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path: root/game/shared/cstrike/weapon_knife.cpp
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-rw-r--r--game/shared/cstrike/weapon_knife.cpp517
1 files changed, 517 insertions, 0 deletions
diff --git a/game/shared/cstrike/weapon_knife.cpp b/game/shared/cstrike/weapon_knife.cpp
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+++ b/game/shared/cstrike/weapon_knife.cpp
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+//=============================================================================//
+
+#include "cbase.h"
+#include "weapon_knife.h"
+#include "cs_gamerules.h"
+
+#if defined( CLIENT_DLL )
+ #include "c_cs_player.h"
+#else
+ #include "cs_player.h"
+ #include "ilagcompensationmanager.h"
+ #include "cs_gamestats.h"
+#endif
+
+
+#define KNIFE_BODYHIT_VOLUME 128
+#define KNIFE_WALLHIT_VOLUME 512
+
+
+Vector head_hull_mins( -16, -16, -18 );
+Vector head_hull_maxs( 16, 16, 18 );
+
+#ifndef CLIENT_DLL
+ //-----------------------------------------------------------------------------
+ // Purpose: Only send to local player if this weapon is the active weapon
+ // Input : *pStruct -
+ // *pVarData -
+ // *pRecipients -
+ // objectID -
+ // Output : void*
+ //-----------------------------------------------------------------------------
+ void* SendProxy_SendActiveLocalKnifeDataTable( const SendProp *pProp, const void *pStruct, const void *pVarData, CSendProxyRecipients *pRecipients, int objectID )
+ {
+ // Get the weapon entity
+ CBaseCombatWeapon *pWeapon = (CBaseCombatWeapon*)pVarData;
+ if ( pWeapon )
+ {
+ // Only send this chunk of data to the player carrying this weapon
+ CBasePlayer *pPlayer = ToBasePlayer( pWeapon->GetOwner() );
+ if ( pPlayer /*&& pPlayer->GetActiveWeapon() == pWeapon*/ )
+ {
+ pRecipients->SetOnly( pPlayer->GetClientIndex() );
+ return (void*)pVarData;
+ }
+ }
+
+ return NULL;
+ }
+ REGISTER_SEND_PROXY_NON_MODIFIED_POINTER( SendProxy_SendActiveLocalKnifeDataTable );
+#endif
+
+// ----------------------------------------------------------------------------- //
+// CKnife tables.
+// ----------------------------------------------------------------------------- //
+
+IMPLEMENT_NETWORKCLASS_ALIASED( Knife, DT_WeaponKnife )
+
+BEGIN_NETWORK_TABLE_NOBASE( CKnife, DT_LocalActiveWeaponKnifeData )
+ #if !defined( CLIENT_DLL )
+ SendPropTime( SENDINFO( m_flSmackTime ) ),
+ #else
+ RecvPropTime( RECVINFO( m_flSmackTime ) ),
+ #endif
+END_NETWORK_TABLE()
+
+
+BEGIN_NETWORK_TABLE( CKnife, DT_WeaponKnife )
+ #if !defined( CLIENT_DLL )
+ SendPropDataTable("LocalActiveWeaponKnifeData", 0, &REFERENCE_SEND_TABLE(DT_LocalActiveWeaponKnifeData), SendProxy_SendActiveLocalKnifeDataTable ),
+ #else
+ RecvPropDataTable("LocalActiveWeaponKnifeData", 0, 0, &REFERENCE_RECV_TABLE(DT_LocalActiveWeaponKnifeData)),
+ #endif
+END_NETWORK_TABLE()
+
+
+#if defined CLIENT_DLL
+BEGIN_PREDICTION_DATA( CKnife )
+ DEFINE_PRED_FIELD( m_flSmackTime, FIELD_FLOAT, FTYPEDESC_INSENDTABLE ),
+END_PREDICTION_DATA()
+#endif
+
+
+LINK_ENTITY_TO_CLASS( weapon_knife, CKnife );
+PRECACHE_WEAPON_REGISTER( weapon_knife );
+
+#ifndef CLIENT_DLL
+
+ BEGIN_DATADESC( CKnife )
+ DEFINE_THINKFUNC( Smack )
+ END_DATADESC()
+
+#endif
+
+// ----------------------------------------------------------------------------- //
+// CKnife implementation.
