mirror of
https://github.com/celisej567/source-engine.git
synced 2026-01-04 18:09:53 +03:00
1
This commit is contained in:
735
game/shared/tf2/weapon_harpoon.cpp
Normal file
735
game/shared/tf2/weapon_harpoon.cpp
Normal file
@@ -0,0 +1,735 @@
|
||||
//========= Copyright Valve Corporation, All rights reserved. ============//
|
||||
//
|
||||
// Purpose: Harpoon
|
||||
//
|
||||
// $NoKeywords: $
|
||||
//=============================================================================//
|
||||
#include "cbase.h"
|
||||
#include "basetfplayer_shared.h"
|
||||
#include "basetfcombatweapon_shared.h"
|
||||
#include "in_buttons.h"
|
||||
#include "engine/IEngineSound.h"
|
||||
|
||||
#if defined( CLIENT_DLL )
|
||||
#define CWeaponHarpoon C_WeaponHarpoon
|
||||
#endif
|
||||
|
||||
class CHarpoon;
|
||||
|
||||
// Fist defines
|
||||
#define FIST_RANGE 90
|
||||
|
||||
#if !defined( CLIENT_DLL )
|
||||
|
||||
ConVar weapon_harpoon_damage( "weapon_harpoon_damage","40", FCVAR_NONE, "Harpoon impale damage" );
|
||||
ConVar weapon_fist_damage( "weapon_fist_damage","50", FCVAR_NONE, "Fist damage to everything other than objects" );
|
||||
ConVar weapon_fist_damage_objects( "weapon_fist_damage_objects","150", FCVAR_NONE, "Fist damage to objects" );
|
||||
|
||||
#include "rope.h"
|
||||
#include "rope_shared.h"
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Harpoon thrown by the harpoon weapon
|
||||
//-----------------------------------------------------------------------------
|
||||
class CHarpoon : public CBaseAnimating
|
||||
{
|
||||
DECLARE_CLASS( CHarpoon, CBaseAnimating );
|
||||
public:
|
||||
DECLARE_DATADESC();
|
||||
DECLARE_SERVERCLASS();
|
||||
|
||||
CHarpoon( void );
|
||||
virtual void Spawn( void );
|
||||
virtual void Precache( void );
|
||||
|
||||
void SetHarpoonAngles( void );
|
||||
void FlyThink( void );
|
||||
void ConstrainThink( void );
|
||||
void HarpoonTouch( CBaseEntity *pOther );
|
||||
|
||||
static CHarpoon *Create( const Vector &vecOrigin, const Vector &vecForward, CBasePlayer *pOwner );
|
||||
CRopeKeyframe *GetRope( void ) { return m_hRope; }
|
||||
void SetRope( CRopeKeyframe *pRope ) { m_hRope = pRope; }
|
||||
CBaseEntity *GetImpaledTarget( void ) { return m_hImpaledTarget; }
|
||||
void SetLinkedHarpoon( CHarpoon *pLinkedHarpoon ) { m_hLinkedHarpoon = pLinkedHarpoon; }
|
||||
void CheckLinkedHarpoon( void );
|
||||
void ImpaleTarget( CBaseEntity *pOther );
|
||||
|
||||
private:
|
||||
// Impaling
|
||||
CNetworkVector( m_vecOffset );
|
||||
CNetworkQAngle( m_angOffset );
|
||||
float m_flConstrainLength;
|
||||
|
||||
CHandle< CRopeKeyframe > m_hRope;
|
||||
EHANDLE m_hImpaledTarget;
|
||||
CHandle< CHarpoon > m_hLinkedHarpoon;
|
||||
};
|
||||
|
||||
LINK_ENTITY_TO_CLASS( harpoon, CHarpoon );
|
||||
PRECACHE_REGISTER(harpoon);
|
||||
|
||||
IMPLEMENT_SERVERCLASS_ST(CHarpoon, DT_Harpoon)
|
||||
SendPropVector( SENDINFO(m_vecOffset), -1, SPROP_COORD ),
|
||||
SendPropVector( SENDINFO(m_angOffset), -1, SPROP_COORD ),
|
||||
END_SEND_TABLE()
|
||||
|
||||
BEGIN_DATADESC( CHarpoon )
|
||||
// Function Pointers
|
||||
DEFINE_FUNCTION( HarpoonTouch ),
|
||||
DEFINE_FUNCTION( FlyThink ),
|
||||
