mirror of
https://github.com/Gigaslav/HL2Overcharged.git
synced 2026-09-04 11:44:45 +03:00
372 lines
9.9 KiB
C++
372 lines
9.9 KiB
C++
//========= Copyright © 1996-2005, 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;
|
|
} |