diff options
| author | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:31:46 -0800 |
|---|---|---|
| committer | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:46:31 -0800 |
| commit | f56bb35301836e56582a575a75864392a0177875 (patch) | |
| tree | de61ddd39de3e7df52759711950b4c288592f0dc /mp/src/game/server/basebludgeonweapon.cpp | |
| parent | Mark some more files as text. (diff) | |
| download | source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip | |
Fix line endings. WHAMMY.
Diffstat (limited to 'mp/src/game/server/basebludgeonweapon.cpp')
| -rw-r--r-- | mp/src/game/server/basebludgeonweapon.cpp | 768 |
1 files changed, 384 insertions, 384 deletions
diff --git a/mp/src/game/server/basebludgeonweapon.cpp b/mp/src/game/server/basebludgeonweapon.cpp index dd719dce..ff8df099 100644 --- a/mp/src/game/server/basebludgeonweapon.cpp +++ b/mp/src/game/server/basebludgeonweapon.cpp @@ -1,384 +1,384 @@ -//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose:
-//
-// $NoKeywords: $
-//
-//=============================================================================//
-
-#include "cbase.h"
-#include "basehlcombatweapon.h"
-#include "player.h"
-#include "gamerules.h"
-#include "ammodef.h"
-#include "mathlib/mathlib.h"
-#include "in_buttons.h"
-#include "soundent.h"
-#include "animation.h"
-#include "ai_condition.h"
-#include "basebludgeonweapon.h"
-#include "ndebugoverlay.h"
-#include "te_effect_dispatch.h"
-#include "rumble_shared.h"
-#include "gamestats.h"
-
-// memdbgon must be the last include file in a .cpp file!!!
-#include "tier0/memdbgon.h"
-
-IMPLEMENT_SERVERCLASS_ST( CBaseHLBludgeonWeapon, DT_BaseHLBludgeonWeapon )
-END_SEND_TABLE()
-
-#define BLUDGEON_HULL_DIM 16
-
-static const Vector g_bludgeonMins(-BLUDGEON_HULL_DIM,-BLUDGEON_HULL_DIM,-BLUDGEON_HULL_DIM);
-static const Vector g_bludgeonMaxs(BLUDGEON_HULL_DIM,BLUDGEON_HULL_DIM,BLUDGEON_HULL_DIM);
-
-//-----------------------------------------------------------------------------
-// Constructor
-//-----------------------------------------------------------------------------
-CBaseHLBludgeonWeapon::CBaseHLBludgeonWeapon()
-{
- m_bFiresUnderwater = true;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Spawn the weapon
-//-----------------------------------------------------------------------------
-void CBaseHLBludgeonWeapon::Spawn( void )
-{
- m_fMinRange1 = 0;
- m_fMinRange2 = 0;
- m_fMaxRange1 = 64;
- m_fMaxRange2 = 64;
- //Call base class first
- BaseClass::Spawn();
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Precache the weapon
-//-----------------------------------------------------------------------------
-void CBaseHLBludgeonWeapon::Precache( void )
-{
- //Call base class first
- BaseClass::Precache();
-}
-
-int CBaseHLBludgeonWeapon::CapabilitiesGet()
-{
- return bits_CAP_WEAPON_MELEE_ATTACK1;
-}
-
-
-int CBaseHLBludgeonWeapon::WeaponMeleeAttack1Condition( float flDot, float flDist )
-{
- if (flDist > 64)
- {
- return COND_TOO_FAR_TO_ATTACK;
- }
- else if (flDot < 0.7)
- {
- return COND_NOT_FACING_ATTACK;
- }
-
- return COND_CAN_MELEE_ATTACK1;
-}
-
-//------------------------------------------------------------------------------
-// Purpose : Update weapon
-//------------------------------------------------------------------------------
-void CBaseHLBludgeonWeapon::ItemPostFrame( void )
-{
- CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
-
- if ( pOwner == NULL )
- return;
-
- if ( (pOwner->m_nButtons & IN_ATTACK) && (m_flNextPrimaryAttack <= gpGlobals->curtime) )
- {
- PrimaryAttack();
- }
- else if ( (pOwner->m_nButtons & IN_ATTACK2) && (m_flNextSecondaryAttack <= gpGlobals->curtime) )
- {
- SecondaryAttack();
- }
- else
- {
- WeaponIdle();
- return;
- }
-}
-
-//------------------------------------------------------------------------------
-// Purpose :
-// Input :
-// Output :
-//------------------------------------------------------------------------------
-void CBaseHLBludgeonWeapon::PrimaryAttack()
-{
- Swing( false );
-}
-
-//------------------------------------------------------------------------------
-// Purpose :
-// Input :
-// Output :
-//------------------------------------------------------------------------------
-void CBaseHLBludgeonWeapon::SecondaryAttack()
-{
- Swing( true );
-}
-
-
-//------------------------------------------------------------------------------
-// Purpose: Implement impact function
-//------------------------------------------------------------------------------
-void CBaseHLBludgeonWeapon::Hit( trace_t &traceHit, Activity nHitActivity, bool bIsSecondary )
-{
- CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
-
- //Do view kick
- AddViewKick();
-
- //Make sound for the AI
- CSoundEnt::InsertSound( SOUND_BULLET_IMPACT, traceHit.endpos, 400, 0.2f, pPlayer );
-
- // This isn't great, but it's something for when the crowbar hits.