DEFINE_FUNCTION( ConstrainThink ),
|
||||
END_DATADESC()
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose:
|
||||
//-----------------------------------------------------------------------------
|
||||
CHarpoon::CHarpoon( void )
|
||||
{
|
||||
UseClientSideAnimation();
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose:
|
||||
//-----------------------------------------------------------------------------
|
||||
void CHarpoon::Spawn( void )
|
||||
{
|
||||
Precache();
|
||||
|
||||
SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_CUSTOM );
|
||||
SetSolid( SOLID_BBOX );
|
||||
//m_flGravity = 1.0;
|
||||
SetFriction( 0.75 );
|
||||
SetModel( "models/weapons/w_harpoon.mdl" );
|
||||
UTIL_SetSize(this, Vector( -4, -4, -4), Vector(4, 4, 4));
|
||||
SetCollisionGroup( TFCOLLISION_GROUP_GRENADE );
|
||||
|
||||
SetTouch( HarpoonTouch );
|
||||
SetThink( FlyThink );
|
||||
SetNextThink( gpGlobals->curtime + 0.1f );
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose:
|
||||
//-----------------------------------------------------------------------------
|
||||
void CHarpoon::Precache( void )
|
||||
{
|
||||
PrecacheModel( "models/weapons/w_harpoon.mdl" );
|
||||
|
||||
PrecacheScriptSound( "Harpoon.Impact" );
|
||||
PrecacheScriptSound( "Harpoon.Impale" );
|
||||
PrecacheScriptSound( "Harpoon.HitFlesh" );
|
||||
PrecacheScriptSound( "Harpoon.HitMetal" );
|
||||
PrecacheScriptSound( "Harpoon.Yank" );
|
||||
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose:
|
||||
//-----------------------------------------------------------------------------
|
||||
void CHarpoon::SetHarpoonAngles( void )
|
||||
{
|
||||
QAngle angles;
|
||||
VectorAngles( GetAbsVelocity(), angles );
|
||||
SetLocalAngles( angles );
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose:
|
||||
//-----------------------------------------------------------------------------
|
||||
void CHarpoon::HarpoonTouch( CBaseEntity *pOther )
|
||||
{
|
||||
// If we've stuck something, freeze. Make sure we hit it along our velocity.
|
||||
if ( pOther->GetCollisionGroup() != TFCOLLISION_GROUP_SHIELD )
|
||||
{
|
||||
// Perform the collision response...
|
||||
const trace_t &tr = CBaseEntity::GetTouchTrace( );
|
||||
|
||||
Vector vecNewVelocity;
|
||||
PhysicsClipVelocity (GetAbsVelocity(), tr.plane.normal, vecNewVelocity, 2.0 - GetFriction());
|
||||
SetAbsVelocity( vecNewVelocity );
|
||||
}
|
||||
else
|
||||
{
|
||||
// Move away from the shield...
|
||||
// Fling it out a little extra along the plane normal
|
||||
Vector vecCenter;
|
||||
AngleVectors( pOther->GetAbsAngles(), &vecCenter );
|
||||
|
||||
Vector vecNewVelocity;
|
||||
VectorMultiply( vecCenter, 400.0f, vecNewVelocity );
|
||||
SetAbsVelocity( vecNewVelocity );
|
||||
}
|
||||
|
||||
if ( !pOther->IsBSPModel() && !pOther->GetBaseAnimating() )
|
||||
return;
|
||||
|
||||
// At this point, it shouldn't affect player movement
|
||||
SetCollisionGroup( COLLISION_GROUP_DEBRIS );
|
||||
|
||||
// Remove myself soon
|
||||
SetThink( SUB_Remove );
|
||||
SetNextThink( gpGlobals->curtime + 30.0 );
|
||||
|
||||
m_hImpaledTarget = pOther;
|
||||
|
||||
// Should I impale something?
