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| author | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
|---|---|---|
| committer | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
| commit | 3bf9df6b2785fa6d951086978a3e66f49427166a (patch) | |
| tree | 2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /game/server/hl2/weapon_stunstick.cpp | |
| download | archived-source-engine-2018-hl2-src-master.tar.xz archived-source-engine-2018-hl2-src-master.zip | |
Diffstat (limited to 'game/server/hl2/weapon_stunstick.cpp')
| -rw-r--r-- | game/server/hl2/weapon_stunstick.cpp | 372 |
1 files changed, 372 insertions, 0 deletions
diff --git a/game/server/hl2/weapon_stunstick.cpp b/game/server/hl2/weapon_stunstick.cpp new file mode 100644 index 0000000..0d0bb3f --- /dev/null +++ b/game/server/hl2/weapon_stunstick.cpp @@ -0,0 +1,372 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: Stun Stick- beating stick with a zappy end +// +// $NoKeywords: $ +//=============================================================================// + +#include "cbase.h" +#include "npcevent.h" +#include "npc_metropolice.h" +#include "weapon_stunstick.h" +#include "IEffects.h" + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +ConVar sk_plr_dmg_stunstick ( "sk_plr_dmg_stunstick","0"); +ConVar sk_npc_dmg_stunstick ( "sk_npc_dmg_stunstick","0"); + +extern ConVar metropolice_move_and_melee; + +//----------------------------------------------------------------------------- +// CWeaponStunStick +//----------------------------------------------------------------------------- + +IMPLEMENT_SERVERCLASS_ST(CWeaponStunStick, DT_WeaponStunStick) + SendPropInt( SENDINFO( m_bActive ), 1, SPROP_UNSIGNED ), +END_SEND_TABLE() + +#ifndef HL2MP +LINK_ENTITY_TO_CLASS( weapon_stunstick, CWeaponStunStick ); +PRECACHE_WEAPON_REGISTER( weapon_stunstick ); +#endif + +acttable_t CWeaponStunStick::m_acttable[] = +{ + { ACT_MELEE_ATTACK1, ACT_MELEE_ATTACK_SWING, true }, + { ACT_IDLE_ANGRY, ACT_IDLE_ANGRY_MELEE, true }, +}; + +IMPLEMENT_ACTTABLE(CWeaponStunStick); + + +BEGIN_DATADESC( CWeaponStunStick ) + + DEFINE_FIELD( m_bActive, FIELD_BOOLEAN ), + +END_DATADESC() + + + +//----------------------------------------------------------------------------- +// Constructor +//----------------------------------------------------------------------------- +CWeaponStunStick::CWeaponStunStick( void ) +{ + // HACK: Don't call SetStunState because this tried to Emit a sound before + // any players are connected which is a bug + m_bActive = false; +} + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +void CWeaponStunStick::Spawn() +{ + Precache(); + + + BaseClass::Spawn(); + AddSolidFlags( FSOLID_NOT_STANDABLE ); +} + +void CWeaponStunStick::Precache() +{ + BaseClass::Precache(); + + PrecacheScriptSound( "Weapon_StunStick.Activate" ); + PrecacheScriptSound( "Weapon_StunStick.Deactivate" ); + +} + +//----------------------------------------------------------------------------- +// Purpose: Get the damage amount for the animation we're doing +// Input : hitActivity - currently played activity +// Output : Damage amount +//----------------------------------------------------------------------------- +float CWeaponStunStick::GetDamageForActivity( Activity hitActivity ) +{ + if ( ( GetOwner() != NULL ) && ( GetOwner()->IsPlayer() ) ) + return sk_plr_dmg_stunstick.GetFloat(); + + return sk_npc_dmg_stunstick.GetFloat(); +} + +//----------------------------------------------------------------------------- +// Attempt to lead the target (needed because citizens can't hit manhacks with the crowbar!) +//----------------------------------------------------------------------------- +extern ConVar sk_crowbar_lead_time; + +int CWeaponStunStick::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; + AngularImpulse angVelocity; + pEnemy->GetVelocity( &vecVelocity, &angVelocity ); + + // Project where the enemy will be in a little while, add some randomness so he doesn't always hit + float dt = sk_crowbar_lead_time.GetFloat(); + dt += random->RandomFloat( -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 flExtrapolatedDot = DotProduct2D( vecDelta.AsVector2D(), vecForward.AsVector2D() ); + if ((flDot < 0.7) && (flExtrapolatedDot < 0.7)) + { + return COND_NOT_FACING_ATTACK; + } + + float flExtrapolatedDist = Vector2DNormalize( vecDelta.AsVector2D() ); + + if( pEnemy->IsPlayer() ) + { + //Vector vecDir = pEnemy->GetSmoothedVelocity(); + //float flSpeed = VectorNormalize( vecDir ); + + // If player will be in front of me in one-half second, clock his arse. + Vector vecProjectEnemy = pEnemy->GetAbsOrigin() + (pEnemy->GetAbsVelocity() * 0.35); + Vector vecProjectMe = GetAbsOrigin(); + + if( (vecProjectMe - vecProjectEnemy).Length2D() <= 48.0f ) + { + return COND_CAN_MELEE_ATTACK1; + } + } +/* + if( metropolice_move_and_melee.GetBool() ) + { + if( pNPC->IsMoving() ) + { + flTargetDist *= 1.5f; + } + } +*/ + float flTargetDist = 48.0f; + if ((flDist > flTargetDist) && (flExtrapolatedDist > flTargetDist)) + { + return