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authorJørgen P. Tjernø <[email protected]>2013-12-02 19:31:46 -0800
committerJørgen P. Tjernø <[email protected]>2013-12-02 19:46:31 -0800
commitf56bb35301836e56582a575a75864392a0177875 (patch)
treede61ddd39de3e7df52759711950b4c288592f0dc /mp/src/game/server/hl2/weapon_crowbar.cpp
parentMark some more files as text. (diff)
downloadsource-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.cpp406
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;
+ }
+}