|
||||
if ( pOther->GetBaseAnimating() )
|
||||
{
|
||||
CheckLinkedHarpoon();
|
||||
|
||||
if ( pOther->GetMoveType() != MOVETYPE_NONE )
|
||||
{
|
||||
ImpaleTarget( pOther );
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
CheckLinkedHarpoon();
|
||||
|
||||
EmitSound( "Harpoon.Impact" );
|
||||
|
||||
// Stop moving
|
||||
SetMoveType( MOVETYPE_NONE );
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Check to see if we've got a linked harpoon, and see if we should constrain something
|
||||
//-----------------------------------------------------------------------------
|
||||
void CHarpoon::CheckLinkedHarpoon( void )
|
||||
{
|
||||
if ( m_hLinkedHarpoon )
|
||||
{
|
||||
CHarpoon *pPlayerHarpoon = NULL;
|
||||
CHarpoon *pNonMovingHarpoon = NULL;
|
||||
|
||||
// Find out if either of us has impaled something
|
||||
if ( GetImpaledTarget() && m_hLinkedHarpoon->GetImpaledTarget() )
|
||||
{
|
||||
// Only care about players for now. One of the targets must be a player.
|
||||
CBaseTFPlayer *pPlayer = NULL;
|
||||
CBaseEntity *pOtherTarget = NULL;
|
||||
if ( GetImpaledTarget()->IsPlayer() )
|
||||
{
|
||||
pPlayer = (CBaseTFPlayer*)GetImpaledTarget();
|
||||
pPlayerHarpoon = this;
|
||||
pNonMovingHarpoon = m_hLinkedHarpoon;
|
||||
}
|
||||
else if ( m_hLinkedHarpoon->GetImpaledTarget()->IsPlayer() )
|
||||
{
|
||||
pPlayer = (CBaseTFPlayer*)m_hLinkedHarpoon->GetImpaledTarget();
|
||||
pNonMovingHarpoon = this;
|
||||
pPlayerHarpoon = m_hLinkedHarpoon;
|
||||
}
|
||||
|
||||
// Found a player?
|
||||
if ( pPlayer )
|
||||
{
|
||||
pOtherTarget = pNonMovingHarpoon->GetImpaledTarget();
|
||||
|
||||
// For now, we have to be linked to a non-moving target. Eventually we could support linked moving targets.
|
||||
// pOtherTarget == NULL means the harpoon's buried in the world.
|
||||
if ( pOtherTarget->IsBSPModel() || pOtherTarget->GetMoveType() == MOVETYPE_NONE )
|
||||
{
|
||||
// Add a little slack
|
||||
m_flConstrainLength = ( m_hLinkedHarpoon->GetAbsOrigin() - GetAbsOrigin() ).Length() + 150;
|
||||
pPlayer->ActivateMovementConstraint( NULL, pNonMovingHarpoon->GetAbsOrigin(), m_flConstrainLength, 150.0f, 0.1f );
|
||||
// Square it for later checking
|
||||
m_flConstrainLength *= m_flConstrainLength;
|
||||
|
||||
// Start checking the length
|
||||
pPlayerHarpoon->m_flConstrainLength = m_flConstrainLength;
|
||||
pPlayerHarpoon->SetThink( ConstrainThink );
|
||||
pPlayerHarpoon->SetNextThink( gpGlobals->curtime + 0.1f );
|
||||
|
||||
// Make the rope taught, and prevent it resizing
|
||||
if ( m_hRope )
|
||||
{
|
||||
m_hRope->m_RopeFlags &= ~ROPE_RESIZE;
|
||||
m_hRope->RecalculateLength();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose:
|
||||
//-----------------------------------------------------------------------------
|
||||
void CHarpoon::ImpaleTarget( CBaseEntity *pOther )
|
||||
{
|
||||
// Impale!