- pPlayer->RumbleEffect( RUMBLE_AR2, 0, RUMBLE_FLAG_RESTART );
-
- CBaseEntity *pHitEntity = traceHit.m_pEnt;
-
- //Apply damage to a hit target
- if ( pHitEntity != NULL )
- {
- Vector hitDirection;
- pPlayer->EyeVectors( &hitDirection, NULL, NULL );
- VectorNormalize( hitDirection );
-
- CTakeDamageInfo info( GetOwner(), GetOwner(), GetDamageForActivity( nHitActivity ), DMG_CLUB );
-
- if( pPlayer && pHitEntity->IsNPC() )
- {
- // If bonking an NPC, adjust damage.
- info.AdjustPlayerDamageInflictedForSkillLevel();
- }
-
- CalculateMeleeDamageForce( &info, hitDirection, traceHit.endpos );
-
- pHitEntity->DispatchTraceAttack( info, hitDirection, &traceHit );
- ApplyMultiDamage();
-
- // Now hit all triggers along the ray that...
- TraceAttackToTriggers( info, traceHit.startpos, traceHit.endpos, hitDirection );
-
- if ( ToBaseCombatCharacter( pHitEntity ) )
- {
- gamestats->Event_WeaponHit( pPlayer, !bIsSecondary, GetClassname(), info );
- }
- }
-
- // Apply an impact effect
- ImpactEffect( traceHit );
-}
-
-Activity CBaseHLBludgeonWeapon::ChooseIntersectionPointAndActivity( trace_t &hitTrace, const Vector &mins, const Vector &maxs, CBasePlayer *pOwner )
-{
- int i, j, k;
- float distance;
- const float *minmaxs[2] = {mins.Base(), maxs.Base()};
- trace_t tmpTrace;
- Vector vecHullEnd = hitTrace.endpos;
- Vector vecEnd;
-
- distance = 1e6f;
- Vector vecSrc = hitTrace.startpos;
-
- vecHullEnd = vecSrc + ((vecHullEnd - vecSrc)*2);
- UTIL_TraceLine( vecSrc, vecHullEnd, MASK_SHOT_HULL, pOwner, COLLISION_GROUP_NONE, &tmpTrace );
- if ( tmpTrace.fraction == 1.0 )
- {
- 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_SHOT_HULL, pOwner, COLLISION_GROUP_NONE, &tmpTrace );
- if ( tmpTrace.fraction < 1.0 )
- {
- float thisDistance = (tmpTrace.endpos - vecSrc).Length();
- if ( thisDistance < distance )
- {
- hitTrace = tmpTrace;
- distance = thisDistance;
- }
- }
- }
- }
- }
- }
- else
- {
- hitTrace = tmpTrace;
- }
-
-
- return ACT_VM_HITCENTER;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Input : &traceHit -
-//-----------------------------------------------------------------------------
-bool CBaseHLBludgeonWeapon::ImpactWater( const Vector &start, const Vector &end )
-{
- //FIXME: This doesn't handle the case of trying to splash while being underwater, but that's not going to look good
- // right now anyway...