COND_TOO_FAR_TO_ATTACK; + } + + return COND_CAN_MELEE_ATTACK1; +} + + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CWeaponStunStick::ImpactEffect( trace_t &traceHit ) +{ + //Glowing spark effect for hit + //UTIL_DecalTrace( &m_trLineHit, "PlasmaGlowFade" ); + + //FIXME: need new decals + UTIL_ImpactTrace( &traceHit, DMG_CLUB ); +} + +void CWeaponStunStick::Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator ) +{ + switch( pEvent->event ) + { + case EVENT_WEAPON_MELEE_HIT: + { + // Trace up or down based on where the enemy is... + // But only if we're basically facing that direction + Vector vecDirection; + AngleVectors( GetAbsAngles(), &vecDirection ); + + CBaseEntity *pEnemy = pOperator->MyNPCPointer() ? pOperator->MyNPCPointer()->GetEnemy() : NULL; + if ( pEnemy ) + { + Vector vecDelta; + VectorSubtract( pEnemy->WorldSpaceCenter(), pOperator->Weapon_ShootPosition(), vecDelta ); + VectorNormalize( vecDelta ); + + Vector2D vecDelta2D = vecDelta.AsVector2D(); + Vector2DNormalize( vecDelta2D ); + if ( DotProduct2D( vecDelta2D, vecDirection.AsVector2D() ) > 0.8f ) + { + vecDirection = vecDelta; + } + } + + Vector vecEnd; + VectorMA( pOperator->Weapon_ShootPosition(), 32, vecDirection, vecEnd ); + // Stretch the swing box down to catch low level physics objects + CBaseEntity *pHurt = pOperator->CheckTraceHullAttack( pOperator->Weapon_ShootPosition(), vecEnd, + Vector(-16,-16,-40), Vector(16,16,16), GetDamageForActivity( GetActivity() ), DMG_CLUB, 0.5f, false ); + + // did I hit someone? + if ( pHurt ) + { + // play sound + WeaponSound( MELEE_HIT ); + + CBasePlayer *pPlayer = ToBasePlayer( pHurt ); + + CNPC_MetroPolice *pCop = dynamic_cast<CNPC_MetroPolice *>(pOperator); + bool bFlashed = false; + + if ( pCop != NULL && pPlayer != NULL ) + { + // See if we need to knock out this target + if ( pCop->ShouldKnockOutTarget( pHurt ) ) + { + float yawKick = random->RandomFloat( -48, -24 ); + + //Kick the player angles + pPlayer->ViewPunch( QAngle( -16, yawKick, 2 ) ); + + color32 white = {255,255,255,255}; + UTIL_ScreenFade( pPlayer, white, 0.2f, 1.0f, FFADE_OUT|FFADE_PURGE|FFADE_STAYOUT ); + bFlashed = true; + + pCop->KnockOutTarget( pHurt ); + + break; + } + else + { + // Notify that we've stunned a target + pCop->StunnedTarget( pHurt ); + } + } + + // Punch angles + if ( pPlayer != NULL && !(pPlayer->GetFlags() & FL_GODMODE) ) + { + float yawKick = random->RandomFloat( -48, -24 ); + + //Kick the player angles + pPlayer->ViewPunch( QAngle( -16, yawKick, 2 ) ); + + Vector dir = pHurt->GetAbsOrigin() - GetAbsOrigin(); + + // If the player's on my head, don't knock him up + if ( pPlayer->GetGroundEntity() == pOperator ) + { + dir = vecDirection; + dir.z = 0; + } + + VectorNormalize(dir); + + dir *= 500.0f; + + //If not on ground, then don't make them fly! + if ( !(pPlayer->GetFlags() & FL_ONGROUND ) ) + dir.z = 0.0f; + + //Push the target back + pHurt->ApplyAbsVelocityImpulse( dir ); + + if ( !bFlashed ) + { + color32 red = {128,0,0,128}; + UTIL_ScreenFade( pPlayer, red, 0.5f, 0.1f, FFADE_IN ); + } + + // Force the player to drop anyting they were holding + pPlayer->ForceDropOfCarriedPhysObjects(); + } + + // do effect? + } + else + { + WeaponSound( MELEE_MISS ); + } + } + break; + default: + BaseClass::Operator_HandleAnimEvent( pEvent, pOperator ); + break; + } +} + +//----------------------------------------------------------------------------- +// Purpose: Sets the state of the stun stick +//----------------------------------------------------------------------------- +void CWeaponStunStick::SetStunState( bool state ) +{ + m_bActive = state; + + if ( m_bActive ) + { + //FIXME: START - Move to client-side + + Vector vecAttachment; + + GetAttachment( 1, vecAttachment ); + g_pEffects->Sparks( vecAttachment ); + + //FIXME: END - Move to client-side + + EmitSound( "Weapon_StunStick.Activate" ); + } + else + { + EmitSound( "Weapon_StunStick.Deactivate" ); + } +} + +//----------------------------------------------------------------------------- +// Purpose: +// Output : Returns true on success, false on failure. +//----------------------------------------------------------------------------- +bool CWeaponStunStick::Deploy( void ) +{ + SetStunState( true ); + + return BaseClass::Deploy(); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +bool CWeaponStunStick::Holster( CBaseCombatWeapon *pSwitchingTo ) +{ + if ( BaseClass::Holster( pSwitchingTo ) == false ) + return false; + + SetStunState( false ); + + return true; +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : &vecVelocity - +//----------------------------------------------------------------------------- +void CWeaponStunStick::Drop( const Vector &vecVelocity ) +{ + SetStunState( false ); + + BaseClass::Drop( vecVelocity ); +} + +//----------------------------------------------------------------------------- +// Purpose: +// Output : Returns true on success, false on failure. +//----------------------------------------------------------------------------- +bool CWeaponStunStick::GetStunState( void ) +{ + return m_bActive; +} |