|
||||
EmitSound( "Harpoon.Impale" );
|
||||
|
||||
// Calculate our impale offset
|
||||
m_vecOffset = (pOther->GetAbsOrigin() - GetAbsOrigin());
|
||||
m_angOffset = (pOther->GetAbsAngles() - GetAbsAngles());
|
||||
|
||||
FollowEntity( pOther );
|
||||
|
||||
// Do some damage to the target
|
||||
if ( pOther->m_takedamage )
|
||||
{
|
||||
CBaseTFPlayer *pOwner = ToBaseTFPlayer( GetOwnerEntity() );
|
||||
if ( !pOwner )
|
||||
return;
|
||||
|
||||
pOther->TakeDamage( CTakeDamageInfo( this, pOwner, weapon_harpoon_damage.GetFloat(), DMG_GENERIC ) );
|
||||
}
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose:
|
||||
//-----------------------------------------------------------------------------
|
||||
void CHarpoon::FlyThink( void )
|
||||
{
|
||||
SetHarpoonAngles();
|
||||
|
||||
SetNextThink( gpGlobals->curtime + 0.1f );
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Check to see if our target has moved beyond our length
|
||||
//-----------------------------------------------------------------------------
|
||||
void CHarpoon::ConstrainThink( void )
|
||||
{
|
||||
if ( !GetImpaledTarget() || !m_hLinkedHarpoon.Get() )
|
||||
return;
|
||||
|
||||
// Moved too far away?
|
||||
float flDistSq = m_hLinkedHarpoon->GetAbsOrigin().DistToSqr( GetImpaledTarget()->GetAbsOrigin() );
|
||||
if ( flDistSq > m_flConstrainLength )
|
||||
{
|
||||
// Break the rope
|
||||
if ( m_hRope )
|
||||
{
|
||||
m_hRope->DetachPoint(1);
|
||||
m_hRope->DieAtNextRest();
|
||||
m_hRope = NULL;
|
||||
}
|
||||
|
||||
// If we're impaling a player, remove his movement constraint
|
||||
if ( GetImpaledTarget()->IsPlayer() )
|
||||
{
|
||||
CBaseTFPlayer *pPlayer = (CBaseTFPlayer *)GetImpaledTarget();
|
||||
pPlayer->DeactivateMovementConstraint();
|
||||
}
|
||||
|
||||
SetThink( NULL );
|
||||
}
|
||||
else
|
||||
{
|
||||
SetNextThink( gpGlobals->curtime + 0.1f );
|
||||
}
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose:
|
||||
//-----------------------------------------------------------------------------
|
||||
CHarpoon *CHarpoon::Create( const Vector &vecOrigin, const Vector &vecForward, CBasePlayer *pOwner )
|
||||
{
|
||||
CHarpoon *pHarpoon = (CHarpoon*)CreateEntityByName("harpoon");
|
||||
|
||||
UTIL_SetOrigin( pHarpoon, vecOrigin );
|
||||
pHarpoon->Spawn();
|
||||
pHarpoon->ChangeTeam( pOwner->GetTeamNumber() );
|
||||
pHarpoon->SetOwnerEntity( pOwner );
|
||||
pHarpoon->SetAbsVelocity( vecForward );
|
||||
pHarpoon->SetHarpoonAngles();
|
||||
|
||||
return pHarpoon;
|
||||
}
|
||||
#endif
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose:
|
||||
//-----------------------------------------------------------------------------
|
||||
class CWeaponHarpoon : public CBaseTFCombatWeapon
|
||||
{
|
||||
DECLARE_CLASS( CWeaponHarpoon, CBaseTFCombatWeapon );
|
||||
public:
|
||||
CWeaponHarpoon();
|
||||
|
||||
DECLARE_NETWORKCLASS();
|
||||
DECLARE_PREDICTABLE();
|
||||
|
||||
virtual void ItemPostFrame( void );
|
||||
virtual void PrimaryAttack( void );
|
||||
virtual void SecondaryAttack( void );
|
||||
virtual float GetFireRate( void );
|
||||
virtual void ThrowGrenade( void );
|
||||
virtual void DetachRope( void );
|
||||
virtual void YankHarpoon( void );
|
||||
|
||||
// Custom grenade types
|
||||
virtual CHarpoon *CreateHarpoon( const Vector &vecOrigin, const Vector &vecAngles, CBasePlayer *pOwner );
|
||||
|
||||
/*
|
||||
// All predicted weapons need to implement and return true
|
||||
virtual bool IsPredicted( void ) const
