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authorFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
committerFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
commit3bf9df6b2785fa6d951086978a3e66f49427166a (patch)
tree2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /game/shared/hl2mp/weapon_crowbar.cpp
downloadarchived-source-engine-2018-hl2-src-master.tar.xz
archived-source-engine-2018-hl2-src-master.zip
Diffstat (limited to 'game/shared/hl2mp/weapon_crowbar.cpp')
-rw-r--r--game/shared/hl2mp/weapon_crowbar.cpp228
1 files changed, 228 insertions, 0 deletions
diff --git a/game/shared/hl2mp/weapon_crowbar.cpp b/game/shared/hl2mp/weapon_crowbar.cpp
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+++ b/game/shared/hl2mp/weapon_crowbar.cpp
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose: Crowbar - an old favorite
+//
+// $NoKeywords: $
+//=============================================================================//
+
+#include "cbase.h"
+#include "hl2mp/weapon_crowbar.h"
+#include "weapon_hl2mpbasehlmpcombatweapon.h"
+#include "gamerules.h"
+#include "ammodef.h"
+#include "mathlib/mathlib.h"
+#include "in_buttons.h"
+#include "vstdlib/random.h"
+#include "npcevent.h"
+
+#if defined( CLIENT_DLL )
+ #include "c_hl2mp_player.h"
+#else
+ #include "hl2mp_player.h"
+ #include "ai_basenpc.h"
+#endif
+
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+#define CROWBAR_RANGE 75.0f
+#define CROWBAR_REFIRE 0.4f
+
+
+//-----------------------------------------------------------------------------
+// CWeaponCrowbar
+//-----------------------------------------------------------------------------
+
+IMPLEMENT_NETWORKCLASS_ALIASED( WeaponCrowbar, DT_WeaponCrowbar )
+
+BEGIN_NETWORK_TABLE( CWeaponCrowbar, DT_WeaponCrowbar )
+END_NETWORK_TABLE()
+
+BEGIN_PREDICTION_DATA( CWeaponCrowbar )
+END_PREDICTION_DATA()
+
+LINK_ENTITY_TO_CLASS( weapon_crowbar, CWeaponCrowbar );
+PRECACHE_WEAPON_REGISTER( weapon_crowbar );
+
+#ifndef CLIENT_DLL
+
+acttable_t CWeaponCrowbar::m_acttable[] =
+{
+ { ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SLAM, true },
+ { ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_MELEE, false },
+ { ACT_HL2MP_RUN, ACT_HL2MP_RUN_MELEE, false },
+ { ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_MELEE, false },
+ { ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_MELEE, false },
+ { ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_MELEE, false },
+ { ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_MELEE, false },
+ { ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_MELEE, false },
+};
+
+IMPLEMENT_ACTTABLE(CWeaponCrowbar);
+
+#endif
+
+//-----------------------------------------------------------------------------
+// Constructor
+//-----------------------------------------------------------------------------
+CWeaponCrowbar::CWeaponCrowbar( void )
+{
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Get the damage amount for the animation we're doing
+// Input : hitActivity - currently played activity
+// Output : Damage amount
+//-----------------------------------------------------------------------------
+float CWeaponCrowbar::GetDamageForActivity( Activity hitActivity )
+{
+ return 25.0f;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Add in a view kick for this weapon
+//-----------------------------------------------------------------------------
+void CWeaponCrowbar::AddViewKick( void )
+{
+ CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
+
+ if ( pPlayer == NULL )
+ return;
+
+ QAngle punchAng;
+
+ punchAng.x = SharedRandomFloat( "crowbarpax", 1.0f, 2.0f );
+ punchAng.y = SharedRandomFloat( "crowbarpay", -2.0f, -1.0f );
+ punchAng.z = 0.0f;
+
+ pPlayer->ViewPunch( punchAng );
+}
+
+
+#ifndef CLIENT_DLL
+//-----------------------------------------------------------------------------
+// Animation event handlers
+//-----------------------------------------------------------------------------
+void CWeaponCrowbar::HandleAnimEventMeleeHit( animevent_t *pEvent, CBaseCombatCharacter *pOperator )
+{
+ // Trace up or down based on where the enemy is...
+ // But only if we're basically facing that direction
+ Vector vecDirection;
+ AngleVectors( GetAbsAngles(), &vecDirection );
+
+ Vector vecEnd;
+ VectorMA( pOperator->Weapon_ShootPosition(), 50, vecDirection, vecEnd );
+ CBaseEntity *pHurt = pOperator->CheckTraceHullAttack( pOperator->Weapon_ShootPosition(), vecEnd,
+ Vector(-16,-16,-16), Vector(36,36,36), GetDamageForActivity( GetActivity() ), DMG_CLUB, 0.75 );
+
+ // did I hit someone?
+ if ( pHurt )
+ {
+ // play sound
+ WeaponSound( MELEE_HIT );
+
+ // Fake a trace impact, so the effects work out like a player's crowbaw
+ trace_t traceHit;
+ UTIL_TraceLine( pOperator->Weapon_ShootPosition(), pHurt->GetAbsOrigin(), MASK_SHOT_HULL, pOperator, COLLISION_GROUP_NONE, &traceHit );
+ ImpactEffect( traceHit );
+ }
+ else
+ {
+ WeaponSound( MELEE_MISS );
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+// Animation event
+//-----------------------------------------------------------------------------
+void CWeaponCrowbar::Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator )
+{
+ switch( pEvent->event )
+ {
+ case EVENT_WEAPON_MELEE_HIT:
+ HandleAnimEventMeleeHit( pEvent, pOperator );
+ break;
+
+ default:
+ BaseClass::Operator_HandleAnimEvent( pEvent, pOperator );
+ break;
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Attempt to lead the target (needed because citizens can't hit manhacks with the crowbar!)
+//-----------------------------------------------------------------------------
+ConVar sk_crowbar_lead_time( "sk_crowbar_lead_time", "0.9" );
+
+int CWeaponCrowbar::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;
+ vecVelocity = pEnemy->GetSmoothedVelocity( );
+
+ // Project where the enemy will be in a little while
+ float dt = sk_crowbar_lead_time.GetFloat();
+ dt += SharedRandomFloat( "crowbarmelee1", -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 flExtrapolatedDist = Vector2DNormalize( vecDelta.AsVector2D() );
+ if ((flDist > 64) && (flExtrapolatedDist > 64))
+ {
+ return COND_TOO_FAR_TO_ATTACK;
+ }
+
+ float flExtrapolatedDot = DotProduct2D( vecDelta.AsVector2D(), vecForward.AsVector2D() );
+ if ((flDot < 0.7) && (flExtrapolatedDot < 0.7))
+ {
+ return COND_NOT_FACING_ATTACK;
+ }
+
+ return COND_CAN_MELEE_ATTACK1;
+}
+
+#endif
+
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CWeaponCrowbar::Drop( const Vector &vecVelocity )
+{
+#ifndef CLIENT_DLL
+ UTIL_Remove( this );
+#endif
+}
+
+float CWeaponCrowbar::GetRange( void )
+{
+ return CROWBAR_RANGE;
+}
+
+float CWeaponCrowbar::GetFireRate( void )
+{
+ return CROWBAR_REFIRE;
+}
+
+