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| 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/hl2/weapon_crowbar.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/hl2/weapon_crowbar.cpp')
| -rw-r--r-- | mp/src/game/server/hl2/weapon_crowbar.cpp | 406 |
1 files changed, 203 insertions, 203 deletions
diff --git a/mp/src/game/server/hl2/weapon_crowbar.cpp b/mp/src/game/server/hl2/weapon_crowbar.cpp index 25a6e1b7..fdbc7943 100644 --- a/mp/src/game/server/hl2/weapon_crowbar.cpp +++ b/mp/src/game/server/hl2/weapon_crowbar.cpp @@ -1,203 +1,203 @@ -//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose: Crowbar - an old favorite
-//
-// $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 "basebludgeonweapon.h"
-#include "vstdlib/random.h"
-#include "npcevent.h"
-#include "ai_basenpc.h"
-#include "weapon_crowbar.h"
-
-// memdbgon must be the last include file in a .cpp file!!!
-#include "tier0/memdbgon.h"
-
-ConVar sk_plr_dmg_crowbar ( "sk_plr_dmg_crowbar","0");
-ConVar sk_npc_dmg_crowbar ( "sk_npc_dmg_crowbar","0");
-
-//-----------------------------------------------------------------------------
-// CWeaponCrowbar
-//-----------------------------------------------------------------------------
-
-IMPLEMENT_SERVERCLASS_ST(CWeaponCrowbar, DT_WeaponCrowbar)
-END_SEND_TABLE()
-
-#ifndef HL2MP
-LINK_ENTITY_TO_CLASS( weapon_crowbar, CWeaponCrowbar );
-PRECACHE_WEAPON_REGISTER( weapon_crowbar );
-#endif
-
-acttable_t CWeaponCrowbar::m_acttable[] =
-{
- { ACT_MELEE_ATTACK1, ACT_MELEE_ATTACK_SWING, true },
- { ACT_IDLE, ACT_IDLE_ANGRY_MELEE, false },
- { ACT_IDLE_ANGRY, ACT_IDLE_ANGRY_MELEE, false },
-};
-
-IMPLEMENT_ACTTABLE(CWeaponCrowbar);
-
-//-----------------------------------------------------------------------------
-// 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 )
-{
- if ( ( GetOwner() != NULL ) && ( GetOwner()->IsPlayer() ) )
- return sk_plr_dmg_crowbar.GetFloat();
-
- return sk_npc_dmg_crowbar.GetFloat();
-}
-
-//-----------------------------------------------------------------------------
-// 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 = random->RandomFloat( 1.0f, 2.0f );
- punchAng.y = random->RandomFloat( -2.0f, -1.0f );
- punchAng.z = 0.0f;
-
- pPlayer->ViewPunch( punchAng );
-}
-
-
-//-----------------------------------------------------------------------------
-// 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 += 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 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;
-}
-
-
-//-----------------------------------------------------------------------------
-// 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 );
-
- 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(), 50, vecDirection, vecEnd );
- CBaseEntity *pHurt = pOperator->CheckTraceHullAttack( pOperator->Weapon_ShootPosition(), vecEnd,
- Vector(-16,-16,-16), Vector(36,36,36), sk_npc_dmg_crowbar.GetFloat(), 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;
- }
-}
+//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: Crowbar - an old favorite +// +// $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 "basebludgeonweapon.h" +#include "vstdlib/random.h" +#include "npcevent.h" +#include "ai_basenpc.h" +#include "weapon_crowbar.h" + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +ConVar sk_plr_dmg_crowbar ( "sk_plr_dmg_crowbar","0"); +ConVar sk_npc_dmg_crowbar ( "sk_npc_dmg_crowbar","0"); + +//----------------------------------------------------------------------------- +// CWeaponCrowbar +//----------------------------------------------------------------------------- + +IMPLEMENT_SERVERCLASS_ST(CWeaponCrowbar, DT_WeaponCrowbar) +END_SEND_TABLE() + +#ifndef HL2MP +LINK_ENTITY_TO_CLASS( weapon_crowbar, CWeaponCrowbar ); +PRECACHE_WEAPON_REGISTER( weapon_crowbar ); +#endif + +acttable_t CWeaponCrowbar::m_acttable[] = +{ + { ACT_MELEE_ATTACK1, ACT_MELEE_ATTACK_SWING, true }, + { ACT_IDLE, ACT_IDLE_ANGRY_MELEE, false }, + { ACT_IDLE_ANGRY, ACT_IDLE_ANGRY_MELEE, false }, +}; + +IMPLEMENT_ACTTABLE(CWeaponCrowbar); + +//----------------------------------------------------------------------------- +// 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 ) +{ + if ( ( GetOwner() != NULL ) && ( GetOwner()->IsPlayer() ) ) + return sk_plr_dmg_crowbar.GetFloat(); + + return sk_npc_dmg_crowbar.GetFloat(); +} + +//----------------------------------------------------------------------------- +// 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 = random->RandomFloat( 1.0f, 2.0f ); + punchAng.y = random->RandomFloat( -2.0f, -1.0f ); + punchAng.z = 0.0f; + + pPlayer->ViewPunch( punchAng ); +} + + +//----------------------------------------------------------------------------- +// 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 += 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 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; +} + + +//----------------------------------------------------------------------------- +// 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 ); + + 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(), 50, vecDirection, vecEnd ); + CBaseEntity *pHurt = pOperator->CheckTraceHullAttack( pOperator->Weapon_ShootPosition(), vecEnd, + Vector(-16,-16,-16), Vector(36,36,36), sk_npc_dmg_crowbar.GetFloat(), 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; + } +} |