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
#if defined( CLIENT_DLL )
|
||||
virtual bool ShouldPredict( void )
|
||||
{
|
||||
if ( GetOwner() == C_BasePlayer::GetLocalPlayer() )
|
||||
return true;
|
||||
|
||||
return BaseClass::ShouldPredict();
|
||||
}
|
||||
#endif
|
||||
*/
|
||||
|
||||
public:
|
||||
CNetworkVar( float, m_flStartedThrowAt );
|
||||
float m_flCantThrowUntil;
|
||||
float m_flSecondaryAttackAt;
|
||||
bool m_bActiveHarpoon;
|
||||
|
||||
#if !defined( CLIENT_DLL )
|
||||
CHandle< CRopeKeyframe > m_hRope;
|
||||
CHandle< CHarpoon > m_hHarpoon;
|
||||
#endif
|
||||
|
||||
private:
|
||||
CWeaponHarpoon( const CWeaponHarpoon & );
|
||||
};
|
||||
|
||||
LINK_ENTITY_TO_CLASS( weapon_harpoon, CWeaponHarpoon );
|
||||
|
||||
IMPLEMENT_NETWORKCLASS_ALIASED( WeaponHarpoon, DT_WeaponHarpoon )
|
||||
|
||||
BEGIN_NETWORK_TABLE( CWeaponHarpoon, DT_WeaponHarpoon )
|
||||
#if !defined( CLIENT_DLL )
|
||||
SendPropTime( SENDINFO( m_flStartedThrowAt ) ),
|
||||
#else
|
||||
RecvPropTime( RECVINFO( m_flStartedThrowAt ) ),
|
||||
#endif
|
||||
END_NETWORK_TABLE()
|
||||
|
||||
BEGIN_PREDICTION_DATA( CWeaponHarpoon )
|
||||
|
||||
DEFINE_PRED_FIELD_TOL( m_flStartedThrowAt, FIELD_FLOAT, FTYPEDESC_INSENDTABLE, TD_MSECTOLERANCE ),
|
||||
|
||||
END_PREDICTION_DATA()
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose:
|
||||
//-----------------------------------------------------------------------------
|
||||
CWeaponHarpoon::CWeaponHarpoon( void )
|
||||
{
|
||||
m_flStartedThrowAt = 0;
|
||||
m_flCantThrowUntil = 0;
|
||||
m_flSecondaryAttackAt = 0;
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose:
|
||||
//-----------------------------------------------------------------------------
|
||||
float CWeaponHarpoon::GetFireRate( void )
|
||||
{
|
||||
return 2.0;
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose:
|
||||
//-----------------------------------------------------------------------------
|
||||
void CWeaponHarpoon::ItemPostFrame( void )
|
||||
{
|
||||
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
|
||||
if (!pOwner)
|
||||
return;
|
||||
|
||||
// Look for button downs
|
||||
if ( (pOwner->m_afButtonPressed & IN_ATTACK) && !m_flStartedThrowAt && (m_flNextPrimaryAttack <= gpGlobals->curtime) )
|
||||
{
|
||||
// If we don't have a harpoon, throw one out. Otherwise, yank it back.
|
||||
if ( m_bActiveHarpoon )
|
||||
{
|
||||
YankHarpoon();
|
||||
}
|
||||
else
|
||||
{
|
||||
m_bActiveHarpoon = true;
|
||||
m_flStartedThrowAt = gpGlobals->curtime;
|
||||
PlayAttackAnimation( ACT_VM_PULLBACK );
|
||||
m_flCantThrowUntil = gpGlobals->curtime + SequenceDuration();
|
||||
}
|
||||
}
|
||||
else if ( m_flCantThrowUntil && m_bActiveHarpoon && !(pOwner->m_nButtons & IN_ATTACK) && (m_flNextPrimaryAttack <= gpGlobals->curtime) && (m_flCantThrowUntil <= gpGlobals->curtime) )
|
||||
{
|
||||
m_flNextPrimaryAttack = gpGlobals->curtime;
|
||||
PrimaryAttack();
|
||||
m_flStartedThrowAt = 0;
|
||||
m_flCantThrowUntil = 0;
|
||||
}
|
||||
else if ( (pOwner->m_nButtons & IN_ATTACK2) && (m_flNextPrimaryAttack <= gpGlobals->curtime) )
|
||||
{
|
||||
PlayAttackAnimation( ACT_VM_SECONDARYATTACK );
|
||||
m_flSecondaryAttackAt = gpGlobals->curtime + SequenceDuration() * 0.3;
|
||||
m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration();
|
||||
}
|
||||
else if ( m_flSecondaryAttackAt && m_flSecondaryAttackAt < gpGlobals->curtime )
|
||||
{
|
||||
SecondaryAttack();
|
||||
m_flSecondaryAttackAt = 0;
|
||||
}
|
||||
|
||||
// No buttons down?
