mirror of
https://github.com/nillerusr/source-engine.git
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518 lines
12 KiB
C++
518 lines
12 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_knife.h"
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#include "cs_gamerules.h"
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#if defined( CLIENT_DLL )
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#include "c_cs_player.h"
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#else
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#include "cs_player.h"
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#include "ilagcompensationmanager.h"
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#include "cs_gamestats.h"
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#endif
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#define KNIFE_BODYHIT_VOLUME 128
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#define KNIFE_WALLHIT_VOLUME 512
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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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#ifndef CLIENT_DLL
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//-----------------------------------------------------------------------------
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// Purpose: Only send to local player if this weapon is the active weapon
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// Input : *pStruct -
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// *pVarData -
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// *pRecipients -
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// objectID -
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// Output : void*
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//-----------------------------------------------------------------------------
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void* SendProxy_SendActiveLocalKnifeDataTable( const SendProp *pProp, const void *pStruct, const void *pVarData, CSendProxyRecipients *pRecipients, int objectID )
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{
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// Get the weapon entity
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CBaseCombatWeapon *pWeapon = (CBaseCombatWeapon*)pVarData;
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if ( pWeapon )
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{
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// Only send this chunk of data to the player carrying this weapon
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CBasePlayer *pPlayer = ToBasePlayer( pWeapon->GetOwner() );
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if ( pPlayer /*&& pPlayer->GetActiveWeapon() == pWeapon*/ )
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{
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pRecipients->SetOnly( pPlayer->GetClientIndex() );
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return (void*)pVarData;
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}
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}
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return NULL;
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}
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REGISTER_SEND_PROXY_NON_MODIFIED_POINTER( SendProxy_SendActiveLocalKnifeDataTable );
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#endif
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// ----------------------------------------------------------------------------- //
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// CKnife tables.
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// ----------------------------------------------------------------------------- //
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IMPLEMENT_NETWORKCLASS_ALIASED( Knife, DT_WeaponKnife )
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BEGIN_NETWORK_TABLE_NOBASE( CKnife, DT_LocalActiveWeaponKnifeData )
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#if !defined( CLIENT_DLL )
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SendPropTime( SENDINFO( m_flSmackTime ) ),
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#else
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RecvPropTime( RECVINFO( m_flSmackTime ) ),
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#endif
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END_NETWORK_TABLE()
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BEGIN_NETWORK_TABLE( CKnife, DT_WeaponKnife )
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#if !defined( CLIENT_DLL )
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SendPropDataTable("LocalActiveWeaponKnifeData", 0, &REFERENCE_SEND_TABLE(DT_LocalActiveWeaponKnifeData), SendProxy_SendActiveLocalKnifeDataTable ),
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#else
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RecvPropDataTable("LocalActiveWeaponKnifeData", 0, 0, &REFERENCE_RECV_TABLE(DT_LocalActiveWeaponKnifeData)),
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#endif
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END_NETWORK_TABLE()
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#if defined CLIENT_DLL
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BEGIN_PREDICTION_DATA( CKnife )
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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_knife, CKnife );
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PRECACHE_WEAPON_REGISTER( weapon_knife );
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#ifndef CLIENT_DLL
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BEGIN_DATADESC( CKnife )
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DEFINE_THINKFUNC( Smack )
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END_DATADESC()
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#endif
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// ----------------------------------------------------------------------------- //
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// CKnife implementation.
