mirror of
https://github.com/Gigaslav/HL2Overcharged.git
synced 2026-01-02 17:48:11 +03:00
492 lines
14 KiB
C++
492 lines
14 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Crowbar - an old favorite
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "basehlcombatweapon.h"
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#include "player.h"
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#include "gamerules.h"
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#include "ammodef.h"
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#include "mathlib/mathlib.h"
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#include "in_buttons.h"
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#include "soundent.h"
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#include "basebludgeonweapon.h"
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#include "vstdlib/random.h"
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#include "npcevent.h"
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#include "ai_basenpc.h"
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#include "weapon_crowbar.h"
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#include "particle_parse.h"
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#include "rumble_shared.h"
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#include "gamestats.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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ConVar sk_plr_dmg_crowbar ( "sk_plr_dmg_crowbar","0");
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ConVar sk_npc_dmg_crowbar ( "sk_npc_dmg_crowbar","0");
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ConVar sk_crowbar_lead_time("sk_crowbar_lead_time", "0.9");
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//-----------------------------------------------------------------------------
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// CWeaponCrowbar
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//-----------------------------------------------------------------------------
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IMPLEMENT_SERVERCLASS_ST(CWeaponCrowbar, DT_WeaponCrowbar)
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END_SEND_TABLE()
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#ifndef HL2MP
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LINK_ENTITY_TO_CLASS( weapon_crowbar, CWeaponCrowbar );
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PRECACHE_WEAPON_REGISTER( weapon_crowbar );
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#endif
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acttable_t CWeaponCrowbar::m_acttable[] =
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{
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/*{ ACT_MELEE_ATTACK1, ACT_MELEE_ATTACK_SWING, true }, //old
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{ ACT_IDLE, ACT_IDLE_ANGRY_MELEE, false },
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{ ACT_IDLE_ANGRY, ACT_IDLE_ANGRY_MELEE, false },*/
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{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SLAM, true },
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{ ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_MELEE, false },
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{ ACT_HL2MP_RUN, ACT_HL2MP_RUN_MELEE, false },
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{ ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_MELEE, false },
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{ ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_MELEE, false },
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{ ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_MELEE, false },
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{ ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_MELEE, false },
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{ ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_MELEE, false },
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{ ACT_MELEE_ATTACK1, ACT_MELEE_ATTACK_SWING, true },
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{ ACT_IDLE, ACT_IDLE_ANGRY_MELEE, false },
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{ ACT_IDLE_ANGRY, ACT_IDLE_ANGRY_MELEE, false },
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{ ACT_IDLE_RELAXED, ACT_IDLE, false },
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{ ACT_RUN_RELAXED, ACT_RUN, false },
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{ ACT_WALK_RELAXED, ACT_WALK, false },
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};
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IMPLEMENT_ACTTABLE(CWeaponCrowbar);
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//#if 0
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Activity CWeaponCrowbar::ChooseIntersectionPointAndActivity(trace_t &hitTrace, const Vector &mins, const Vector &maxs, CBasePlayer *pOwner)
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{
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int i, j, k;
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float distance;
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const float *minmaxs[2] = { mins.Base(), maxs.Base() };
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trace_t tmpTrace;
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Vector vecHullEnd = hitTrace.endpos;
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Vector vecEnd;
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distance = 1e6f;
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Vector vecSrc = hitTrace.startpos;
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vecHullEnd = vecSrc + ((vecHullEnd - vecSrc) * 2);
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UTIL_TraceLine(vecSrc, vecHullEnd, MASK_SHOT_HULL, pOwner, COLLISION_GROUP_NONE, &tmpTrace);
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if (tmpTrace.fraction == 1.0)
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{
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for (i = 0; i < 2; i++)
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{
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for (j = 0; j < 2; j++)
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{
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for (k = 0; k < 2; k++)
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{
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vecEnd.x = vecHullEnd.x + minmaxs[i][0];
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vecEnd.y = vecHullEnd.y + minmaxs[j][1];
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vecEnd.z = vecHullEnd.z + minmaxs[k][2];
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UTIL_TraceLine(vecSrc, vecEnd, MASK_SHOT_HULL, pOwner, COLLISION_GROUP_NONE, &tmpTrace);
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if (tmpTrace.fraction < 1.0)
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{
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float thisDistance = (tmpTrace.endpos - vecSrc).Length();
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if (thisDistance < distance)
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{
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hitTrace = tmpTrace;
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distance = thisDistance;
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}
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}
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}
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}
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}
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}
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else
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{
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hitTrace = tmpTrace;
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}
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return ACT_VM_HITCENTER;
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}
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//-----------------------------------------------------------------------------
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// Constructor
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//-----------------------------------------------------------------------------
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CWeaponCrowbar::CWeaponCrowbar(void)
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{
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ChangeOnce = true;
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bIsSecondary = true;
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}
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bool CWeaponCrowbar::Deploy(void)
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{
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ChangeOnce = true;
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m_bAltattackAnim = false;
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m_bAltattackChecker = false;
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Fire = false;
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Time = 0;
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m_bDelayedSwing = false;
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m_flDelayedSwingTime = 0.0f;
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return BaseClass::Deploy();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Get the damage amount for the animation we're doing
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// Input : hitActivity - currently played activity
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// Output : Damage amount
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//-----------------------------------------------------------------------------
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float CWeaponCrowbar::GetDamageForActivity(Activity hitActivity)
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{
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if (m_bAltattackChecker) // Light Kill : Do check for alt attack...