|
||||
if ( !((pOwner->m_nButtons & IN_ATTACK) || (pOwner->m_nButtons & IN_ATTACK2) || (pOwner->m_nButtons & IN_RELOAD)) )
|
||||
{
|
||||
WeaponIdle( );
|
||||
}
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose:
|
||||
//-----------------------------------------------------------------------------
|
||||
void CWeaponHarpoon::PrimaryAttack( void )
|
||||
{
|
||||
CBasePlayer *pPlayer = dynamic_cast<CBasePlayer*>( GetOwner() );
|
||||
if ( !pPlayer )
|
||||
return;
|
||||
|
||||
if ( !ComputeEMPFireState() )
|
||||
return;
|
||||
|
||||
ThrowGrenade();
|
||||
|
||||
// Setup for refire
|
||||
m_flNextPrimaryAttack = gpGlobals->curtime + 1.0;
|
||||
CheckRemoveDisguise();
|
||||
|
||||
// If I'm now out of ammo, switch away
|
||||
if ( !HasPrimaryAmmo() )
|
||||
{
|
||||
pPlayer->SelectLastItem();
|
||||
}
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose:
|
||||
//-----------------------------------------------------------------------------
|
||||
void CWeaponHarpoon::SecondaryAttack( void )
|
||||
{
|
||||
CBasePlayer *pPlayer = dynamic_cast<CBasePlayer*>( GetOwner() );
|
||||
if ( !pPlayer )
|
||||
return;
|
||||
|
||||
// Slap things in front of me
|
||||
Vector vecForward;
|
||||
Vector vecBox = Vector( FIST_RANGE,FIST_RANGE,FIST_RANGE * 1.5 ) * 0.5;
|
||||
pPlayer->EyeVectors( &vecForward );
|
||||
Vector vecSrc = pPlayer->Weapon_ShootPosition( );
|
||||
Vector vecCenter = vecSrc + (FIST_RANGE * 0.5 * vecForward);
|
||||
|
||||
#if !defined( CLIENT_DLL )
|
||||
//NDebugOverlay::Box( vecCenter, -Vector(2,2,2), Vector(2,2,2), 255,0,0,20,2.0);
|
||||
//NDebugOverlay::Box( vecCenter, -vecBox, vecBox, 255,255,255,20,2.0);
|
||||
|
||||
bool bHitMetal = false;
|
||||
bool bHitPlayer = false;
|
||||
|
||||
CBaseEntity *pList[100];
|
||||
int count = UTIL_EntitiesInBox( pList, 100, vecSrc - vecBox, vecSrc + vecBox, FL_CLIENT|FL_NPC|FL_OBJECT );
|
||||
for ( int i = 0; i < count; i++ )
|
||||
{
|
||||
CBaseEntity *pEntity = pList[i];
|
||||
if ( !pEntity->m_takedamage )
|
||||
continue;
|
||||
if ( pEntity->InSameTeam( this ) )
|
||||
continue;
|
||||
|
||||
//NDebugOverlay::EntityBounds( pEntity, 0,255,0,20,2.0);
|
||||
if ( pEntity->IsPlayer() )
|
||||
{
|
||||
bHitPlayer = true;
|
||||
CTakeDamageInfo info( this, pPlayer, weapon_fist_damage.GetFloat(), DMG_CLUB );
|
||||
CalculateMeleeDamageForce( &info, (pEntity->GetAbsOrigin() - vecCenter), pEntity->GetAbsOrigin() );
|
||||
pEntity->TakeDamage( info );
|
||||
}
|
||||
else if ( pEntity->Classify() == CLASS_MILITARY )
|
||||
{
|
||||
bHitMetal = true;
|
||||
CTakeDamageInfo info( this, pPlayer, weapon_fist_damage_objects.GetFloat(), DMG_CLUB );
|
||||
CalculateMeleeDamageForce( &info, (pEntity->GetAbsOrigin() - vecCenter), pEntity->GetAbsOrigin() );
|
||||
pEntity->TakeDamage( info );
|
||||
}
|
||||
else
|
||||
{
|