-
- // We must start outside the water
- if ( UTIL_PointContents( start ) & (CONTENTS_WATER|CONTENTS_SLIME))
- return false;
-
- // We must end inside of water
- if ( !(UTIL_PointContents( end ) & (CONTENTS_WATER|CONTENTS_SLIME)))
- return false;
-
- trace_t waterTrace;
-
- UTIL_TraceLine( start, end, (CONTENTS_WATER|CONTENTS_SLIME), GetOwner(), COLLISION_GROUP_NONE, &waterTrace );
-
- if ( waterTrace.fraction < 1.0f )
- {
- CEffectData data;
-
- data.m_fFlags = 0;
- data.m_vOrigin = waterTrace.endpos;
- data.m_vNormal = waterTrace.plane.normal;
- data.m_flScale = 8.0f;
-
- // See if we hit slime
- if ( waterTrace.contents & CONTENTS_SLIME )
- {
- data.m_fFlags |= FX_WATER_IN_SLIME;
- }
-
- DispatchEffect( "watersplash", data );
- }
-
- return true;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CBaseHLBludgeonWeapon::ImpactEffect( trace_t &traceHit )
-{
- // See if we hit water (we don't do the other impact effects in this case)
- if ( ImpactWater( traceHit.startpos, traceHit.endpos ) )
- return;
-
- //FIXME: need new decals
- UTIL_ImpactTrace( &traceHit, DMG_CLUB );
-}
-
-
-//------------------------------------------------------------------------------
-// Purpose : Starts the swing of the weapon and determines the animation
-// Input : bIsSecondary - is this a secondary attack?
-//------------------------------------------------------------------------------
-void CBaseHLBludgeonWeapon::Swing( int bIsSecondary )
-{
- trace_t traceHit;
-
- // Try a ray
- CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
- if ( !pOwner )
- return;
-
- pOwner->RumbleEffect( RUMBLE_CROWBAR_SWING, 0, RUMBLE_FLAG_RESTART );
-
- Vector swingStart = pOwner->Weapon_ShootPosition( );
- Vector forward;
-
- forward = pOwner->GetAutoaimVector( AUTOAIM_SCALE_DEFAULT, GetRange() );
-
- Vector swingEnd = swingStart + forward * GetRange();
- UTIL_TraceLine( swingStart, swingEnd, MASK_SHOT_HULL, pOwner, COLLISION_GROUP_NONE, &traceHit );
- Activity nHitActivity = ACT_VM_HITCENTER;
-
- // Like bullets, bludgeon traces have to trace against triggers.
- CTakeDamageInfo triggerInfo( GetOwner(), GetOwner(), GetDamageForActivity( nHitActivity ), DMG_CLUB );
- triggerInfo.SetDamagePosition( traceHit.startpos );
- triggerInfo.SetDamageForce( forward );
- TraceAttackToTriggers( triggerInfo, traceHit.startpos, traceHit.endpos, forward );
-
- if ( traceHit.fraction == 1.0 )
- {
- float bludgeonHullRadius = 1.732f * BLUDGEON_HULL_DIM; // hull is +/- 16, so use cuberoot of 2 to determine how big the hull is from center to the corner point
-
- // Back off by hull "radius"
- swingEnd -= forward * bludgeonHullRadius;
-
- UTIL_TraceHull( swingStart, swingEnd, g_bludgeonMins, g_bludgeonMaxs, MASK_SHOT_HULL, pOwner, COLLISION_GROUP_NONE, &traceHit );
- if ( traceHit.fraction < 1.0 && traceHit.m_pEnt )
- {
- Vector vecToTarget = traceHit.m_pEnt->GetAbsOrigin() - swingStart;
- VectorNormalize( vecToTarget );
-
- float dot = vecToTarget.Dot( forward );
-
- // YWB: Make sure they are sort of facing the guy at least...