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{
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if ((GetOwner() != NULL) && (GetOwner()->IsPlayer()))
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{
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return sk_plr_dmg_crowbar.GetFloat();
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}
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}
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else
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{
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if ((GetOwner() != NULL) && (GetOwner()->IsPlayer()))
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{
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return sk_plr_dmg_crowbar.GetFloat();
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}
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}
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return sk_plr_dmg_crowbar.GetFloat();
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}
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//-----------------------------------------------------------------------------
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// Attempt to lead the target (needed because citizens can't hit manhacks with the Wrench!)
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//-----------------------------------------------------------------------------
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int CWeaponCrowbar::WeaponMeleeAttack1Condition(float flDot, float flDist)
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{
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// Attempt to lead the target (needed because citizens can't hit manhacks with the Wrench!)
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CAI_BaseNPC *pNPC = GetOwner()->MyNPCPointer();
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CBaseEntity *pEnemy = pNPC->GetEnemy();
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if (!pEnemy)
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return COND_NONE;
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Vector vecVelocity;
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vecVelocity = pEnemy->GetSmoothedVelocity();
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// Project where the enemy will be in a little while
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float dt = sk_crowbar_lead_time.GetFloat();
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dt += random->RandomFloat(-0.3f, 0.2f);
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if (dt < 0.0f)
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dt = 0.0f;
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Vector vecExtrapolatedPos;
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VectorMA(pEnemy->WorldSpaceCenter(), dt, vecVelocity, vecExtrapolatedPos);
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Vector vecDelta;
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VectorSubtract(vecExtrapolatedPos, pNPC->WorldSpaceCenter(), vecDelta);
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if (fabs(vecDelta.z) > 70)
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{
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return COND_TOO_FAR_TO_ATTACK;
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}
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Vector vecForward = pNPC->BodyDirection2D();
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vecDelta.z = 0.0f;
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float flExtrapolatedDist = Vector2DNormalize(vecDelta.AsVector2D());
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if ((flDist > 64) && (flExtrapolatedDist > 64))
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{
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return COND_TOO_FAR_TO_ATTACK;
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}
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float flExtrapolatedDot = DotProduct2D(vecDelta.AsVector2D(), vecForward.AsVector2D());
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if ((flDot < 0.7) && (flExtrapolatedDot < 0.7))
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{
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return COND_NOT_FACING_ATTACK;
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}
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return COND_CAN_MELEE_ATTACK1;
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}
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//-----------------------------------------------------------------------------
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// Animation event handlers
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//-----------------------------------------------------------------------------
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void CWeaponCrowbar::HandleAnimEventMeleeHit(animevent_t *pEvent, CBaseCombatCharacter *pOperator)
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{
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trace_t traceHit;
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// Try a ray
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CBasePlayer *pOwner = ToBasePlayer(GetOwner());
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if (!pOwner)
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return;
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pOwner->RumbleEffect(RUMBLE_CROWBAR_SWING, 0, RUMBLE_FLAG_RESTART);
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Vector swingStart = pOwner->Weapon_ShootPosition();
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Vector forward;
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forward = pOwner->GetAutoaimVector(AUTOAIM_SCALE_DEFAULT, GetRange());
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Vector swingEnd = swingStart + forward * GetRange();
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UTIL_TraceLine(swingStart, swingEnd, MASK_SHOT_HULL, pOwner, COLLISION_GROUP_NONE, &traceHit);
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Activity nHitActivity = GetWpnData().animData[m_bFireMode].MeleeAttack1;
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// Like bullets, bludgeon traces have to trace against triggers.