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// ----------------------------------------------------------------------------- //
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CKnife::CKnife()
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{
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}
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bool CKnife::HasPrimaryAmmo()
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{
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return true;
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}
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bool CKnife::CanBeSelected()
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{
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return true;
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}
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void CKnife::Precache()
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{
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BaseClass::Precache();
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PrecacheScriptSound( "Weapon_Knife.Deploy" );
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PrecacheScriptSound( "Weapon_Knife.Slash" );
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PrecacheScriptSound( "Weapon_Knife.Stab" );
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PrecacheScriptSound( "Weapon_Knife.Hit" );
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}
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void CKnife::Spawn()
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{
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Precache();
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m_iClip1 = -1;
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BaseClass::Spawn();
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}
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bool CKnife::Deploy()
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{
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CPASAttenuationFilter filter( this );
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filter.UsePredictionRules();
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EmitSound( filter, entindex(), "Weapon_Knife.Deploy" );
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return BaseClass::Deploy();
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}
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void CKnife::Holster( int skiplocal )
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{
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if ( GetPlayerOwner() )
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{
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GetPlayerOwner()->m_flNextAttack = gpGlobals->curtime + 0.5;
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}
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}
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void CKnife::WeaponAnimation ( int iAnimation )
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{
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/*
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int flag;
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#if defined( CLIENT_WEAPONS )
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flag = FEV_NOTHOST;
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#else
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flag = 0;
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#endif
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PLAYBACK_EVENT_FULL( flag, pPlayer->edict(), m_usKnife,
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0.0, (float *)&g_vecZero, (float *)&g_vecZero,
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0.0,
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0.0,
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iAnimation, 2, 3, 4 );
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*/
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}
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void FindHullIntersection( const Vector &vecSrc, trace_t &tr, const Vector &mins, const Vector &maxs, CBaseEntity *pEntity )
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{
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int i, j, k;
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float distance;
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Vector minmaxs[2] = {mins, maxs};
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trace_t tmpTrace;
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Vector vecHullEnd = tr.endpos;
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Vector vecEnd;
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distance = 1e6f;
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vecHullEnd = vecSrc + ((vecHullEnd - vecSrc)*2);
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UTIL_TraceLine( vecSrc, vecHullEnd, MASK_SOLID, pEntity, COLLISION_GROUP_NONE, &tmpTrace );
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if ( tmpTrace.fraction < 1.0 )
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{
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tr = tmpTrace;
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return;
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}
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for ( i = 0; i < 2; i++ )
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{
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for ( j = 0; j < 2; j++ )
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{
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for ( k = 0; k < 2; k++ )
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{
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vecEnd.x = vecHullEnd.x + minmaxs[i][0];
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vecEnd.y = vecHullEnd.y + minmaxs[j][1];
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vecEnd.z = vecHullEnd.z + minmaxs[k][2];
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UTIL_TraceLine( vecSrc, vecEnd, MASK_SOLID, pEntity, COLLISION_GROUP_NONE, &tmpTrace );
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if ( tmpTrace.fraction < 1.0 )
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{
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float thisDistance = (tmpTrace.endpos - vecSrc).Length();
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if ( thisDistance < distance )
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{
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tr = tmpTrace;
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distance = thisDistance;
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}
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}
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}
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}
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}
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}
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void CKnife::PrimaryAttack()
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{
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CCSPlayer *pPlayer = GetPlayerOwner();
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if ( pPlayer )
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{
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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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SwingOrStab( false );
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#if !defined (CLIENT_DLL)
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lagcompensation->FinishLagCompensation( pPlayer );
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#endif
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}
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}
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void CKnife::SecondaryAttack()
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{
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CCSPlayer *pPlayer = GetPlayerOwner();
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if ( pPlayer && !pPlayer->m_bIsDefusing && !CSGameRules()->IsFreezePeriod() )
