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authorJoe Ludwig <[email protected]>2013-06-26 15:22:04 -0700
committerJoe Ludwig <[email protected]>2013-06-26 15:22:04 -0700
commit39ed87570bdb2f86969d4be821c94b722dc71179 (patch)
treeabc53757f75f40c80278e87650ea92808274aa59 /sp/src/game/server/hl2/weapon_stunstick.cpp
downloadsource-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.tar.xz
source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.zip
First version of the SOurce SDK 2013
Diffstat (limited to 'sp/src/game/server/hl2/weapon_stunstick.cpp')
-rw-r--r--sp/src/game/server/hl2/weapon_stunstick.cpp372
1 files changed, 372 insertions, 0 deletions
diff --git a/sp/src/game/server/hl2/weapon_stunstick.cpp b/sp/src/game/server/hl2/weapon_stunstick.cpp
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose: Stun Stick- beating stick with a zappy end
+//
+// $NoKeywords: $
+//=============================================================================//
+
+#include "cbase.h"
+#include "npcevent.h"
+#include "npc_metropolice.h"
+#include "weapon_stunstick.h"
+#include "IEffects.h"
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+ConVar sk_plr_dmg_stunstick ( "sk_plr_dmg_stunstick","0");
+ConVar sk_npc_dmg_stunstick ( "sk_npc_dmg_stunstick","0");
+
+extern ConVar metropolice_move_and_melee;
+
+//-----------------------------------------------------------------------------
+// CWeaponStunStick
+//-----------------------------------------------------------------------------
+
+IMPLEMENT_SERVERCLASS_ST(CWeaponStunStick, DT_WeaponStunStick)
+ SendPropInt( SENDINFO( m_bActive ), 1, SPROP_UNSIGNED ),
+END_SEND_TABLE()
+
+#ifndef HL2MP
+LINK_ENTITY_TO_CLASS( weapon_stunstick, CWeaponStunStick );
+PRECACHE_WEAPON_REGISTER( weapon_stunstick );
+#endif
+
+acttable_t CWeaponStunStick::m_acttable[] =
+{
+ { ACT_MELEE_ATTACK1, ACT_MELEE_ATTACK_SWING, true },
+ { ACT_IDLE_ANGRY, ACT_IDLE_ANGRY_MELEE, true },
+};
+
+IMPLEMENT_ACTTABLE(CWeaponStunStick);
+
+
+BEGIN_DATADESC( CWeaponStunStick )
+
+ DEFINE_FIELD( m_bActive, FIELD_BOOLEAN ),
+
+END_DATADESC()
+
+
+
+//-----------------------------------------------------------------------------
+// Constructor
+//-----------------------------------------------------------------------------
+CWeaponStunStick::CWeaponStunStick( void )
+{
+ // HACK: Don't call SetStunState because this tried to Emit a sound before
+ // any players are connected which is a bug
+ m_bActive = false;
+}
+
+//-----------------------------------------------------------------------------
+//-----------------------------------------------------------------------------
+void CWeaponStunStick::Spawn()
+{
+ Precache();
+
+
+ BaseClass::Spawn();
+ AddSolidFlags( FSOLID_NOT_STANDABLE );
+}
+
+void CWeaponStunStick::Precache()
+{
+ BaseClass::Precache();
+
+ PrecacheScriptSound( "Weapon_StunStick.Activate" );
+ PrecacheScriptSound( "Weapon_StunStick.Deactivate" );
+
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Get the damage amount for the animation we're doing
+// Input : hitActivity - currently played activity
+// Output : Damage amount
+//-----------------------------------------------------------------------------
+float CWeaponStunStick::GetDamageForActivity( Activity hitActivity )
+{
+ if ( ( GetOwner() != NULL ) && ( GetOwner()->IsPlayer() ) )
+ return sk_plr_dmg_stunstick.GetFloat();
+
+ return sk_npc_dmg_stunstick.GetFloat();
+}
+
+//-----------------------------------------------------------------------------
+// Attempt to lead the target (needed because citizens can't hit manhacks with the crowbar!)
+//-----------------------------------------------------------------------------
+extern ConVar sk_crowbar_lead_time;
+
+int CWeaponStunStick::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;
+ AngularImpulse angVelocity;
+ pEnemy->GetVelocity( &vecVelocity, &angVelocity );
+
+ // Project where the enemy will be in a little while, add some randomness so he doesn't always hit
+ 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 flExtrapolatedDot = DotProduct2D( vecDelta.AsVector2D(), vecForward.AsVector2D() );
+ if ((flDot < 0.7) && (flExtrapolatedDot < 0.7))
+ {
+ return COND_NOT_FACING_ATTACK;
+ }
+
+ float flExtrapolatedDist = Vector2DNormalize( vecDelta.AsVector2D() );
+
+ if( pEnemy->IsPlayer() )
+ {
+ //Vector vecDir = pEnemy->GetSmoothedVelocity();
+ //float flSpeed = VectorNormalize( vecDir );
+
+ // If player will be in front of me in one-half second, clock his arse.
