoothedVelocity( );
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// Project where the enemy will be in a little while
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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 flExtrapolatedDist = Vector2DNormalize( vecDelta.AsVector2D() );
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if ((flDist > 64) && (flExtrapolatedDist > 64))
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{
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return COND_TOO_FAR_TO_ATTACK;
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}
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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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return COND_CAN_MELEE_ATTACK1;
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}
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//-----------------------------------------------------------------------------
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// Animation event handlers
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//-----------------------------------------------------------------------------
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void CWeaponCrowbar::HandleAnimEventMeleeHit( animevent_t *pEvent, CBaseCombatCharacter *pOperator )
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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(), 50, vecDirection, vecEnd );
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CBaseEntity *pHurt = pOperator->CheckTraceHullAttack( pOperator->Weapon_ShootPosition(), vecEnd,
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Vector(-16,-16,-16), Vector(36,36,36), sk_npc_dmg_crowbar.GetFloat(), DMG_CLUB, 0.75 );
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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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// Fake a trace impact, so the effects work out like a player's crowbaw
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trace_t traceHit;
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UTIL_TraceLine( pOperator->Weapon_ShootPosition(), pHurt->GetAbsOrigin(), MASK_SHOT_HULL, pOperator, COLLISION_GROUP_NONE, &traceHit );
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ImpactEffect( traceHit );
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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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//-----------------------------------------------------------------------------
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// Animation event
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//-----------------------------------------------------------------------------
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void CWeaponCrowbar::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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HandleAnimEventMeleeHit( pEvent, pOperator );
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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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