||||
bHitMetal = true;
|
||||
CTakeDamageInfo info( this, pPlayer, weapon_fist_damage.GetFloat(), DMG_CLUB );
|
||||
CalculateMeleeDamageForce( &info, (pEntity->GetAbsOrigin() - vecCenter), pEntity->GetAbsOrigin() );
|
||||
pEntity->TakeDamage( info );
|
||||
}
|
||||
}
|
||||
|
||||
// Play the right sound
|
||||
if ( bHitPlayer )
|
||||
{
|
||||
EmitSound( "Harpoon.HitFlesh" );
|
||||
}
|
||||
else if ( bHitMetal )
|
||||
{
|
||||
EmitSound( "Harpoon.HitMetal" );
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose:
|
||||
//-----------------------------------------------------------------------------
|
||||
void CWeaponHarpoon::ThrowGrenade( void )
|
||||
{
|
||||
CBasePlayer *pPlayer = dynamic_cast<CBasePlayer*>( GetOwner() );
|
||||
if ( !pPlayer )
|
||||
return;
|
||||
|
||||
BaseClass::WeaponSound(WPN_DOUBLE);
|
||||
|
||||
// Calculate launch velocity (3 seconds for max distance)
|
||||
float flThrowTime = MIN( (gpGlobals->curtime - m_flStartedThrowAt), 3.0 );
|
||||
float flSpeed = 1000 + (200 * flThrowTime);
|
||||
|
||||
PlayAttackAnimation( ACT_VM_PRIMARYATTACK );
|
||||
|
||||
// If the player's crouched, roll the grenade
|
||||
if ( pPlayer->GetFlags() & FL_DUCKING )
|
||||
{
|
||||
// Launch the grenade
|
||||
Vector vecForward;
|
||||
QAngle vecAngles = pPlayer->EyeAngles();
|
||||
// Throw it up just a tad
|
||||
vecAngles.x = -1;
|
||||
AngleVectors( vecAngles, &vecForward, NULL, NULL);
|
||||
Vector vecOrigin;
|
||||
VectorLerp( pPlayer->EyePosition(), pPlayer->GetAbsOrigin(), 0.25f, vecOrigin );
|
||||
vecOrigin += (vecForward * 16);
|
||||
vecForward = vecForward * flSpeed;
|
||||
CreateHarpoon(vecOrigin, vecForward, pPlayer );
|
||||
}
|
||||
else
|
||||
{
|
||||
// Launch the grenade
|
||||
Vector vecForward;
|
||||
QAngle vecAngles = pPlayer->EyeAngles();
|
||||
AngleVectors( vecAngles, &vecForward, NULL, NULL);
|
||||
Vector vecOrigin = pPlayer->EyePosition();
|
||||
vecOrigin += (vecForward * 16);
|
||||
vecForward = vecForward * flSpeed;
|
||||
CreateHarpoon(vecOrigin, vecForward, pPlayer );
|
||||
}
|
||||
|
||||
pPlayer->RemoveAmmo( 1, m_iPrimaryAmmoType );
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Give the harpoon a yank
|
||||
//-----------------------------------------------------------------------------
|
||||
void CWeaponHarpoon::YankHarpoon( void )
|
||||
{
|
||||
CBasePlayer *pPlayer = dynamic_cast<CBasePlayer*>( GetOwner() );
|
||||
if ( !pPlayer )
|
||||
return;
|
||||
|
||||
#if !defined( CLIENT_DLL )
|
||||
if ( m_bActiveHarpoon && m_hHarpoon.Get() )
|
||||
{
|
||||
// If the harpoon's impaled something, pull it towards me
|
||||
CBaseEntity *pTarget = m_hHarpoon->GetImpaledTarget();
|
||||
if ( pTarget )
|
||||
{
|
||||
if ( !pTarget->IsBSPModel() && pTarget->GetMoveType() != MOVETYPE_NONE )
|
||||
{
|
||||
// Bring him to me!