+// ----------------------------------------------------------------------------- //
+
+CKnife::CKnife()
+{
+}
+
+
+bool CKnife::HasPrimaryAmmo()
+{
+ return true;
+}
+
+
+bool CKnife::CanBeSelected()
+{
+ return true;
+}
+
+void CKnife::Precache()
+{
+ BaseClass::Precache();
+
+ PrecacheScriptSound( "Weapon_Knife.Deploy" );
+ PrecacheScriptSound( "Weapon_Knife.Slash" );
+ PrecacheScriptSound( "Weapon_Knife.Stab" );
+ PrecacheScriptSound( "Weapon_Knife.Hit" );
+}
+
+void CKnife::Spawn()
+{
+ Precache();
+
+ m_iClip1 = -1;
+ BaseClass::Spawn();
+}
+
+
+bool CKnife::Deploy()
+{
+ CPASAttenuationFilter filter( this );
+ filter.UsePredictionRules();
+ EmitSound( filter, entindex(), "Weapon_Knife.Deploy" );
+
+ return BaseClass::Deploy();
+}
+
+void CKnife::Holster( int skiplocal )
+{
+ if ( GetPlayerOwner() )
+ {
+ GetPlayerOwner()->m_flNextAttack = gpGlobals->curtime + 0.5;
+ }
+}
+
+void CKnife::WeaponAnimation ( int iAnimation )
+{
+ /*
+ int flag;
+ #if defined( CLIENT_WEAPONS )
+ flag = FEV_NOTHOST;
+ #else
+ flag = 0;
+ #endif
+
+ PLAYBACK_EVENT_FULL( flag, pPlayer->edict(), m_usKnife,
+ 0.0, (float *)&g_vecZero, (float *)&g_vecZero,
+ 0.0,
+ 0.0,
+ iAnimation, 2, 3, 4 );
+ */
+}
+
+void FindHullIntersection( const Vector &vecSrc, trace_t &tr, const Vector &mins, const Vector &maxs, CBaseEntity *pEntity )
+{
+ int i, j, k;
+ float distance;
+ Vector minmaxs[2] = {mins, maxs};
+ trace_t tmpTrace;
+ Vector vecHullEnd = tr.endpos;
+ Vector vecEnd;
+
+ distance = 1e6f;
+
+ vecHullEnd = vecSrc + ((vecHullEnd - vecSrc)*2);
+ UTIL_TraceLine( vecSrc, vecHullEnd, MASK_SOLID, pEntity, COLLISION_GROUP_NONE, &tmpTrace );
+ if ( tmpTrace.fraction < 1.0 )
+ {
+ tr = tmpTrace;
+ return;
+ }
+
+ for ( i = 0; i < 2; i++ )
+ {
+ for ( j = 0; j < 2; j++ )
+ {
+ for ( k = 0; k < 2; k++ )
+ {
+ vecEnd.x = vecHullEnd.x + minmaxs[i][0];
+ vecEnd.y = vecHullEnd.y + minmaxs[j][1];
+ vecEnd.z = vecHullEnd.z + minmaxs[k][2];
+
+ UTIL_TraceLine( vecSrc, vecEnd, MASK_SOLID, pEntity, COLLISION_GROUP_NONE, &tmpTrace );
+ if ( tmpTrace.fraction < 1.0 )
+ {
+ float thisDistance = (tmpTrace.endpos - vecSrc).Length();
+ if ( thisDistance < distance )
+ {
+ tr = tmpTrace;
+ distance = thisDistance;
+ }
+ }
+ }
+ }
+ }
+}
+
+
+void CKnife::PrimaryAttack()
+{
+ CCSPlayer *pPlayer = GetPlayerOwner();
+ if ( pPlayer )
+ {
+#if !defined (CLIENT_DLL)
+ // Move other players back to history positions based on local player's lag
+ lagcompensation->StartLagCompensation( pPlayer, pPlayer->GetCurrentCommand() );
+#endif
+ SwingOrStab( false );
+#if !defined (CLIENT_DLL)
+ lagcompensation->FinishLagCompensation( pPlayer );
+#endif
+ }
+}
+
+void CKnife::SecondaryAttack()
+{
+ CCSPlayer *pPlayer = GetPlayerOwner();
+ if ( pPlayer && !pPlayer->m_bIsDefusing && !CSGameRules()->IsFreezePeriod() )
+ {
+#if !defined (CLIENT_DLL)
+ // Move other players back to history positions based on local player's lag
+ lagcompensation->StartLagCompensation( pPlayer, pPlayer->GetCurrentCommand() );
+#endif
+ SwingOrStab( true );
+#if !defined (CLIENT_DLL)
+ lagcompensation->FinishLagCompensation( pPlayer );
+#endif
+ }
+}
+
+#include "effect_dispatch_data.h"
+
+void CKnife::Smack( void )
+{
+ if ( !GetPlayerOwner() )
+ return;
+
+ m_trHit.m_pEnt = m_pTraceHitEnt;
+