- if ( dot < 0.70721f )
- {
- // Force amiss
- traceHit.fraction = 1.0f;
- }
- else
- {
- nHitActivity = ChooseIntersectionPointAndActivity( traceHit, g_bludgeonMins, g_bludgeonMaxs, pOwner );
- }
- }
- }
-
- if ( !bIsSecondary )
- {
- m_iPrimaryAttacks++;
- }
- else
- {
- m_iSecondaryAttacks++;
- }
-
- gamestats->Event_WeaponFired( pOwner, !bIsSecondary, GetClassname() );
-
- // -------------------------
- // Miss
- // -------------------------
- if ( traceHit.fraction == 1.0f )
- {
- nHitActivity = bIsSecondary ? ACT_VM_MISSCENTER2 : ACT_VM_MISSCENTER;
-
- // We want to test the first swing again
- Vector testEnd = swingStart + forward * GetRange();
-
- // See if we happened to hit water
- ImpactWater( swingStart, testEnd );
- }
- else
- {
- Hit( traceHit, nHitActivity, bIsSecondary ? true : false );
- }
-
- // Send the anim
- SendWeaponAnim( nHitActivity );
-
- //Setup our next attack times
- m_flNextPrimaryAttack = gpGlobals->curtime + GetFireRate();
- m_flNextSecondaryAttack = gpGlobals->curtime + SequenceDuration();
-
- //Play swing sound
- WeaponSound( SINGLE );
-}
+//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $NoKeywords: $ +// +//=============================================================================// + +#include "cbase.h" +#include "basehlcombatweapon.h" +#include "player.h" +#include "gamerules.h" +#include "ammodef.h" +#include "mathlib/mathlib.h" +#include "in_buttons.h" +#include "soundent.h" +#include "animation.h" +#include "ai_condition.h" +#include "basebludgeonweapon.h" +#include "ndebugoverlay.h" +#include "te_effect_dispatch.h" +#include "rumble_shared.h" +#include "gamestats.h" + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +IMPLEMENT_SERVERCLASS_ST( CBaseHLBludgeonWeapon, DT_BaseHLBludgeonWeapon ) +END_SEND_TABLE() + +#define BLUDGEON_HULL_DIM 16 + +static const Vector g_bludgeonMins(-BLUDGEON_HULL_DIM,-BLUDGEON_HULL_DIM,-BLUDGEON_HULL_DIM); +static const Vector g_bludgeonMaxs(BLUDGEON_HULL_DIM,BLUDGEON_HULL_DIM,BLUDGEON_HULL_DIM); + +//----------------------------------------------------------------------------- +// Constructor +//----------------------------------------------------------------------------- +CBaseHLBludgeonWeapon::CBaseHLBludgeonWeapon() +{ + m_bFiresUnderwater = true; +} + +//----------------------------------------------------------------------------- +// Purpose: Spawn the weapon +//----------------------------------------------------------------------------- +void CBaseHLBludgeonWeapon::Spawn( void ) +{ + m_fMinRange1 = 0; + m_fMinRange2 = 0; + m_fMaxRange1 = 64; + m_fMaxRange2 = 64; + //Call base class first + BaseClass::Spawn(); +} + +//----------------------------------------------------------------------------- +// Purpose: Precache the weapon +//----------------------------------------------------------------------------- +void CBaseHLBludgeonWeapon::Precache( void ) +{ + //Call base class first + BaseClass::Precache(); +} + +int CBaseHLBludgeonWeapon::CapabilitiesGet() +{ + return bits_CAP_WEAPON_MELEE_ATTACK1; +} + + +int CBaseHLBludgeonWeapon::WeaponMeleeAttack1Condition( float flDot, float flDist ) +{ + if (flDist > 64) + { + return COND_TOO_FAR_TO_ATTACK; + } + else if (flDot < 0.7) + { + return COND_NOT_FACING_ATTACK; + } + + return COND_CAN_MELEE_ATTACK1; +} + +//------------------------------------------------------------------------------ +// Purpose : Update weapon +//------------------------------------------------------------------------------ +void CBaseHLBludgeonWeapon::ItemPostFrame( void ) +{ + CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); + + if ( pOwner == NULL ) + return; + + if ( (pOwner->m_nButtons & IN_ATTACK) && (m_flNextPrimaryAttack <= gpGlobals->curtime) ) + { + PrimaryAttack(); + } + else if ( (pOwner->m_nButtons & IN_ATTACK2) && (m_flNextSecondaryAttack <= gpGlobals->curtime) ) + { + SecondaryAttack(); + } + else + { + WeaponIdle(); + return; + } +} + +//------------------------------------------------------------------------------ +// Purpose : +// Input : +// Output : +//------------------------------------------------------------------------------ +void CBaseHLBludgeonWeapon::PrimaryAttack() +{ + Swing( false ); +} + +//------------------------------------------------------------------------------ +// Purpose : +// Input : +// Output : +//------------------------------------------------------------------------------ +void CBaseHLBludgeonWeapon::SecondaryAttack() +{ + Swing( true ); +} + + +//------------------------------------------------------------------------------ +// Purpose: Implement impact function +//------------------------------------------------------------------------------ +void CBaseHLBludgeonWeapon::Hit( trace_t &traceHit, Activity nHitActivity, bool bIsSecondary ) +{ + CBasePlayer *pPlayer = ToBasePlayer( GetOwner() ); + + //Do view kick + AddViewKick(); + + //Make sound for the AI + CSoundEnt::InsertSound( SOUND_BULLET_IMPACT, traceHit.endpos, 400, 0.2f, pPlayer ); + + // This isn't great, but it's something for when the crowbar hits. + pPlayer->RumbleEffect( RUMBLE_AR2, 0, RUMBLE_FLAG_RESTART ); + + CBaseEntity *pHitEntity = traceHit.m_pEnt; + + //Apply damage to a hit target + if ( pHitEntity != NULL ) + { + Vector hitDirection; + pPlayer->EyeVectors( &hitDirection, NULL, NULL ); + VectorNormalize( hitDirection ); + + CTakeDamageInfo info( GetOwner(), GetOwner(), GetDamageForActivity( nHitActivity ), DMG_CLUB ); + + if( pPlayer && pHitEntity->IsNPC() ) + { + // If bonking an NPC, adjust damage. + info.AdjustPlayerDamageInflictedForSkillLevel(); + } + + CalculateMeleeDamageForce( &info, hitDirection, traceHit.endpos ); + + pHitEntity->DispatchTraceAttack( info, hitDirection, &traceHit ); + ApplyMultiDamage(); + + // Now hit all triggers along the ray that... + TraceAttackToTriggers( info, traceHit.startpos, traceHit.endpos, hitDirection ); + + if ( ToBaseCombatCharacter( pHitEntity ) ) + { + gamestats->Event_WeaponHit( pPlayer, !bIsSecondary, GetClassname(), info ); + } + } + + // Apply an impact effect + ImpactEffect( traceHit ); +} + +Activity CBaseHLBludgeonWeapon::ChooseIntersectionPointAndActivity( trace_t &hitTrace, const Vector &mins, const Vector &maxs, CBasePlayer *pOwner ) +{ + int i, j, k; + float distance; + const float *minmaxs[2] = {mins.Base(), maxs.Base()}; + trace_t tmpTrace; + Vector vecHullEnd = hitTrace.endpos; + Vector vecEnd; + + distance = 1e6f; + Vector vecSrc = hitTrace.startpos; + + vecHullEnd = vecSrc + ((vecHullEnd - vecSrc)*2); + UTIL_TraceLine( vecSrc, vecHullEnd, MASK_SHOT_HULL, pOwner, COLLISION_GROUP_NONE, &tmpTrace ); + if ( tmpTrace.fraction == 1.0 ) + { + 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_SHOT_HULL, pOwner, COLLISION_GROUP_NONE, &tmpTrace ); + if ( tmpTrace.fraction < 1.0 ) + { + float thisDistance = (tmpTrace.endpos - vecSrc).Length(); + if ( thisDistance < distance ) + { + hitTrace = tmpTrace; + distance = thisDistance; + } + } + } + } + } + } + else + { + hitTrace = tmpTrace; + } + + + return ACT_VM_HITCENTER; +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : &traceHit - +//----------------------------------------------------------------------------- +bool CBaseHLBludgeonWeapon::ImpactWater( const Vector &start, const Vector &end ) +{ + //FIXME: This doesn't handle the case of trying to splash while being underwater, but that's not going to look good + // right now anyway... + + // We must start outside the water + if ( UTIL_PointContents( start ) & (CONTENTS_WATER|CONTENTS_SLIME)) + return false; + + // We must end inside of water + if ( !