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{
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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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SwingOrStab( true );
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#if !defined (CLIENT_DLL)
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lagcompensation->FinishLagCompensation( pPlayer );
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#endif
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}
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}
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#include "effect_dispatch_data.h"
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void CKnife::Smack( void )
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{
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if ( !GetPlayerOwner() )
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return;
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m_trHit.m_pEnt = m_pTraceHitEnt;
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if ( !m_trHit.m_pEnt || (m_trHit.surface.flags & SURF_SKY) )
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return;
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if ( m_trHit.fraction == 1.0 )
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return;
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if ( m_trHit.m_pEnt )
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{
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CPASAttenuationFilter filter( this );
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filter.UsePredictionRules();
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if( m_trHit.m_pEnt->IsPlayer() )
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{
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EmitSound( filter, entindex(), m_bStab?"Weapon_Knife.Stab":"Weapon_Knife.Hit" );
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}
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else
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{
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EmitSound( filter, entindex(), "Weapon_Knife.HitWall" );
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}
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}
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CEffectData data;
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data.m_vOrigin = m_trHit.endpos;
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data.m_vStart = m_trHit.startpos;
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data.m_nSurfaceProp = m_trHit.surface.surfaceProps;
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data.m_nDamageType = DMG_SLASH;
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data.m_nHitBox = m_trHit.hitbox;
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#ifdef CLIENT_DLL
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data.m_hEntity = m_trHit.m_pEnt->GetRefEHandle();
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#else
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data.m_nEntIndex = m_trHit.m_pEnt->entindex();
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#endif
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CPASFilter filter( data.m_vOrigin );
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#ifndef CLIENT_DLL
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filter.RemoveRecipient( GetPlayerOwner() );
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#endif
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data.m_vAngles = GetPlayerOwner()->GetAbsAngles();
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data.m_fFlags = 0x1; //IMPACT_NODECAL;
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te->DispatchEffect( filter, 0.0, data.m_vOrigin, "KnifeSlash", data );
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}
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void CKnife::WeaponIdle()
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{
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if (m_flTimeWeaponIdle > gpGlobals->curtime)
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return;
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CCSPlayer *pPlayer = GetPlayerOwner();
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if ( !pPlayer )
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return;
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if ( pPlayer->IsShieldDrawn() )
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return;
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SetWeaponIdleTime( gpGlobals->curtime + 20 );
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// only idle if the slid isn't back
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SendWeaponAnim( ACT_VM_IDLE );
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}
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//=============================================================================
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// HPE_BEGIN:
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// [tj] Hacky cheat code to control knife damage
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//=============================================================================
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#ifndef CLIENT_DLL
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ConVar KnifeDamageScale("knife_damage_scale", "100", FCVAR_DEVELOPMENTONLY);
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#endif
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//=============================================================================
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// HPE_END
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//=============================================================================
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bool CKnife::SwingOrStab( bool bStab )
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{
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CCSPlayer *pPlayer = GetPlayerOwner();
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if ( !pPlayer )
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return false;
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float fRange = bStab ? 32 : 48; // knife range
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Vector vForward; AngleVectors( pPlayer->EyeAngles(), &vForward );
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Vector vecSrc = pPlayer->Weapon_ShootPosition();
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Vector vecEnd = vecSrc + vForward * fRange;
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trace_t tr;
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UTIL_TraceLine( vecSrc, vecEnd, MASK_SOLID, pPlayer, COLLISION_GROUP_NONE, &tr );
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//check for hitting glass - TODO - fix this hackiness, doesn't always line up with what FindHullIntersection returns
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#ifndef CLIENT_DLL
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CTakeDamageInfo glassDamage( pPlayer, pPlayer, 42.0f, DMG_BULLET | DMG_NEVERGIB );
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TraceAttackToTriggers( glassDamage, tr.startpos, tr.endpos, vForward );
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#endif
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if ( tr.fraction >= 1.0 )
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{
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UTIL_TraceHull( vecSrc, vecEnd, head_hull_mins, head_hull_maxs, MASK_SOLID, pPlayer, COLLISION_GROUP_NONE, &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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}
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}
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bool bDidHit = tr.fraction < 1.0f;
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#ifndef CLIENT_DLL
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bool bFirstSwing = (m_flNextPrimaryAttack + 0.4) < gpGlobals->curtime;