+ if ( !m_trHit.m_pEnt || (m_trHit.surface.flags & SURF_SKY) )
+ return;
+
+ if ( m_trHit.fraction == 1.0 )
+ return;
+
+ if ( m_trHit.m_pEnt )
+ {
+ CPASAttenuationFilter filter( this );
+ filter.UsePredictionRules();
+
+ if( m_trHit.m_pEnt->IsPlayer() )
+ {
+ EmitSound( filter, entindex(), m_bStab?"Weapon_Knife.Stab":"Weapon_Knife.Hit" );
+ }
+ else
+ {
+ EmitSound( filter, entindex(), "Weapon_Knife.HitWall" );
+ }
+ }
+
+ CEffectData data;
+ data.m_vOrigin = m_trHit.endpos;
+ data.m_vStart = m_trHit.startpos;
+ data.m_nSurfaceProp = m_trHit.surface.surfaceProps;
+ data.m_nDamageType = DMG_SLASH;
+ data.m_nHitBox = m_trHit.hitbox;
+#ifdef CLIENT_DLL
+ data.m_hEntity = m_trHit.m_pEnt->GetRefEHandle();
+#else
+ data.m_nEntIndex = m_trHit.m_pEnt->entindex();
+#endif
+
+ CPASFilter filter( data.m_vOrigin );
+
+#ifndef CLIENT_DLL
+ filter.RemoveRecipient( GetPlayerOwner() );
+#endif
+
+ data.m_vAngles = GetPlayerOwner()->GetAbsAngles();
+ data.m_fFlags = 0x1; //IMPACT_NODECAL;
+ te->DispatchEffect( filter, 0.0, data.m_vOrigin, "KnifeSlash", data );
+}
+
+void CKnife::WeaponIdle()
+{
+ if (m_flTimeWeaponIdle > gpGlobals->curtime)
+ return;
+
+ CCSPlayer *pPlayer = GetPlayerOwner();
+ if ( !pPlayer )
+ return;
+
+ if ( pPlayer->IsShieldDrawn() )
+ return;
+
+ SetWeaponIdleTime( gpGlobals->curtime + 20 );
+
+ // only idle if the slid isn't back
+ SendWeaponAnim( ACT_VM_IDLE );
+}
+
+//=============================================================================
+// HPE_BEGIN:
+// [tj] Hacky cheat code to control knife damage
+//=============================================================================
+#ifndef CLIENT_DLL
+ ConVar KnifeDamageScale("knife_damage_scale", "100", FCVAR_DEVELOPMENTONLY);
+#endif
+
+//=============================================================================
+// HPE_END
+//=============================================================================
+
+
+bool CKnife::SwingOrStab( bool bStab )
+{
+ CCSPlayer *pPlayer = GetPlayerOwner();
+ if ( !pPlayer )
+ return false;
+
+ float fRange = bStab ? 32 : 48; // knife range
+
+ Vector vForward; AngleVectors( pPlayer->EyeAngles(), &vForward );
+ Vector vecSrc = pPlayer->Weapon_ShootPosition();
+ Vector vecEnd = vecSrc + vForward * fRange;
+
+ trace_t tr;
+ UTIL_TraceLine( vecSrc, vecEnd, MASK_SOLID, pPlayer, COLLISION_GROUP_NONE, &tr );
+
+ //check for hitting glass - TODO - fix this hackiness, doesn't always line up with what FindHullIntersection returns
+#ifndef CLIENT_DLL
+ CTakeDamageInfo glassDamage( pPlayer, pPlayer, 42.0f, DMG_BULLET | DMG_NEVERGIB );
+ TraceAttackToTriggers( glassDamage, tr.startpos, tr.endpos, vForward );
+#endif
+
+ if ( tr.fraction >= 1.0 )
+ {
+ UTIL_TraceHull( vecSrc, vecEnd, head_hull_mins, head_hull_maxs, MASK_SOLID, pPlayer, COLLISION_GROUP_NONE, &tr );
+ if ( tr.fraction < 1.0 )
+ {
+ // Calculate the point of intersection of the line (or hull) and the object we hit
+ // This is and approximation of the "best" intersection
+ CBaseEntity *pHit = tr.m_pEnt;
+ if ( !pHit || pHit->IsBSPModel() )
+ FindHullIntersection( vecSrc, tr, VEC_DUCK_HULL_MIN, VEC_DUCK_HULL_MAX, pPlayer );
+ vecEnd = tr.endpos; // This is the point on the actual surface (the hull could have hit space)
+ }
+ }
+
+ bool bDidHit = tr.fraction < 1.0f;
+
+#ifndef CLIENT_DLL