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CTakeDamageInfo triggerInfo(GetOwner(), GetOwner(), GetDamageForActivity(nHitActivity), DMG_CLUB);
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triggerInfo.SetDamagePosition(traceHit.startpos);
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triggerInfo.SetDamageForce(forward);
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TraceAttackToTriggers(triggerInfo, traceHit.startpos, traceHit.endpos, forward);
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if (traceHit.fraction == 1.0)
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{
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float bludgeonHullRadius = 1.732f * GetHull(); // hull is +/- 16, so use cuberoot of 2 to determine how big the hull is from center to the corner point
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// Back off by hull "radius"
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swingEnd -= forward * bludgeonHullRadius;
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UTIL_TraceHull(swingStart, swingEnd, GetMeleeHullMin(), GetMeleeHullMax(), MASK_SHOT_HULL, pOwner, COLLISION_GROUP_NONE, &traceHit);
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if (traceHit.fraction < 1.0 && traceHit.m_pEnt)
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{
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Vector vecToTarget = traceHit.m_pEnt->GetAbsOrigin() - swingStart;
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VectorNormalize(vecToTarget);
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float dot = vecToTarget.Dot(forward);
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// YWB: Make sure they are sort of facing the guy at least...
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if (dot < 0.70721f)
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{
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// Force amiss
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traceHit.fraction = 1.0f;
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}
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else
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{
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//nHitActivity = ChooseIntersectionPointAndActivity(traceHit, g_bludgeonMins, g_bludgeonMaxs, pOwner);
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}
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}
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}
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if (!bIsSecondary)
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{
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m_iPrimaryAttacks++;
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}
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else
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{
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m_iSecondaryAttacks++;
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}
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gamestats->Event_WeaponFired(pOwner, !bIsSecondary, GetClassname());
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// -------------------------
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// Miss
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// -------------------------
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if (traceHit.fraction == 1.0f)
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{
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nHitActivity = bIsSecondary ? GetWpnData().animData[m_bFireMode].MeleeMiss2 : GetWpnData().animData[m_bFireMode].MeleeMiss1;
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// We want to test the first swing again
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Vector testEnd = swingStart + forward * GetRange();
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// See if we happened to hit water
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ImpactWater(swingStart, testEnd);
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}
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else
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{
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CBasePlayer *pPlayer = ToBasePlayer(GetOwner());
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//Make sound for the AI
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CSoundEnt::InsertSound(SOUND_BULLET_IMPACT, traceHit.endpos, 400, 0.2f, pPlayer);
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// This isn't great, but it's something for when the crowbar hits.
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pPlayer->RumbleEffect(RUMBLE_AR2, 0, RUMBLE_FLAG_RESTART);
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CBaseEntity *pHitEntity = traceHit.m_pEnt;
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//Apply damage to a hit target
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if (pHitEntity != NULL)
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{
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Vector hitDirection;
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pPlayer->EyeVectors(&hitDirection, NULL, NULL);
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VectorNormalize(hitDirection);
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CTakeDamageInfo info(GetOwner(), GetOwner(), GetDamageForActivity(nHitActivity), DMG_CLUB);
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if (pPlayer && pHitEntity->IsNPC())
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{
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// If bonking an NPC, adjust damage.
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info.AdjustPlayerDamageInflictedForSkillLevel();
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}
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CalculateMeleeDamageForce(&info, hitDirection, traceHit.endpos);
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pHitEntity->DispatchTraceAttack(info, hitDirection, &traceHit);
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ApplyMultiDamage();
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// Now hit all triggers along the ray that...