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#endif
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float fPrimDelay, fSecDelay;
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if ( bStab )
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{
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SendWeaponAnim( bDidHit ? ACT_VM_HITCENTER : ACT_VM_MISSCENTER );
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fPrimDelay = fSecDelay = bDidHit ? 1.1f : 1.0f;
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pPlayer->DoAnimationEvent( PLAYERANIMEVENT_FIRE_GUN_PRIMARY );
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}
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else // swing
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{
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SendWeaponAnim( bDidHit ? ACT_VM_HITCENTER : ACT_VM_MISSCENTER );
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fPrimDelay = bDidHit ? 0.5f : 0.4f;
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fSecDelay = bDidHit ? 0.5f : 0.5f;
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pPlayer->DoAnimationEvent( PLAYERANIMEVENT_FIRE_GUN_SECONDARY );
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}
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if ( pPlayer->HasShield() )
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{
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fPrimDelay += 0.7f; // 0.7 seconds slower if we carry a shield
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fSecDelay += 0.7f;
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}
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m_flNextPrimaryAttack = gpGlobals->curtime + fPrimDelay;
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m_flNextSecondaryAttack = gpGlobals->curtime + fSecDelay;
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SetWeaponIdleTime( gpGlobals->curtime + 2 );
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if ( !bDidHit )
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{
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// play wiff or swish sound
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CPASAttenuationFilter filter( this );
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filter.UsePredictionRules();
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EmitSound( filter, entindex(), "Weapon_Knife.Slash" );
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}
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#ifndef CLIENT_DLL
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float flDamage = 0.0f;
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if ( bDidHit )
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{
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// play thwack, smack, or dong sound
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CBaseEntity *pEntity = tr.m_pEnt;
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// player "shoot" animation
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pPlayer->SetAnimation( PLAYER_ATTACK1 );
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ClearMultiDamage();
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flDamage = 42.0f;
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if ( bStab )
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{
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flDamage = 65.0f;
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if ( pEntity && pEntity->IsPlayer() )
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{
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Vector vTragetForward;
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AngleVectors( pEntity->GetAbsAngles(), &vTragetForward );
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Vector2D vecLOS = (pEntity->GetAbsOrigin() - pPlayer->GetAbsOrigin()).AsVector2D();
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Vector2DNormalize( vecLOS );
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float flDot = vecLOS.Dot( vTragetForward.AsVector2D() );
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//Triple the damage if we are stabbing them in the back.
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if ( flDot > 0.80f )
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flDamage *= 3;
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}
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}
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else
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{
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if ( bFirstSwing )
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{
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// first swing does full damage
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flDamage = 20;
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}
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else
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{
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// subsequent swings do less
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flDamage = 15;
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}
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}
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//=============================================================================
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// HPE_BEGIN:
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// [tj] Hacky cheat to lower knife damage for testing
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//=============================================================================
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flDamage *= (KnifeDamageScale.GetInt() / 100.0f);
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//=============================================================================
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// HPE_END
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//=============================================================================
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CTakeDamageInfo info( pPlayer, pPlayer, flDamage, DMG_BULLET | DMG_NEVERGIB );
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CalculateMeleeDamageForce( &info, vForward, tr.endpos, 1.0f/flDamage );
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pEntity->DispatchTraceAttack( info, vForward, &tr );
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ApplyMultiDamage();
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}
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CCS_GameStats.Event_KnifeUse( pPlayer, bStab, flDamage );
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#endif
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if ( bDidHit )
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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_bStab = bStab; //store this so we know what hit sound to play
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m_flSmackTime = gpGlobals->curtime + (bStab?0.2f:0.1f);
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}
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return bDidHit;
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}
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void CKnife::ItemPostFrame( void )
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{
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if( m_flSmackTime > 0 && gpGlobals->curtime > m_flSmackTime )
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{
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Smack();
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m_flSmackTime = -1;
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}
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BaseClass::ItemPostFrame();
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}
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bool CKnife::CanDrop()
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{
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return false;
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}
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