(UTIL_PointContents( end ) & (CONTENTS_WATER|CONTENTS_SLIME))) + return false; + + trace_t waterTrace; + + UTIL_TraceLine( start, end, (CONTENTS_WATER|CONTENTS_SLIME), GetOwner(), COLLISION_GROUP_NONE, &waterTrace ); + + if ( waterTrace.fraction < 1.0f ) + { + CEffectData data; + + data.m_fFlags = 0; + data.m_vOrigin = waterTrace.endpos; + data.m_vNormal = waterTrace.plane.normal; + data.m_flScale = 8.0f; + + // See if we hit slime + if ( waterTrace.contents & CONTENTS_SLIME ) + { + data.m_fFlags |= FX_WATER_IN_SLIME; + } + + DispatchEffect( "watersplash", data ); + } + + return true; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CBaseHLBludgeonWeapon::ImpactEffect( trace_t &traceHit ) +{ + // See if we hit water (we don't do the other impact effects in this case) + if ( ImpactWater( traceHit.startpos, traceHit.endpos ) ) + return; + + //FIXME: need new decals + UTIL_ImpactTrace( &traceHit, DMG_CLUB ); +} + + +//------------------------------------------------------------------------------ +// Purpose : Starts the swing of the weapon and determines the animation +// Input : bIsSecondary - is this a secondary attack? +//------------------------------------------------------------------------------ +void CBaseHLBludgeonWeapon::Swing( int bIsSecondary ) +{ + trace_t traceHit; + + // Try a ray + CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); + if ( !pOwner ) + return; + + pOwner->RumbleEffect( RUMBLE_CROWBAR_SWING, 0, RUMBLE_FLAG_RESTART ); + + Vector swingStart = pOwner->Weapon_ShootPosition( ); + Vector forward; + + forward = pOwner->GetAutoaimVector( AUTOAIM_SCALE_DEFAULT, GetRange() ); + + Vector swingEnd = swingStart + forward * GetRange(); + UTIL_TraceLine( swingStart, swingEnd, MASK_SHOT_HULL, pOwner, COLLISION_GROUP_NONE, &traceHit ); + Activity nHitActivity = ACT_VM_HITCENTER; + + // Like bullets, bludgeon traces have to trace against triggers. + CTakeDamageInfo triggerInfo( GetOwner(), GetOwner(), GetDamageForActivity( nHitActivity ), DMG_CLUB ); + triggerInfo.SetDamagePosition( traceHit.startpos ); + triggerInfo.SetDamageForce( forward ); + TraceAttackToTriggers( triggerInfo, traceHit.startpos, traceHit.endpos, forward ); + + if ( traceHit.fraction == 1.0 ) + { + float bludgeonHullRadius = 1.732f * BLUDGEON_HULL_DIM; // hull is +/- 16, so use cuberoot of 2 to determine how big the hull is from center to the corner point + + // Back off by hull "radius" + swingEnd -= forward * bludgeonHullRadius; + + UTIL_TraceHull( swingStart, swingEnd, g_bludgeonMins, g_bludgeonMaxs, MASK_SHOT_HULL, pOwner, COLLISION_GROUP_NONE, &traceHit ); + if ( traceHit.fraction < 1.0 && traceHit.m_pEnt ) + { + Vector vecToTarget = traceHit.m_pEnt->GetAbsOrigin() - swingStart; + VectorNormalize( vecToTarget ); + + float dot = vecToTarget.Dot( forward ); + + // YWB: Make sure they are sort of facing the guy at least... + if ( dot < 0.70721f ) + { + // Force amiss + traceHit.fraction = 1.0f; + } + else + { + nHitActivity = ChooseIntersectionPointAndActivity( traceHit, g_bludgeonMins, g_bludgeonMaxs, pOwner ); + } + } + } + + if ( !bIsSecondary ) + { + m_iPrimaryAttacks++; + } + else + { + m_iSecondaryAttacks++; + } + + gamestats->Event_WeaponFired( pOwner, !bIsSecondary, GetClassname() ); + + // ------------------------- + // Miss + // ------------------------- + if ( traceHit.fraction == 1.0f ) + { + nHitActivity = bIsSecondary ? ACT_VM_MISSCENTER2 : ACT_VM_MISSCENTER; + + // We want to test the first swing again + Vector testEnd = swingStart + forward * GetRange(); + + // See if we happened to hit water + ImpactWater( swingStart, testEnd ); + } + else + { + Hit( traceHit, nHitActivity, bIsSecondary ? true : false ); + } + + // Send the anim + SendWeaponAnim( nHitActivity ); + + //Setup our next attack times + m_flNextPrimaryAttack = gpGlobals->curtime + GetFireRate(); + m_flNextSecondaryAttack = gpGlobals->curtime + SequenceDuration(); + + //Play swing sound + WeaponSound( SINGLE ); +} |