+ Vector vecProjectEnemy = pEnemy->GetAbsOrigin() + (pEnemy->GetAbsVelocity() * 0.35);
+ Vector vecProjectMe = GetAbsOrigin();
+
+ if( (vecProjectMe - vecProjectEnemy).Length2D() <= 48.0f )
+ {
+ return COND_CAN_MELEE_ATTACK1;
+ }
+ }
+/*
+ if( metropolice_move_and_melee.GetBool() )
+ {
+ if( pNPC->IsMoving() )
+ {
+ flTargetDist *= 1.5f;
+ }
+ }
+*/
+ float flTargetDist = 48.0f;
+ if ((flDist > flTargetDist) && (flExtrapolatedDist > flTargetDist))
+ {
+ return COND_TOO_FAR_TO_ATTACK;
+ }
+
+ return COND_CAN_MELEE_ATTACK1;
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CWeaponStunStick::ImpactEffect( trace_t &traceHit )
+{
+ //Glowing spark effect for hit
+ //UTIL_DecalTrace( &m_trLineHit, "PlasmaGlowFade" );
+
+ //FIXME: need new decals
+ UTIL_ImpactTrace( &traceHit, DMG_CLUB );
+}
+
+void CWeaponStunStick::Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator )
+{
+ switch( pEvent->event )
+ {
+ case EVENT_WEAPON_MELEE_HIT:
+ {
+ // 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(), 32, vecDirection, vecEnd );
+ // Stretch the swing box down to catch low level physics objects
+ CBaseEntity *pHurt = pOperator->CheckTraceHullAttack( pOperator->Weapon_ShootPosition(), vecEnd,
+ Vector(-16,-16,-40), Vector(16,16,16), GetDamageForActivity( GetActivity() ), DMG_CLUB, 0.5f, false );
+
+ // did I hit someone?
+ if ( pHurt )
+ {
+ // play sound
+ WeaponSound( MELEE_HIT );
+
+ CBasePlayer *pPlayer = ToBasePlayer( pHurt );
+
+ CNPC_MetroPolice *pCop = dynamic_cast<CNPC_MetroPolice *>(pOperator);
+ bool bFlashed = false;
+
+ if ( pCop != NULL && pPlayer != NULL )
+ {
+ // See if we need to knock out this target
+ if ( pCop->ShouldKnockOutTarget( pHurt ) )
+ {
+ float yawKick = random->RandomFloat( -48, -24 );
+
+ //Kick the player angles
+ pPlayer->ViewPunch( QAngle( -16, yawKick, 2 ) );
+
+ color32 white = {255,255,255,255};
+ UTIL_ScreenFade( pPlayer, white, 0.2f, 1.0f, FFADE_OUT|FFADE_PURGE|FFADE_STAYOUT );
+ bFlashed = true;
+
+ pCop->KnockOutTarget( pHurt );
+
+ break;
+ }
+ else
+ {
+ // Notify that we've stunned a target
+ pCop->StunnedTarget( pHurt );
+ }
+ }
+
+ // Punch angles
+ if ( pPlayer != NULL && !(pPlayer->GetFlags() & FL_GODMODE) )
+ {
+ float yawKick = random->RandomFloat( -48, -24 );
+
+ //Kick the player angles
+ pPlayer->ViewPunch( QAngle( -16, yawKick, 2 ) );
+
+ Vector dir = pHurt->GetAbsOrigin() - GetAbsOrigin();
+
+ // If the player's on my head, don't knock him up
+ if ( pPlayer->GetGroundEntity() == pOperator )
+ {
+ dir = vecDirection;
+ dir.z = 0;
+ }
+
+ VectorNormalize(dir);
+
+ dir *= 500.0f;
+
+ //If not on ground, then don't make them fly!
+ if ( !(pPlayer->GetFlags() & FL_ONGROUND ) )
+ dir.z = 0.0f;
+
+ //Push the target back
+ pHurt->ApplyAbsVelocityImpulse( dir );
+
+ if ( !bFlashed )
+ {
+ color32 red = {128,0,0,128};
+ UTIL_ScreenFade( pPlayer, red, 0.5f, 0.1f, FFADE_IN );
+ }
+
+ // Force the player to drop anyting they were holding
+ pPlayer->ForceDropOfCarriedPhysObjects();
+ }
+
+ // do effect?
+ }
+ else
+ {
+ WeaponSound( MELEE_MISS );
+ }
+ }
+ break;
+ default:
+ BaseClass::Operator_HandleAnimEvent( pEvent, pOperator );
+ break;
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Sets the state of the stun stick
+//-----------------------------------------------------------------------------
+void CWeaponStunStick::SetStunState( bool state )
+{
+ m_bActive = state;
+
+ if ( m_bActive )
+ {
+ //FIXME: START - Move to client-side
+
+ Vector vecAttachment;
+
+ GetAttachment( 1, vecAttachment );
+ g_pEffects->Sparks( vecAttachment );
+
+ //FIXME: END - Move to client-side
+
+ EmitSound( "Weapon_StunStick.Activate" );
+ }
+ else
+ {
+ EmitSound( "Weapon_StunStick.Deactivate" );
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Output : Returns true on success, false on failure.
+//-----------------------------------------------------------------------------
+bool CWeaponStunStick::Deploy( void )
+{
+ SetStunState( true );
+
+ return BaseClass::Deploy();
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+bool CWeaponStunStick::Holster( CBaseCombatWeapon *pSwitchingTo )
+{
+ if ( BaseClass::Holster( pSwitchingTo ) == false )
+ return false;
+
+ SetStunState( false );
+
+ return true;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input : &vecVelocity -
+//-----------------------------------------------------------------------------
+void CWeaponStunStick::Drop( const Vector &vecVelocity )
+{
+ SetStunState( false );
+
+ BaseClass::Drop( vecVelocity );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Output : Returns true on success, false on failure.
+//-----------------------------------------------------------------------------
+bool CWeaponStunStick::GetStunState( void )
+{
+ return m_bActive;
+}