diff options
Diffstat (limited to 'game/shared/hl2mp/weapon_crowbar.cpp')
| -rw-r--r-- | game/shared/hl2mp/weapon_crowbar.cpp | 228 |
1 files changed, 228 insertions, 0 deletions
diff --git a/game/shared/hl2mp/weapon_crowbar.cpp b/game/shared/hl2mp/weapon_crowbar.cpp new file mode 100644 index 0000000..55a03d1 --- /dev/null +++ b/game/shared/hl2mp/weapon_crowbar.cpp @@ -0,0 +1,228 @@ +//========= 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; +} + + |