|
||||
EmitSound( "Harpoon.Yank" );
|
||||
|
||||
// Get a yank vector, and raise it a little to get them off the ground if they're on it
|
||||
Vector vecOverHere = ( pPlayer->GetAbsOrigin() - pTarget->GetAbsOrigin() );
|
||||
VectorNormalize( vecOverHere );
|
||||
if ( pTarget->GetFlags() & FL_ONGROUND )
|
||||
{
|
||||
pTarget->SetGroundEntity( NULL );
|
||||
vecOverHere.z = 0.5;
|
||||
}
|
||||
pTarget->ApplyAbsVelocityImpulse( vecOverHere * 500 );
|
||||
|
||||
PlayAttackAnimation( ACT_VM_HAULBACK );
|
||||
}
|
||||
}
|
||||
m_hHarpoon->SetThink( SUB_Remove );
|
||||
m_hHarpoon->SetNextThink( gpGlobals->curtime + 5.0 );
|
||||
m_hHarpoon = NULL;
|
||||
m_bActiveHarpoon = false;
|
||||
}
|
||||
|
||||
DetachRope();
|
||||
#endif
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose:
|
||||
//-----------------------------------------------------------------------------
|
||||
void CWeaponHarpoon::DetachRope( void )
|
||||
{
|
||||
#if !defined( CLIENT_DLL )
|
||||
if ( m_hRope )
|
||||
{
|
||||
m_hRope->DetachPoint(1);
|
||||
m_hRope->DieAtNextRest();
|
||||
m_hRope = NULL;
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose:
|
||||
//-----------------------------------------------------------------------------
|
||||
CHarpoon *CWeaponHarpoon::CreateHarpoon( const Vector &vecOrigin, const Vector &vecAngles, CBasePlayer *pOwner )
|
||||
{
|
||||
#if !defined( CLIENT_DLL )
|
||||
CHarpoon *pHarpoon = CHarpoon::Create(vecOrigin, vecAngles, pOwner );
|
||||
if ( pHarpoon )
|
||||
{
|
||||
// Create the rope on first throw. Otherwise attach our existing rope.
|
||||
if ( !m_hRope )
|
||||
{
|
||||
CRopeKeyframe *pRope = CRopeKeyframe::Create( pHarpoon, pOwner, 0, 0 );
|
||||
if ( pRope )
|
||||
{
|
||||
pRope->m_RopeLength = 1.0;
|
||||
pRope->m_Slack = 50.0f;
|
||||
pRope->m_Width = 2;
|
||||
pRope->m_nSegments = ROPE_MAX_SEGMENTS;
|
||||
pRope->m_RopeFlags |= ROPE_RESIZE | ROPE_COLLIDE;
|
||||
}
|
||||
m_hRope = pRope;
|
||||
pHarpoon->SetRope( m_hRope );
|
||||
}
|
||||
else
|
||||
{
|
||||
m_hRope->SetEndPoint( pHarpoon, 0 );
|
||||
pHarpoon->SetRope( m_hRope );
|
||||
m_hRope = NULL;
|
||||
}
|
||||
|
||||
// Do we already have a harpoon out?
|
||||
CHarpoon *pOldHarpoon = m_hHarpoon;
|
||||
m_hHarpoon = pHarpoon;
|
||||
|
||||
if ( pOldHarpoon )
|
||||
{
|
||||
pOldHarpoon->SetLinkedHarpoon( m_hHarpoon );
|
||||
pHarpoon->SetLinkedHarpoon( pOldHarpoon );
|
||||
m_hHarpoon = NULL;
|
||||
}
|
||||
}
|
||||
return pHarpoon;
|
||||
#else
|
||||
return NULL;
|
||||
#endif
|
||||
}
|
||||
Reference in New Issue
Block a user