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TraceAttackToTriggers(info, traceHit.startpos, traceHit.endpos, hitDirection);
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if (ToBaseCombatCharacter(pHitEntity))
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{
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gamestats->Event_WeaponHit(pPlayer, !bIsSecondary, GetClassname(), info);
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}
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}
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ImpactEffect(traceHit);
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}
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m_flNextPrimaryAttack = gpGlobals->curtime + GetFireRate();
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m_flNextSecondaryAttack = gpGlobals->curtime + SequenceDuration();
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}
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//-----------------------------------------------------------------------------
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// Animation event
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//-----------------------------------------------------------------------------
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void CWeaponCrowbar::Operator_HandleAnimEvent(animevent_t *pEvent, CBaseCombatCharacter *pOperator)
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{
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switch (pEvent->event)
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{
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case EVENT_WEAPON_MELEE_HIT:
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{
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Time = 0;
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m_bAltattackAnim = false;
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if (!IsNearWall() && !GetOwnerIsRunning())
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{
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HandleAnimEventMeleeHit(pEvent, pOperator);
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}
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}
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break;
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default:
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BaseClass::Operator_HandleAnimEvent(pEvent, pOperator);
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break;
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}
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}
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void CWeaponCrowbar::ItemPostFrame(void)
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{
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if (!m_bInReload && (IsNearWall() || GetOwnerIsRunning()))
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{
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m_flNextPrimaryAttack = gpGlobals->curtime + 0.45;
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m_flNextSecondaryAttack = gpGlobals->curtime + 0.45;
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/*if (GetActivity() != GetWpnData().MeleeIdle
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&& IsViewModelSequenceFinished() && !m_bAltattackAnim)
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{
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SendWeaponAnim(GetWpnData().MeleeIdle);
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}*/
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return;
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}
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CBasePlayer *pOwner = ToBasePlayer(GetOwner());
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if (pOwner == NULL)
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return;
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trace_t traceHit;
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Vector swingStart = pOwner->Weapon_ShootPosition();
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Vector forward;
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forward = pOwner->GetAutoaimVector(AUTOAIM_SCALE_DEFAULT, GetRange());
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Vector swingEnd = swingStart + forward * GetRange();
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UTIL_TraceLine(swingStart, swingEnd, MASK_SHOT, pOwner, COLLISION_GROUP_NONE, &traceHit);
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//CheckAdmireAnimations(pOwner);
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if (!((pOwner->m_nButtons & IN_ATTACK) || (pOwner->m_nButtons & IN_ATTACK2) || (CanReload() && pOwner->m_nButtons & IN_RELOAD) || (pOwner->m_nButtons & IN_FIREMODE))) // BriJee OVR: IN_FIREMODE added
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{
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// no fire buttons down or reloading
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if (!ReloadOrSwitchWeapons() && (m_bInReload == false) && m_bReloadComplete == 0 && pOwner->GetActiveWeapon())
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{
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if (pOwner->GetActiveWeapon()->GetWpnData().animData[m_bFireMode].ZeroIdleAnim == 0 && pOwner->GetActiveWeapon()->thisType != TYPE_GRENADE)
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WeaponIdle();
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}
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}
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if (pOwner->m_nButtons & IN_ZOOM) // L1ght 15 : Zoom bug fixed
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{
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m_bAltattackAnim = false;
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return;
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}
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// Light Kill : Do delay between attack
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if (m_bDelayedSwing && gpGlobals->curtime > m_flDelayedSwingTime)
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{
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m_bDelayedSwing = false;
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}
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if ((pOwner->m_nButtons & IN_ATTACK) && m_flNextPrimaryAttack <= gpGlobals->curtime)//!Fire )
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{
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m_bAltattackChecker = false;
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WeaponSound(SINGLE);
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//Do view kick
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AddViewKick();
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if (traceHit.DidHit())
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{
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SendWeaponAnim(GetWpnData().animData[m_bFireMode].MeleeAttack1);
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m_flNextPrimaryAttack = gpGlobals->curtime + GetWpnData().fireRate;
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}
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else
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{
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//if (GetActivity() != ACT_VM_MISSCENTER)
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SendWeaponAnim(GetWpnData().animData[m_bFireMode].MeleeMiss1);
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m_flNextPrimaryAttack = gpGlobals->curtime + GetWpnData().fireRate * 1.25f;
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : &traceHit -
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//-----------------------------------------------------------------------------
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bool CWeaponCrowbar::ImpactWater(const Vector &start, const Vector &end)
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{
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//FIXME: This doesn't handle the case of trying to splash while being underwater, but that's not going to look good
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// right now anyway...
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// We must start outside the water
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if (UTIL_PointContents(start) & (CONTENTS_WATER | CONTENTS_SLIME))
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return false;
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// We must end inside of water
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if (!(UTIL_PointContents(end) & (CONTENTS_WATER | CONTENTS_SLIME)))
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return false;
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trace_t waterTrace;
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UTIL_TraceLine(start, end, (CONTENTS_WATER | CONTENTS_SLIME), GetOwner(), COLLISION_GROUP_NONE, &waterTrace);
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if (waterTrace.fraction < 1.0f)
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{
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CEffectData data;
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data.m_fFlags = 0;
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data.m_vOrigin = waterTrace.endpos;
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data.m_vNormal = waterTrace.plane.normal;
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data.m_flScale = 8.0f;
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// See if we hit slime
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if (waterTrace.contents & CONTENTS_SLIME)
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{
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data.m_fFlags |= FX_WATER_IN_SLIME;
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}
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DispatchEffect("watersplash", data);
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}
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return true;
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}
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//#endif
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