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364 lines
10 KiB
C++
364 lines
10 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Base code for any melee based weapon
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//
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//=====================================================================================//
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#include "cbase.h"
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#include "weapon_sdkbase.h"
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#include "sdk_weapon_melee.h"
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#include "sdk_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 "animation.h"
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#if defined( CLIENT_DLL )
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#include "c_sdk_player.h"
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#else
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#include "sdk_player.h"
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#include "ndebugoverlay.h"
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#include "te_effect_dispatch.h"
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#include "ilagcompensationmanager.h"
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#endif
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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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IMPLEMENT_NETWORKCLASS_ALIASED( WeaponSDKMelee, DT_WeaponSDKMelee )
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BEGIN_NETWORK_TABLE( CWeaponSDKMelee, DT_WeaponSDKMelee )
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END_NETWORK_TABLE()
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BEGIN_PREDICTION_DATA( CWeaponSDKMelee )
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END_PREDICTION_DATA()
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#define MELEE_HULL_DIM 16
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static const Vector g_meleeMins(-MELEE_HULL_DIM,-MELEE_HULL_DIM,-MELEE_HULL_DIM);
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static const Vector g_meleeMaxs(MELEE_HULL_DIM,MELEE_HULL_DIM,MELEE_HULL_DIM);
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//-----------------------------------------------------------------------------
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// Constructor
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//-----------------------------------------------------------------------------
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CWeaponSDKMelee::CWeaponSDKMelee()
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{
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m_bFiresUnderwater = true;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Spawn the weapon
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//-----------------------------------------------------------------------------
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void CWeaponSDKMelee::Spawn( void )
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{
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m_fMinRange1 = 0;
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m_fMinRange2 = 0;
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m_fMaxRange1 = 64;
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m_fMaxRange2 = 64;
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//Call base class first
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BaseClass::Spawn();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Precache the weapon
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//-----------------------------------------------------------------------------
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void CWeaponSDKMelee::Precache( void )
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{
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//Call base class first
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BaseClass::Precache();
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}
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//------------------------------------------------------------------------------
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// Purpose : Update weapon
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//------------------------------------------------------------------------------
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void CWeaponSDKMelee::ItemPostFrame( void )
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{
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CSDKPlayer *pPlayer = GetPlayerOwner();
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if ( pPlayer == NULL )
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return;
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if ( (pPlayer->m_nButtons & IN_ATTACK) && (m_flNextPrimaryAttack <= gpGlobals->curtime) && pPlayer->CanAttack() )
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{
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PrimaryAttack();
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}
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else if ( (pPlayer->m_nButtons & IN_ATTACK2) && (m_flNextSecondaryAttack <= gpGlobals->curtime) && pPlayer->CanAttack() )
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{
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SecondaryAttack();
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}
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else
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{
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WeaponIdle();
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}
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}
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//------------------------------------------------------------------------------
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// Purpose :
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// Input :
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// Output :
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//------------------------------------------------------------------------------
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void CWeaponSDKMelee::PrimaryAttack()
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{
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#ifndef CLIENT_DLL
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CSDKPlayer *pPlayer = ToSDKPlayer( GetPlayerOwner() );
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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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Swing( false );
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#ifndef CLIENT_DLL
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// Move other players back to history positions based on local player's lag
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lagcompensation->FinishLagCompensation( pPlayer );
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#endif
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}
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//------------------------------------------------------------------------------
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// Purpose :
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// Input :
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// Output :
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//------------------------------------------------------------------------------
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void CWeaponSDKMelee::SecondaryAttack()
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{
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Swing( true );
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}
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//------------------------------------------------------------------------------
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// Purpose: Implement impact function
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//------------------------------------------------------------------------------
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void CWeaponSDKMelee::Hit( trace_t &traceHit, Activity nHitActivity )
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{
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CSDKPlayer *pPlayer = ToSDKPlayer( GetOwner() );
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//Do view kick
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// AddViewKick();
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CBaseEntity *pHitEntity = traceHit.m_pEnt;
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//Apply damage to a hit target
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if ( pHitEntity != NULL )
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{
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Vector hitDirection;
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pPlayer->EyeVectors( &hitDirection, NULL, NULL );
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VectorNormalize( hitDirection );
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#ifndef CLIENT_DLL
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CTakeDamageInfo info( GetOwner(), GetOwner(), GetDamageForActivity( nHitActivity ), DMG_CLUB );
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if( pPlayer && pHitEntity->IsNPC() )
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{
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// If bonking an NPC, adjust damage.
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info.AdjustPlayerDamageInflictedForSkillLevel();
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}
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CalculateMeleeDamageForce( &info, hitDirection, traceHit.endpos );
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pHitEntity->DispatchTraceAttack( info, hitDirection, &traceHit );
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ApplyMultiDamage();
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// Now hit all triggers along the ray that...