+ bool bFirstSwing = (m_flNextPrimaryAttack + 0.4) < gpGlobals->curtime;
+#endif
+
+ float fPrimDelay, fSecDelay;
+
+ if ( bStab )
+ {
+ SendWeaponAnim( bDidHit ? ACT_VM_HITCENTER : ACT_VM_MISSCENTER );
+
+ fPrimDelay = fSecDelay = bDidHit ? 1.1f : 1.0f;
+
+ pPlayer->DoAnimationEvent( PLAYERANIMEVENT_FIRE_GUN_PRIMARY );
+ }
+ else // swing
+ {
+ SendWeaponAnim( bDidHit ? ACT_VM_HITCENTER : ACT_VM_MISSCENTER );
+
+ fPrimDelay = bDidHit ? 0.5f : 0.4f;
+ fSecDelay = bDidHit ? 0.5f : 0.5f;
+
+ pPlayer->DoAnimationEvent( PLAYERANIMEVENT_FIRE_GUN_SECONDARY );
+ }
+
+ if ( pPlayer->HasShield() )
+ {
+ fPrimDelay += 0.7f; // 0.7 seconds slower if we carry a shield
+ fSecDelay += 0.7f;
+ }
+
+ m_flNextPrimaryAttack = gpGlobals->curtime + fPrimDelay;
+ m_flNextSecondaryAttack = gpGlobals->curtime + fSecDelay;
+ SetWeaponIdleTime( gpGlobals->curtime + 2 );
+
+ if ( !bDidHit )
+ {
+ // play wiff or swish sound
+ CPASAttenuationFilter filter( this );
+ filter.UsePredictionRules();
+ EmitSound( filter, entindex(), "Weapon_Knife.Slash" );
+ }
+
+#ifndef CLIENT_DLL
+
+ float flDamage = 0.0f;
+ if ( bDidHit )
+ {
+ // play thwack, smack, or dong sound
+
+ CBaseEntity *pEntity = tr.m_pEnt;
+
+ // player "shoot" animation
+ pPlayer->SetAnimation( PLAYER_ATTACK1 );
+
+ ClearMultiDamage();
+
+ flDamage = 42.0f;
+
+ if ( bStab )
+ {
+ flDamage = 65.0f;
+
+ if ( pEntity && pEntity->IsPlayer() )
+ {
+ Vector vTragetForward;
+
+ AngleVectors( pEntity->GetAbsAngles(), &vTragetForward );
+
+ Vector2D vecLOS = (pEntity->GetAbsOrigin() - pPlayer->GetAbsOrigin()).AsVector2D();
+ Vector2DNormalize( vecLOS );
+
+ float flDot = vecLOS.Dot( vTragetForward.AsVector2D() );
+
+ //Triple the damage if we are stabbing them in the back.
+ if ( flDot > 0.80f )
+ flDamage *= 3;
+ }
+ }
+ else
+ {
+ if ( bFirstSwing )
+ {
+ // first swing does full damage
+ flDamage = 20;
+ }
+ else
+ {
+ // subsequent swings do less
+ flDamage = 15;
+ }
+ }
+
+ //=============================================================================
+ // HPE_BEGIN:
+ // [tj] Hacky cheat to lower knife damage for testing
+ //=============================================================================
+
+ flDamage *= (KnifeDamageScale.GetInt() / 100.0f);
+
+ //=============================================================================
+ // HPE_END
+ //=============================================================================
+
+
+ CTakeDamageInfo info( pPlayer, pPlayer, flDamage, DMG_BULLET | DMG_NEVERGIB );
+
+ CalculateMeleeDamageForce( &info, vForward, tr.endpos, 1.0f/flDamage );
+ pEntity->DispatchTraceAttack( info, vForward, &tr );
+ ApplyMultiDamage();
+ }
+
+ CCS_GameStats.Event_KnifeUse( pPlayer, bStab, flDamage );
+
+#endif
+
+ if ( bDidHit )
+ {
+ // delay the decal a bit
+ m_trHit = tr;
+
+ // Store the ent in an EHANDLE, just in case it goes away by the time we get into our think function.
+ m_pTraceHitEnt = tr.m_pEnt;
+
+ m_bStab = bStab; //store this so we know what hit sound to play
+
+ m_flSmackTime = gpGlobals->curtime + (bStab?0.2f:0.1f);
+ }
+
+ return bDidHit;
+}
+
+void CKnife::ItemPostFrame( void )
+{
+ if( m_flSmackTime > 0 && gpGlobals->curtime > m_flSmackTime )
+ {
+ Smack();
+ m_flSmackTime = -1;
+ }
+
+ BaseClass::ItemPostFrame();
+}
+
+bool CKnife::CanDrop()
+{
+ return false;
+}
+
+