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TraceAttackToTriggers( info, traceHit.startpos, traceHit.endpos, hitDirection );
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#endif
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WeaponSound( MELEE_HIT );
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}
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// Apply an impact effect
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ImpactEffect( traceHit );
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}
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Activity CWeaponSDKMelee::ChooseIntersectionPointAndActivity( trace_t &hitTrace, const Vector &mins, const Vector &maxs, CSDKPlayer *pOwner )
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{
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int i, j, k;
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float distance;
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const float *minmaxs[2] = {mins.Base(), maxs.Base()};
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trace_t tmpTrace;
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Vector vecHullEnd = hitTrace.endpos;
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Vector vecEnd;
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distance = 1e6f;
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Vector vecSrc = hitTrace.startpos;
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vecHullEnd = vecSrc + ((vecHullEnd - vecSrc)*2);
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UTIL_TraceLine( vecSrc, vecHullEnd, MASK_SHOT_HULL, pOwner, COLLISION_GROUP_NONE, &tmpTrace );
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if ( tmpTrace.fraction == 1.0 )
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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_SHOT_HULL, pOwner, 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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hitTrace = 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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else
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{
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hitTrace = tmpTrace;
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}
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return ACT_VM_HITCENTER;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : &traceHit -
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//-----------------------------------------------------------------------------
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bool CWeaponSDKMelee::ImpactWater( const Vector &start, const Vector &end )
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{
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//FIXME: This doesn't handle the case of trying to splash while being underwater, but that's not going to look good
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// right now anyway...
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// We must start outside the water
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if ( UTIL_PointContents( start ) & (CONTENTS_WATER|CONTENTS_SLIME))
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return false;
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// We must end inside of water
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if ( !(UTIL_PointContents( end ) & (CONTENTS_WATER|CONTENTS_SLIME)))
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return false;
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trace_t waterTrace;
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UTIL_TraceLine( start, end, (CONTENTS_WATER|CONTENTS_SLIME), GetOwner(), COLLISION_GROUP_NONE, &waterTrace );
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if ( waterTrace.fraction < 1.0f )
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{
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#ifndef CLIENT_DLL
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CEffectData data;
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data.m_fFlags = 0;
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data.m_vOrigin = waterTrace.endpos;
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data.m_vNormal = waterTrace.plane.normal;
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data.m_flScale = 8.0f;
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// See if we hit slime
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if ( waterTrace.contents & CONTENTS_SLIME )
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{
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data.m_fFlags |= FX_WATER_IN_SLIME;
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}
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DispatchEffect( "watersplash", data );
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#endif
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}
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CWeaponSDKMelee::ImpactEffect( trace_t &traceHit )
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{
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// See if we hit water (we don't do the other impact effects in this case)
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if ( ImpactWater( traceHit.startpos, traceHit.endpos ) )
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return;
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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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//------------------------------------------------------------------------------
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// Purpose : Starts the swing of the weapon and determines the animation
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// Input : bIsSecondary - is this a secondary attack?
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//------------------------------------------------------------------------------
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void CWeaponSDKMelee::Swing( int bIsSecondary )
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{
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trace_t traceHit;
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// Try a ray
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CSDKPlayer *pOwner = ToSDKPlayer( GetOwner() );
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if ( !pOwner )
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return;
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Vector swingStart = pOwner->Weapon_ShootPosition( );
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Vector forward;
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pOwner->EyeVectors( &forward, NULL, NULL );
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Vector swingEnd = swingStart + forward * GetRange();
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UTIL_TraceLine( swingStart, swingEnd, MASK_SHOT_HULL, pOwner, COLLISION_GROUP_NONE, &traceHit );
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Activity nHitActivity = ACT_VM_HITCENTER;
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#ifndef CLIENT_DLL
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// Like bullets, melee traces have to trace against triggers.
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CTakeDamageInfo triggerInfo( GetOwner(), GetOwner(), GetDamageForActivity( nHitActivity ), DMG_CLUB );
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TraceAttackToTriggers( triggerInfo, traceHit.startpos, traceHit.endpos, vec3_origin );
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#endif
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if ( traceHit.fraction == 1.0 )
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{
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float meleeHullRadius = 1.732f * MELEE_HULL_DIM; // hull is +/- 16, so use cuberoot of 2 to determine how big the hull is from center to the corner point
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// Back off by hull "radius"
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swingEnd -= forward * meleeHullRadius;
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UTIL_TraceHull( swingStart, swingEnd, g_meleeMins, g_meleeMaxs, MASK_SHOT_HULL, pOwner, COLLISION_GROUP_NONE, &traceHit );
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if ( traceHit.fraction < 1.0 && traceHit.m_pEnt )
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{
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Vector vecToTarget = traceHit.m_pEnt->GetAbsOrigin() - swingStart;
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VectorNormalize( vecToTarget );
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float dot = vecToTarget.Dot( forward );
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// YWB: Make sure they are sort of facing the guy at least...
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if ( dot < 0.70721f )
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{
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// Force amiss
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traceHit.fraction = 1.0f;
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}
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else
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{
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nHitActivity = ChooseIntersectionPointAndActivity( traceHit, g_meleeMins, g_meleeMaxs, pOwner );
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}
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}
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}
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WeaponSound( SINGLE );
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// -------------------------
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// Miss
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// -------------------------
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if ( traceHit.fraction == 1.0f )
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{
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nHitActivity = bIsSecondary ? ACT_VM_MISSCENTER2 : ACT_VM_MISSCENTER;
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// We want to test the first swing again
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Vector testEnd = swingStart + forward * GetRange();
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// See if we happened to hit water
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ImpactWater( swingStart, testEnd );
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}
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else
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{
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Hit( traceHit, nHitActivity );
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}
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// Send the anim
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SendWeaponAnim( nHitActivity );
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pOwner->DoAnimationEvent( PLAYERANIMEVENT_ATTACK_PRIMARY );
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//Setup our next attack times
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m_flNextPrimaryAttack = gpGlobals->curtime + GetFireRate();
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m_flNextSecondaryAttack = gpGlobals->curtime + SequenceDuration();
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}
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